//-------------------------------------------------------------- void ofxMtlMapping2DPolygon::setAsIdle() { disable(); disableVertices(); }
void InspectorWorkerAgent::clearFrontend() { m_state->setBoolean(WorkerAgentState::autoconnectToWorkers, false); disable(0); m_inspectorFrontend = 0; }
/*-----------------------------------------------------------*/ void vHTTPTask( void * pvParameters ) { short i, sLen; unsigned char ucState; ( void ) pvParameters; /* Create the semaphore used to communicate between this task and the WIZnet ISR. */ vSemaphoreCreateBinary( xTCPSemaphore ); /* Make sure everything is setup before we start. */ prvNetifInit(); prvHTTPInit(); for( ;; ) { /* Wait until the ISR tells us there is something to do. */ xSemaphoreTake( xTCPSemaphore, portMAX_DELAY ); /* Check each socket. */ for( i = 0; i < httpSOCKET_NUM; i++ ) { ucState = select( i, SEL_CONTROL ); switch (ucState) { case SOCK_ESTABLISHED : /* new connection established. */ if( ( sLen = select( i, SEL_RECV ) ) > 0 ) { if( sLen > httpSOCKET_BUFFER_SIZE ) { sLen = httpSOCKET_BUFFER_SIZE; } disable(); sLen = recv( i, ucSocketBuffer, sLen ); if( ucConnection[ i ] == 1 ) { /* This is our first time processing a HTTP request on this connection. */ prvTransmitHTTP( i ); ucConnection[i] = 0; } enable(); } break; case SOCK_CLOSE_WAIT : close(i); break; case SOCK_CLOSED : ucConnection[i] = 1; socket( i, SOCK_STREAM, 80, 0x00 ); NBlisten( i ); /* reinitialize socket. */ break; } } } }
void PageRuntimeAgent::clearFrontend() { m_frontend = 0; String errorString; disable(&errorString); }
thread test_recursion(bool verbose) { tid_typ atid, btid, ctid, dtid, i, j; bool passed = TRUE; uchar testArray[4 * 2 * TIMES]; uchar expectedResults[4 * 2 * TIMES]; char str[50]; int index = 0; int btid_remaining, dtid_remaining; /* reset the number of calls to `t5` */ calls = 0; /* disable interrupts to prevent a preemption from launching a * lower-priority thread before the higher-priority ones are created */ disable(); ready(atid = create((void *)t5, INITSTK, 31, "RECURSION-A", 3, TIMES, testArray, &index), 0); ready(btid = create((void *)t5, INITSTK, 32, "RECURSION-B", 3, TIMES, testArray, &index), 0); ready(ctid = create((void *)t5, INITSTK, 34, "RECURSION-C", 3, TIMES, testArray, &index), 0); ready(dtid = create((void *)t5, INITSTK, 32, "RECURSION-D", 3, TIMES, testArray, &index), 0); /* Run the tests by yielding the processor */ yield(); /* Generate expected results and compare */ for (i = 0, j = TIMES; i < 2 * TIMES; i += 2, j--) { expectedResults[i] = ctid; expectedResults[i + 1] = j; } /* Since threads may be rescheduled before they can disable interrupts, the * exact order than threads B and D, which have equal priority, execute in * is unpredictable. To avoid spurious test failures, we accept them * executing in any order. */ btid_remaining = TIMES; dtid_remaining = TIMES; for (i = TIMES * 2; i < 6 * TIMES; i += 2) { if (testArray[i] == btid && btid_remaining > 0) { expectedResults[i] = btid; expectedResults[i + 1] = btid_remaining; btid_remaining--; } else { expectedResults[i] = dtid; expectedResults[i + 1] = dtid_remaining; dtid_remaining--; } } for (i = 6 * TIMES, j = TIMES; i < 8 * TIMES; i += 2, j--) { expectedResults[i] = atid; expectedResults[i + 1] = j; } for (i = 0; i < 8 * TIMES; i++) { if (expectedResults[i] != testArray[i]) { passed = FALSE; sprintf(str, "Expected testArray[%d] == %d, not %d\n", i, expectedResults[i], testArray[i]); testFail(verbose, str); } } /* t5 should be called (4 threads * NTIMES) = 20 times */ testPrint(verbose, "Checking number of recursive calls"); failif(calls != 20, "called `t5` excessivly"); if (TRUE == passed) { testPass(TRUE, ""); } else { testFail(TRUE, ""); } return OK; }
void InspectorHeapAgent::willDestroyFrontendAndBackend(DisconnectReason) { ErrorString ignored; stopTracking(ignored); disable(ignored); }
