cocos2d::TrianglesCommand* SkeletonBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags)
 {
     TrianglesCommand* command = allocateCommand();
     command->init(globalOrder, texture, glProgramState, blendType, triangles, mv, flags);
     renderer->addCommand(command);
     return command;
 }
Example #2
0
//		Launch the reception: take and allocate new orders.
int		Reception::start()
{
  Order		*order;
  size_t	name = 0;

  while (1)
    {
      try {
	order = new Order(_mPizzaSize, _mPizzaType);
	std::queue<Command *>	&commands = order->getOrder();

	while (!commands.empty()/* || _kitchens.size()*/)
	  {
	    if (allocateCommand(commands, name))
	      {
		delete order;
		return (0);
	      }
	    if (!commands.empty())
	      commands.pop();
	  }
	delete order;
      }
      catch (BadCommandError &e) {
	std::cerr << e.what() << "." << std::endl;
	}
    }
  return (0);
}