void gameMap::showMap(GLfloat halfBodySize,GLuint TexId) { if (isMapListInited == false) { initMapList(halfBodySize, TexId); isMapListInited = true; } glBindTexture(GL_TEXTURE_2D, TexId); glCallList(MapList); }
Manager::Manager() { camera = new Camera(); camera->setPerspective(tFOVY, WINDOW_WIDTH / WINDOW_HEIGHT, tNEAR, tFAR); camera->setCenter(glm::vec3(-NUMTILESX / 2, -NUMTILESY / 2, -40.0f)); camera->updateCamera(); mapList = new std::vector<Scene*>; preloadedObjs = new std::vector<Piece*>; PieceReader::getInstance().init(); ShaderProgram* sh = createShaderProgram("..\\shaders\\vertex_shader.glsl", "..\\shaders\\fragment_shader.glsl"); ShaderProgram* sh2D = createShaderProgram("..\\shaders\\vertex_shader_2d.glsl", "..\\shaders\\fragment_shader_2d.glsl"); starter = 0; obj = 0; initInterface(sh2D); initMapList(sh); preLoadPieces(sh); }
MenuWidget::MenuWidget(QWidget* parent) : QWidget(parent) { this->setupUi(this); this->setLayout(mainLayout); connect(playButton, SIGNAL(clicked(bool)), this, SLOT(playClicked(bool))); connect(quitButton, SIGNAL(clicked(bool)), this, SLOT(clickedQuit(bool))); connect(addPlayerButton, SIGNAL(clicked(bool)), this, SLOT(clickedAddPlayer(bool))); connect(removePlayerButton, SIGNAL(clicked(bool)), this, SLOT(clickedRemovePlayer(bool))); connect(editPlayerButton, SIGNAL(clicked(bool)), this, SLOT(clickedEditPlayer(bool))); initMapList(); _playermodel = new QStandardItemModel(playersList); _playermodel->setColumnCount(1); playersList->setModel(_playermodel); }