syscall kill( pid32 pid /* ID of process to kill */ ) { intmask mask; /* Saved interrupt mask */ int32 i; /* Index into descriptors */ struct procent *prptr = &proctab[currpid]; /* Ptr to process' table entry */\ struct memblkentry *prevmemblkptr = prptr->prmemblklist; struct memblkentry *memblkptr = prevmemblkptr->next; //kprintf("in here homie bad zone\n"); mask = disable(); if (isbadpid(pid) || (pid == NULLPROC) || ((prptr = &proctab[pid])->prstate) == PR_FREE) { restore(mask); return SYSERR; } while(memblkptr != NULL){ prevmemblkptr = memblkptr; memblkptr = memblkptr->next; } //kprintf("prptr->prmemblklist->size before :%d\n",prptr->prmemblklist->size); prevmemblkptr->size = 0; prptr->prmemblklist->size = prevmemblkptr->size; prevmemblkptr->next = NULL; //kprintf("prptr->prmemblklist->size after :%d\n",prptr->prmemblklist->size); if (--prcount <= 1) { /* Last user process completes */ xdone(); } send(prptr->prparent, pid); for (i=0; i<3; i++) { close(prptr->prdesc[i]); } freestk(prptr->prstkbase, prptr->prstklen); switch (prptr->prstate) { case PR_CURR: prptr->prstate = PR_FREE; /* Suicide */ resched(); case PR_SLEEP: case PR_RECTIM: unsleep(pid); prptr->prstate = PR_FREE; break; case PR_WAIT: semtab[prptr->prsem].scount++; /* Fall through */ case PR_READY: getitem(pid); /* Remove from queue */ /* Fall through */ default: prptr->prstate = PR_FREE; } kprintf("prptr->prmemblklist->size %d\n",prevmemblkptr->size); restore(mask); return OK; }
void IOEventSource::setWorkLoop(IOWorkLoop *inWorkLoop) { if ( !inWorkLoop ) disable(); workLoop = inWorkLoop; }
Frame::Frame() : EventListener(2) { rootWidget = new RootWidget(); disable(); }
/* style 2: baud=... parity=... data=... stop=... retry=... */ int serial(int snum, char * what) { unsigned int xbaud, baud, xparity, data, stop, xretry; char parity, retry; #ifdef DMODE static long int baudlist[] = { 110, 150, 300, 600, 1200, 2400, 4800, 9600, 19200, 38400L, 57600L, 115200L }; /* baudlist */ #endif if ( (what == NULL) || (!strncmp(what, "/STA", 4)) ) { int i; static char * serbits[] = { "delta-CTS", "delta-DSR", "RI-trail", "delta-CD", "CTS", "DSR", "RI", "CD", /* modem: cleartosend, datasetready, ringindicator, carrierdetect */ "data-received", "overrun", "parity-error", "frame-error", "break-received", "xmit-hold-empty", "xmit-shift-empty", "timeout" }; /* serbits */ printf("*** SERIAL PORT %d STATUS ***\r\n", snum+1); r.x.ax = 0x0300; /* read status */ r.x.dx = snum; int86(0x14, &r, &r); printf("Port status: [ "); for (i=15; i>=0; i--) { if ( (r.x.ax & (1<<i)) != 0) printf("%s ", serbits[i]); } printf("]\r\n"); #ifndef DMODE2 /* Tell about BAUDHARD=1 only if /STA... given, unless DMODE2 */ if ( (what != NULL) && (!strncmp(what, "/STA", 4)) ) { #else { #endif printf("Use MODE COM%d BAUDHARD=1 to read *configuration* from UART.\r\n", snum+1); } return 0; } if (strchr(what,'=') != NULL) { baud = grabarg(what, "BAUD="); xbaud = grabarg(what, "BAUDHARD="); /* new 4/2004 */ xparity = grabarg(what, "PARITY="); data = grabarg(what, "DATA="); stop = grabarg(what, "STOP="); xretry = grabarg(what, "RETRY="); } else { what = skipspace(what); if ( (what[0]!=',') && (!isdigit(what[0])) ) { printf("Syntax error in 'MODE COMn ...', please check 'MODE /?'.\r\n"); return 1; } baud = posarg(what, 0); xbaud = 0; xparity = posarg(what, 1); data = posarg(what, 2); stop = posarg(what, 3); xretry = posarg(what, 4); } if ( (baud==0) && (xparity==0) && (data==0) && (stop==0) && (xretry==0) && (xbaud==0) ) { printf("Syntax error in 'MODE COMn ...', please check 'MODE /?'.\r\n"); return 1; } if ( (data>8) || ((data<5) && (data!=0)) ) { printf("Data bits must be 5, 6, 7 or 8.\r\n"); return 1; /* failed */ } if ( (stop>2) || (stop<0) ) { printf("Stop bits must be 1 or 2.\r\n"); printf("(2 stopbits treated as 1.5 if 5 or 6 data bits).\r\n"); return 1; /* failed */ } retry = (char)xretry; xretry = xlatretry(retry); if (xretry<0) return 1; /* error */ if ((xretry==2) || (xretry==3)) /* if busy: 0 busy 1 error 2 ready */ /* 3 keep trying 4 no retry */ printf("Not yet supported RETRY value - ignored.\r\n"); /* Reason: We do not hook int 14h at all (yet) ;-) ! */ parity = (char)xparity; switch (parity) { case 'N': xparity = 0; /* none */ break; case 'O': xparity = 1; /* odd */ break; case 'E': xparity = 2; /* even (3 for old style API) */ break; case 'S': xparity = 3; /* space? (new style API only) */ break; case 'M': xparity = 4; /* mark? (new style API only) */ break; case 0: xparity = 0; /* default parity setting: no parity */ parity = '-'; break; default: printf("Parity must be N, O, E, S or M (none, odd, even, space, mark).\r\n"); return 1; /* failed */ } /* switch */ if (stop==0) stop = (baud==110) ? 2 : 1; /* default number of stop bits */ if ((baud % 10) == 0) baud /= 10; /* strip at most 2 trailing zeroes */ if ((baud % 10) == 0) baud /= 10; /* strip at most 2 trailing zeroes */ switch (baud) { case 11: /* 110 (caveat: 11 could also abbreviate 115200 (*)) */ baud = 0; break; case 15: /* 150 */ baud = 1; break; case 3: /* 300 (caveat: 3 could also abbreviate 38400 (*)) */ baud = 2; break; case 6: /* 600 (*) */ baud = 3; break; case 12: /* 1200 */ baud = 4; break; case 0: /* default baud value is 2400 in most DOS versions */ case 24: /* 2400 */ baud = 5; break; case 48: /* 4800 */ baud = 6; break; case 96: /* 9600 */ baud = 7; break; /* 14400 ??? */ case 19: /* 19200 */ case 192: baud = 8; /* from here on we have to use the new API */ break; /* 28800 ??? */ case 38: /* 38400 (supported?) */ case 384: baud = 9; break; case 57: /* 57600 (supported?) */ case 576: baud = 10; break; case 115: /* 115200 (supported?) */ case 1152: case 0xc200: /* 115200 & 0xffff */ baud = 11; break; default: printf("BIOS-Unsupported baud rate, sorry.\r\n"); printf("Please use BAUDHARD=value, with value=baud rate / 100\r\n"); printf("e.g. BAUDHARD=1152 for 115200 baud, to program baud rate\r\n"); printf("directly into UART hardware. BAUDHARD=1 reads UART config!\r\n"); return 1; } /* switch */ if ((baud > 8) && (baud < 12)) { printf("If your BIOS fails to set this baud rate properly, try\r\n"); printf("using BAUDHARD=%d instead to program UART hardware directly.\r\n", (baud>9) ? ((baud==11) ? 1152 : 576) : 384); } /* (*) MS MODE only allows full values or 2 or 3 digit abbreviations, */ /* while we also allow "omit trailing zeroes" style 1 digit abbrev.! */ if (data==0) data = 8; /* default number of data bits */ r.x.dx = snum; /* port number */ if ( (baud > 7) || (xparity > 2) ) { /* need new API? */ r.x.ax = 0x0401; /* extended setup, no break */ r.h.bh = xparity; r.h.bl = stop-1; /* 0 means 1, 1 means 2 (1.5 if 5 data bits) stop bits */ r.h.ch = data-5; /* 0..3 means 5..8 data bits */ r.h.cl = baud; /* baud rate selector, values 0..8 same for all BIOSes */ if (xbaud!=1) /* do not SET before READING config! */ int86(0x14, &r, &r); if (r.x.ax == 0x1954) { /* we got "FOSSIL init successful" */ /* which means that BX / CX had no effect */ printf("FOSSIL driver detected, MODE could not configure port!\r\n"); printf("You can use MODE with FOSSIL for max 9600 baud / normal parity only.\r\n"); } if (r.x.ax == 0xaa55) { printf("MBBIOS detected, please use only 110-9600 baud and set\r\n"); printf("the MBBIOS high speed option to translate to 9600-330400 baud.\r\n"); r.x.ax = 0x1954; } } else { if (xparity==2) xparity=3; /* translate to old style value */ r.h.ah = 0; /* initialize port */ r.h.al = (baud<<5) | (xparity<<3) | ((stop-1)<<1) | (data-5); if (xbaud!=1) /* do not SET before READING config! */ int86(0x14, &r, &r); } /* returns status in AX */ if (xbaud) { unsigned int sport = peek(0x40, snum+snum); unsigned int scratch; if (!sport) { printf("This serial port has no UART, sorry.\r\n"); return 1; } disable(); scratch = inportb(sport+7); outportb(sport+7, 0xea); printf("UART is "); if (inportb(sport+7) != 0xea) { if (xbaud!=1) { printf("8250, reading defaults!"); xbaud = 1; } else printf("8250."); } else { outportb(sport+7, scratch); printf("16450 or newer."); /* or 8250A */ } enable(); printf(" %s:\r\n", (xbaud==1) ? "Reading parameters" : "Programming baud rate"); if (xbaud>1152) { /* limit for 1.8432 MHz clock */ printf("Maximum baud rate is 115200 (BAUDHARD=1152).\r\n"); xbaud = 1; } if (xbaud==1) { /* parameter reading */ /* line control: DLAB break PPP stop WW */ /* PPP = 1x1 for sticky ~x parity, ??0 for no parity, 0x1 for */ /* 0 odd / 1 even parity. stop 0 for 1 stop bit, 1 for 1.5 (WW=0) / 2 */ /* WW 0..3 for 5..8 data bits */ scratch = inportb(sport+3); if (scratch & 0x40) printf(" break,"); if (scratch & 0x08) { printf(" %s parity,", (scratch & 0x20) ? ( (scratch & 0x10) ? "sticky low" : "sticky high" ) : ( (scratch & 0x10) ? "even" : "odd" ) ); } else printf(" no parity,"); printf(" %s, %d bit,", ( (scratch & 0x04) ? ( (scratch & 0x03) ? "2 stop bits" : "1.5 stop bits" ) : "1 stop bit" ), 5 + (scratch & 0x03) ); disable(); outportb(sport+3, inportb(sport+3) | 0x80); /* divisor access */ #ifdef DIVISOR_WORD scratch = inport(sport); /* divisor word */ #else scratch = inportb(sport+1); /* high byte */ scratch <<= 8; scratch |= inportb(sport); /* low byte */ /* better read LO before HI? */ #endif outportb(sport+3, inportb(sport+3) & 0x7f); enable(); if (scratch) { printf(" %ld baud,", 115200UL / scratch); xbaud = 1152 / scratch; } else { printf(" infinite baud rate!?,"); xbaud = 9999; } scratch = inportb(sport+4); printf(" RTS %s, DTR %s.\r\n", ( (scratch & 2) ? "on" : "auto" ), ( (scratch & 1) ? "on" : "auto" ) ); /* Modem control: ? ? (out0) loopback out2=irqenable out1=0 RTS DTR */ /* (RTS / DTR set means "forced on" instead of "use for handshake") */ } else { /* registers: +0/+1 divisor latch low/high if DLAB=1, +7 scratch... */ /* +3 line control +4 modem control +5 line status +6 modem status... */ scratch = 1152 / xbaud; /* convert into divisor */ printf(" %ld %s(divisor ", 115200UL / scratch, ((115200UL / scratch) != (100UL * xbaud)) ? "(had to round up) " : "" ); disable(); outportb(sport+3, inportb(sport+3) | 0x80); /* divisor access */ #ifdef DIVISOR_WORD outport(sport, scratch); /* divisor word */ #else outportb(sport, scratch & 0xff); /* low byte */ outportb(sport+1, scratch >> 8); /* high byte */ #endif outportb(sport+3, inportb(sport+3) & 0x7f); enable(); printf("%d).\r\n", scratch); #if SET_RTS_DTR /* to force RTS / DTR to on: */ outportb(sport+4, inportb(sport+4) | 3); printf("Forcing RTS/DTR on.\r\n"); /* should be done by drivers, e.g. raising on mouse init */ #endif } /* baud rate writing */ } /* direct UART programming: BAUDHARD argument given */ #ifdef DMODE printf("MODE COM%d (x)baud=%ld parity=%c data=%d stop=%d (ignored: retry=%c)\r\n", snum+1, (xbaud) ? ((long int)xbaud * 100UL) : baudlist[baud], parity, data, stop, retry ? retry : '-'); #endif /* TODO: send RETRY setting to TSR part */ return (r.x.ax==0x1954) ? 1 : 0; } /* serial */
void Chap9_SetAddress(void) { UCHAR j; { RaiseIRQL(); disable(); if(!ControlData.Abort) { if(bUSBCheck_Device_State.State_bits.DEVICE_DEFAULT_STATE) { if((ControlData.DeviceRequest.wValue & DEVICE_ADDRESS_MASK) != 0 ) { bUSBCheck_Device_State.State_bits.DEVICE_DEFAULT_STATE = 0; Hal4D13_SetAddressEnable((UCHAR)(ControlData.DeviceRequest.wValue & DEVICE_ADDRESS_MASK), 1); bUSBCheck_Device_State.State_bits.DEVICE_ADDRESS_STATE = 1; Chap9_SingleTransmitEP0(0, 0); printf("addressed"); } else bUSBCheck_Device_State.State_bits.DEVICE_DEFAULT_STATE = 1; } else if(bUSBCheck_Device_State.State_bits.DEVICE_ADDRESS_STATE) { if((ControlData.DeviceRequest.wValue & DEVICE_ADDRESS_MASK) == 0 ) { Hal4D13_SetAddressEnable((UCHAR)(ControlData.DeviceRequest.wValue & DEVICE_ADDRESS_MASK), 1); bUSBCheck_Device_State.State_bits.DEVICE_DEFAULT_STATE = 1; bUSBCheck_Device_State.State_bits.DEVICE_ADDRESS_STATE = 0; Chap9_SingleTransmitEP0(0, 0); } else { bUSBCheck_Device_State.State_bits.DEVICE_DEFAULT_STATE = 0; Hal4D13_SetAddressEnable((UCHAR)(ControlData.DeviceRequest.wValue & DEVICE_ADDRESS_MASK), 1); bUSBCheck_Device_State.State_bits.DEVICE_ADDRESS_STATE = 1; Chap9_SingleTransmitEP0(0, 0); } } else { bUSBCheck_Device_State.State_bits.DEVICE_CONFIGURATION_STATE = 0; bUSBCheck_Device_State.State_bits.DEVICE_ADDRESS_STATE = 0; bUSBCheck_Device_State.State_bits.DEVICE_DEFAULT_STATE = 1; j = DEV_BEHAVIOUR_NOT_SPECIFIED; Chap9_SingleTransmitEP0(&j, 0); } } LowerIRQL(); enable(); } //printf("Addr %x\n",Hal4D13_GetAddress()); }
void InspectorDatabaseAgent::willDestroyFrontendAndBackend(Inspector::DisconnectReason) { ErrorString unused; disable(unused); }
/// DOT_SLIDER class down here void UI_DOT_SLIDER::create(UI_WINDOW *wnd, int _x, int _y, char *bm, int id, int end_buttons, int _num_pos) { char filename[MAX_PATH_LEN]; int bx, by, bw, hotspot; has_end_buttons = end_buttons; if ( has_end_buttons ) { bx = _x + 24; by = _y + 1; bw = 190; hotspot = id + 1; } else { bx = _x; by = _y; bw = 80; hotspot = id; } num_pos = _num_pos; sprintf(filename, "%s%0.2d", bm, hotspot); first_frame = bm_load_animation(filename, &total_frames); if (first_frame < 0) { Error(LOCATION, "Could not load %s.ani\n", filename); disable(); hide(); return; } base_create(wnd, UI_KIND_DOT_SLIDER, bx, by, bw, 20); pos = 0; // A DOT_SLIDER has up to 3 child buttons.. by = _y; // First button is the region with the dots button.create( wnd, "", bx, by, bw, 20, 0, 1 ); button.set_parent(this); button.link_hotspot(hotspot); button.hide(); if ( has_end_buttons ) { // Second button is the up (increase) button sprintf(filename, "%s%0.2d", bm, id + 2); up_button.create( wnd, "", _x + 216, _y, 22, 24, 1, 1 ); up_button.set_parent(this); up_button.set_highlight_action(common_play_highlight_sound); up_button.set_bmaps(filename); up_button.link_hotspot(id + 2); // Third button is the down (decrease) button sprintf(filename, "%s%0.2d", bm, id); down_button.create( wnd, "", _x, _y, 22, 24, 1, 1 ); down_button.set_parent(this); down_button.set_highlight_action(common_play_highlight_sound); down_button.set_bmaps(filename); down_button.link_hotspot(id); } }
/*------------------------------------------------------------------------ * kill -- kill a process and remove it from the system *------------------------------------------------------------------------ */ SYSCALL kill(int pid) { STATWORD ps; struct pentry *pptr; /* points to proc. table for pid*/ int dev, i; disable(ps); if (isbadpid(pid) || (pptr= &proctab[pid])->pstate==PRFREE) { restore(ps); return(SYSERR); } if (--numproc == 0) xdone(); dev = pptr->pdevs[0]; if (! isbaddev(dev) ) close(dev); dev = pptr->pdevs[1]; if (! isbaddev(dev) ) close(dev); dev = pptr->ppagedev; if (! isbaddev(dev) ) close(dev); send(pptr->pnxtkin, pid); freestk(pptr->pbase, pptr->pstklen); switch (pptr->pstate) { case PRCURR: for(i = 0; i < NLOCKS; i ++) { while(lockholdtab[pid][i] > 0) release(pid, locks[i].locknum); } pptr->pstate = PRFREE; /* suicide */ resched(); case PRWAIT: semaph[pptr->psem].semcnt++; case PRLWAIT: case PRREADY: for(i = 0; i < NLOCKS; i ++) { while(lockholdtab[pid][i] > 0) release(pid, locks[i].locknum); } dequeue(pid); pptr->pstate = PRFREE; break; case PRSLEEP: case PRTRECV: unsleep(pid); /* fall through */ default: pptr->pstate = PRFREE; for(i = 0; i < NLOCKS; i ++) { while(lockholdtab[pid][i] > 0) release(pid, locks[i].locknum); } } restore(ps); return(OK); }
bool OculusVRDevice::enable() { // Start off with disabling the device if it is already enabled disable(); Con::printf("Oculus VR Device Init:"); OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All)); if(OVR::System::IsInitialized()) { mEnabled = true; // Create the OVR device manager mDeviceManager = OVR::DeviceManager::Create(); if(!mDeviceManager) { if(smSimulateHMD) { Con::printf(" Could not create a HMD device manager. Simulating a HMD."); Con::printf(" "); createSimulatedHMD(); createSimulatedSensor(); setActive(true); return true; } else { Con::printf(" Could not create a HMD device manager."); Con::printf(" "); mEnabled = false; OVR::System::Destroy(); return false; } } // Provide a message listener // NOTE: Commented out as non-functional in 0.1.2 //mListener = new DeviceListener(this); //mDeviceManager->SetMessageHandler(mListener); // Enumerate HMDs and pick the first one OVR::HMDDevice* hmd = mDeviceManager->EnumerateDevices<OVR::HMDDevice>().CreateDevice(); if(hmd) { // Add the HMD to our list addHMDDevice(hmd); // Detect and add any sensor on the HMD OVR::SensorDevice* sensor = hmd->GetSensor(); if(sensor) { addSensorDevice(sensor); } else { Con::printf(" No sensor device on HMD."); } setActive(true); } else { if(smSimulateHMD) { Con::printf(" Could not enumerate a HMD device. Simulating a HMD."); createSimulatedHMD(); createSimulatedSensor(); setActive(true); } else { Con::printf(" Could not enumerate a HMD device."); } } } Con::printf(" "); return false; }
void FrameBufferObject::attach(unsigned int slot, unsigned int texture) { enable(); glFramebufferTexture(GL_FRAMEBUFFER, slot, texture, 0); disable(); }
HardwareTimer::~HardwareTimer() { disable(); if (__user_fptr != NULL) //double check delete __user_fptr; }
void InspectorIndexedDBAgent::clearFrontend() { m_frontendProvider->clearFrontend(); m_frontendProvider.clear(); disable(0); }
/*Codigo fuente de nuestra interrupcion del timer*/ void interrupt myTimer(...) { disable(); //Apaga las dem?s interrupciones (*prev)(); //Llama al antiguo c?digo de interrupcion //Espera una tecla y verifica si es la tecla Enter if(kbhit() && getch() == 0xD) { //Devuelve la interrupci?n original setvect(8,prev); exit(0); } if (quantumProcess > 0) { //Si el proceso aun tiene quantum lo disminuye. quantumProcess--; } else { //Salva el SP del proceso que se quedo sin quantum asm mov stackPointer, SP pcb[indexProcess].stcPtr = stackPointer; if (pcb[indexProcess].status == 1) { pcb[indexProcess].status = 2; } //copia el valor que posee el quantum del proceso actual int q = pcb[indexProcess].quantum; if (q > 20) { //Si el quantum del proceso es mayor a 20 reinicia el quantum en su valor original q = quantum; } else { /*Si el quantum del proceso actual no es mayor a 20 le aumenta uno para que a la siguiente ejecución tenga un tick de reloj más*/ q++; } //Asigna el nuevo quantum al proceso. pcb[indexProcess].quantum = q; //Cambio de proceso. indexAux = indexProcess; indexProcess++; indexProcess = indexProcess % 2; if (pcb[indexProcess].status != 2) { indexProcess++; indexProcess = indexProcess % 2; } //Guarda el quantum del nuevo proceso. quantumProcess = pcb[indexProcess].quantum; //revisa que no se repita el proceso que se acaba de quedar sin quantum if (indexAux != indexProcess) { //Le indica que el nuevo proceso va estar en estado ejecutado. pcb[indexProcess].status = 1; stackPointer = pcb[indexProcess].stcPtr; //Mueve el SP a donde esta el contexto del nuevo proceso que va ejecutar asm mov sp,stackPointer } }
void InspectorLayerTreeAgent::clearFrontend() { m_frontend = 0; disable(0); }
void InspectorDOMStorageAgent::clearFrontend() { m_frontend = 0; disable(0); }
int winaddmenuitem(const char * item, const char * menu, const char * action, char *errmsg) { int i, im; menuitem m; char mitem[1002], *p; /* if (nitems > 499) { strcpy(errmsg, G_("too many menu items have been created")); return 2; } */ if (strlen(item) + strlen(menu) > 1000) { strcpy(errmsg, G_("menu + item is limited to 1000 bytes")); return 5; } for (im = 0; im < nmenus; im++) { if (strcmp(menu, usermenunames[im]) == 0) break; } if (im == nmenus) { strcpy(errmsg, G_("menu does not exist")); return 3; } strcpy(mitem, menu); strcat(mitem, "/"); strcat(mitem, item); for (i = 0; i < nitems; i++) { if (strcmp(mitem, umitems[i]->name) == 0) break; } if (i < nitems) { /* existing item */ if (strcmp(action, "enable") == 0) { enable(umitems[i]->m); } else if (strcmp(action, "disable") == 0) { disable(umitems[i]->m); } else { p = umitems[i]->action; p = realloc(p, strlen(action) + 1); if(!p) { strcpy(errmsg, G_("failed to allocate char storage")); return 4; } strcpy(p, action); } } else { addto(usermenus[im]); m = newmenuitem(item, 0, menuuser); if (m) { if(alloc_items <= nitems) { if(alloc_items <= 0) { alloc_items = 100; umitems = (Uitem *) malloc(sizeof(Uitem) * alloc_items); } else { alloc_items += 100; umitems = (Uitem *) realloc(umitems, sizeof(Uitem) * alloc_items); } } umitems[nitems] = (Uitem) malloc(sizeof(uitem)); umitems[nitems]->m = m; umitems[nitems]->name = p = (char *) malloc(strlen(mitem) + 1); if(!p) { strcpy(errmsg, G_("failed to allocate char storage")); return 4; } strcpy(p, mitem); if(!p) { strcpy(errmsg, G_("failed to allocate char storage")); return 4; } umitems[nitems]->action = p = (char *) malloc(strlen(action) + 1); strcpy(p, action); m->max = nitems; nitems++; } else { strcpy(errmsg, G_("failed to allocate menuitem")); return 1; } } show(RConsole); return 0; }
void fast_kbflush_dos(void) { disable(); HEAD = TAIL; enable(); }
static void menuact(control m) { if (consolegetlazy(RConsole)) check(mlazy); else uncheck(mlazy); /* display needs pager set */ if (R_is_running) enable(mdisplay); else disable(mdisplay); if (ConsoleAcceptCmd) { enable(msource); enable(mload); enable(msave); enable(mls); enable(mrm); enable(msearch); } else { disable(msource); disable(mload); disable(msave); disable(mls); disable(mrm); disable(msearch); } if (consolecancopy(RConsole)) { enable(mcopy); enable(mcopypaste); } else { disable(mcopy); disable(mcopypaste); } if (consolecanpaste(RConsole)) { enable(mpaste); enable(mpastecmds); } else { disable(mpaste); disable(mpastecmds); } helpmenuact(hmenu); pkgmenuact(pmenu); draw(RMenuBar); }
void InspectorConsoleAgent::clearFrontend() { m_frontend = 0; String errorString; disable(&errorString); }
int RguiCommonHelp(menu m, HelpMenuItems hmenu) { addto(m); MCHECK(hmenu->mFAQ = newmenuitem(G_("FAQ on R"), 0, menuFAQ)); if (!check_doc_file("doc\\manual\\R-FAQ.html")) disable(hmenu->mFAQ); MCHECK(hmenu->mrwFAQ = newmenuitem(G_("FAQ on R for &Windows"), 0, menurwFAQ)); if (!check_doc_file("doc\\html\\rw-FAQ.html")) disable(hmenu->mrwFAQ); if (!lmanintro && !lmanref && !lmandata && !lmanlang && !lmanext && !lmanint && !lmanadmin && !lmanSweave) { MCHECK(hmenu->mman0 = newmenuitem(G_("Manuals (in PDF)"), 0, NULL)); disable(hmenu->mman0); } else { MCHECK(hmenu->mman = newsubmenu(m, G_("Manuals (in PDF)"))); MCHECK(hmenu->mmanintro = newmenuitem("An &Introduction to R", 0, menumainman)); if (!lmanintro) disable(hmenu->mmanintro); MCHECK(hmenu->mmanref = newmenuitem("R &Reference", 0, menumainref)); if (!lmanref) disable(hmenu->mmanref); MCHECK(hmenu->mmandata = newmenuitem("R Data Import/Export", 0, menumaindata)); if (!lmandata) disable(hmenu->mmandata); MCHECK(hmenu->mmanlang = newmenuitem("R Language Definition", 0, menumainlang)); if (!lmanlang) disable(hmenu->mmanlang); MCHECK(hmenu->mmanext = newmenuitem("Writing R Extensions", 0, menumainext)); if (!lmanext) disable(hmenu->mmanext); MCHECK(hmenu->mmanint = newmenuitem("R Internals", 0, menumainint)); if (!lmanint) disable(hmenu->mmanint); MCHECK(hmenu->mmanadmin = newmenuitem("R Installation and Administration", 0, menumainadmin)); if (!lmanadmin) disable(hmenu->mmanadmin); MCHECK(hmenu->mmanSweave = newmenuitem("Sweave User", 0, menumainSweave)); if (!lmanSweave) disable(hmenu->mmanSweave); } addto(m); MCHECK(newmenuitem("-", 0, NULL)); MCHECK(hmenu->mhelp = newmenuitem(G_("R functions (text)..."), 0, menuhelp)); MCHECK(hmenu->mhelpstart = newmenuitem(G_("Html help"), 0, menuhelpstart)); if (!check_doc_file("doc\\html\\index.html")) disable(hmenu->mhelpstart); MCHECK(hmenu->mhelpsearch = newmenuitem(G_("Search help..."), 0, menuhelpsearch)); MCHECK(hmenu->msearchRsite = newmenuitem("search.r-project.org ...", 0, menusearchRsite)); MCHECK(newmenuitem("-", 0, NULL)); MCHECK(hmenu->mapropos = newmenuitem(G_("Apropos..."), 0, menuapropos)); MCHECK(newmenuitem("-", 0, NULL)); MCHECK(newmenuitem(G_("R Project home page"), 0, menuRhome)); MCHECK(hmenu->mCRAN = newmenuitem(G_("CRAN home page"), 0, menuCRAN)); MCHECK(newmenuitem("-", 0, NULL)); MCHECK(newmenuitem(G_("About"), 0, menuabout)); return 0; }
PD_UI_DissBattle::PD_UI_DissBattle(BulletWorld* _bulletWorld, Player * _player, Font * _font, Shader * _textShader, Shader * _shader) : VerticalLinearLayout(_bulletWorld), iteration(0), enabled(true), canInterject(true), basePlayerInsultSpeedMultiplier(1.f), playerInsultSpeedMultiplier(basePlayerInsultSpeedMultiplier), basePlayerQuestionTimerLength(1.f), playerQuestionTimerLength(basePlayerQuestionTimerLength), playerQuestionTimer(0), basePlayerAnswerTimerLength(1.25f), playerAnswerTimerLength(basePlayerAnswerTimerLength), playerAnswerTimer(0), playerResult(false), playerResultEffective(false), playerResultTimerLength(1.5f), playerResultTimer(0.f), enemyCursor(new Sprite(_shader)), prevHighlightedPunctuation(nullptr), highlightedPunctuation(nullptr), punctuationHighlight(new Sprite(_shader)), highlightedWordStart(nullptr), highlightedWordEnd(nullptr), wordHighlight(new Sprite(_shader)), complimentBubble(new Sprite(_shader)), complimentBubbleTimerBaseLength(1.f), complimentBubbleTimerLength(1.f), complimentBubbleTimer(0.f), complimentBubbleScale(1.f), interjectBubble(new Sprite(_shader)), interjected(false), interjectBubbleTimerBaseLength(1.f), interjectBubbleTimerLength(1.f), interjectBubbleTimer(0.f), shader(_shader), baseCursorDelayLength(0.05f), baseCursorPunctDelayLength(0.15f), cursorDelayLength(0.f), cursorDelayDuration(0.f), baseGlyphWidth(_font->getGlyphAdvance('m').x), glyphIdx(0), confidence(50.f), isGameOver(false), gameOverLength(1.f), gameOverDuration(0.f), win(false), isComplete(false), offensiveCorrect(0), offensiveWrong(0), defensiveCorrect(0), defensiveWrong(0), punctuationCnt(-1), interjectTimer(0), damage(10.f), playerComboMultiplier(1.f), enemyComboMultiplier(1.f), keyboard(&Keyboard::getInstance()), enemy(nullptr), modeOffensive(true), player(_player), playerAttackMultiplier(1.f), enemyAttackMultiplier(1.f), insightMultiplier(1.f), insightAlpha(1.f), sassInsultMultiplier(1.f), sassInterjectMultiplier(1.f), playerComboIncrement(0), enemyComboIncrement(0), optionOneShader(new ComponentShaderText(true)), optionTwoShader(new ComponentShaderText(true)) { verticalAlignment = kTOP; horizontalAlignment = kCENTER; background->setVisible(false); float borderSize = sweet::getWindowHeight() * 0.1f / 2.f; healthContainer = new VerticalLinearLayout(_bulletWorld); addChild(healthContainer); healthContainer->setRationalWidth(1.f, this); healthContainer->setRationalHeight(0.15f, this); healthContainer->horizontalAlignment = kCENTER; healthContainer->verticalAlignment = kMIDDLE; //healthContainer->setBackgroundColour(0, 1.f, 0.541f); displayContainer = new NodeUI(_bulletWorld); addChild(displayContainer); displayContainer ->setRationalWidth(1.f, this); displayContainer ->setRationalHeight(0.85f, this); displayContainer ->background->setVisible(false); gameContainer = new NodeUI(_bulletWorld); displayContainer->addChild(gameContainer); gameContainer->setRationalWidth(1.f, displayContainer); gameContainer->setRationalHeight(1.f, displayContainer); gameContainer->background->setVisible(false); //gameContainer->setBackgroundColour(0, 0.714f, 0.929f); // Enemy Cursor enemyCursor->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-CURSOR")->texture); enemyCursor->mesh->setScaleMode(GL_NEAREST); enemyCursor->childTransform->scale(20.f); childTransform->addChild(enemyCursor); // move the cusrosr's mesh up so that the origin is aligned with the top for (unsigned long int i = 0; i < enemyCursor->mesh->vertices.size(); ++i){ enemyCursor->mesh->vertices.at(i).y -= 0.5f; } // Punctuation Highlight punctuationHighlight->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-HIGHLIGHT")->texture); punctuationHighlight->mesh->setScaleMode(GL_NEAREST); // move the highlight's mesh up so that the origin is aligned with the bottom for (unsigned long int i = 0; i < punctuationHighlight->mesh->vertices.size(); ++i){ punctuationHighlight->mesh->vertices.at(i).x += 0.5f; punctuationHighlight->mesh->vertices.at(i).y += 0.5f; } punctuationHighlight->setVisible(false); // Word Highlight // move the highlights's mesh up so that the origin is aligned with the bottom and set the colour for (unsigned long int i = 0; i < wordHighlight->mesh->vertices.size(); ++i){ wordHighlight->mesh->vertices.at(i).x += 0.5f; wordHighlight->mesh->vertices.at(i).y += 0.5f; wordHighlight->mesh->vertices.at(i).red = 0.820f; wordHighlight->mesh->vertices.at(i).green = 0.722f; wordHighlight->mesh->vertices.at(i).blue = 0.851f; } wordHighlight->setVisible(false); livesContainer = new HorizontalLinearLayout(_bulletWorld); healthContainer->addChild(livesContainer); //livesContainer->setBackgroundColour(0.5f, 1.f, 0.5f); livesContainer->setRationalWidth(1.f, healthContainer); livesContainer->setRationalHeight(0.5f, healthContainer); livesContainer->horizontalAlignment = kLEFT; livesContainer->verticalAlignment = kTOP; // healthbar confidenceSlider = new SliderControlled(_bulletWorld, &confidence, 0, 100.f); healthContainer->addChild(confidenceSlider); //confidenceSlider->setBackgroundColour(1.f, 0, 0); //confidenceSlider->fill->setBackgroundColour(0, 1.f, 0); confidenceSlider->setRationalWidth(0.7f, healthContainer); confidenceSlider->setRationalHeight(0.5f, healthContainer); //confidenceSlider->thumb->background->meshTransform->scale(2); confidenceSlider->thumb->setBackgroundColour(1,1,1,1); confidenceSlider->thumb->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-SLIDER-THUMB-HAPPY")->texture); confidenceSlider->thumb->background->mesh->setScaleMode(GL_NEAREST); confidenceSlider->setBackgroundColour(1,1,1,1); confidenceSlider->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-SLIDER-TRACK")->texture); confidenceSlider->background->mesh->setScaleMode(GL_NEAREST); confidenceSlider->fill->setBackgroundColour(1,1,1,1); confidenceSlider->fill->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-SLIDER-FILL")->texture); confidenceSlider->fill->background->mesh->setScaleMode(GL_NEAREST); enemyBubble = new NodeUI(_bulletWorld); gameContainer->addChild(enemyBubble); enemyBubble->setRationalWidth(1.f, gameContainer); enemyBubble->setRationalHeight(1.f, gameContainer); enemyBubble->setMarginTop(0.4f); enemyBubble->setMarginBottom(0.3f); enemyBubble->background->setVisible(false); enemyBubble->setBackgroundColour(0.5, 0.5, 0.5, 1.f); enemyBubble->setMarginRight(0.05f); enemyBubble->setMarginLeft(0.55f); NodeUI_NineSliced * enemyBubbleBubble = new NodeUI_NineSliced(_bulletWorld, PD_ResourceManager::scenario->getNineSlicedTexture("NPC-BUBBLE")); enemyBubble->addChild(enemyBubbleBubble); enemyBubbleBubble->setBorder(borderSize); enemyBubbleBubble->setRationalWidth(1.f, enemyBubble); enemyBubbleBubble->setRationalHeight(1.f, enemyBubble); enemyBubbleBubble->setMarginLeft(0.15f); enemyBubbleBubble->setPadding(0.05f); enemyBubbleBubble->setScaleMode(GL_NEAREST); //enemyBubbleBubble->setBackgroundColour(0.f, 1.f, 0.f, 0.5f); NodeUI * enemyBubbleTextContainer = new NodeUI(_bulletWorld); enemyBubbleBubble->addChild(enemyBubbleTextContainer); enemyBubbleTextContainer->setRationalWidth(1.f, enemyBubbleTextContainer->nodeUIParent); enemyBubbleTextContainer->setRationalHeight(1.f, enemyBubbleTextContainer->nodeUIParent); enemyBubbleTextContainer->setBackgroundColour(1.f,0, 0, 0.5); enemyBubbleTextContainer->background->setVisible(false); enemyBubbleTextContainer->setPadding(0.05f); enemyBubbleTextContainer->uiElements->addChild(wordHighlight); enemyBubbleTextContainer->uiElements->addChild(punctuationHighlight); enemyBubbleText = new TextArea(world, _font, _textShader); enemyBubbleText->setRenderMode(kTEXTURE); enemyBubbleTextContainer->addChild(enemyBubbleText); enemyBubbleText->setWrapMode(kWORD); enemyBubbleText->setRationalWidth(1.f, enemyBubbleTextContainer); enemyBubbleText->setRationalHeight(1.f, enemyBubbleTextContainer); enemyBubbleText->horizontalAlignment = kCENTER; enemyBubbleText->verticalAlignment = kMIDDLE; enemyBubbleText->background->setVisible(false); enemyBubbleText->setBackgroundColour(1, 1, 1, 0.5); NodeUI * enemyBubbleTail = new NodeUI(_bulletWorld); enemyBubble->addChild(enemyBubbleTail); enemyBubbleTail->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-DEFENSE-BUBBLE-TAIL")->texture); enemyBubbleTail->setRationalWidth(1.f, enemyBubble); enemyBubbleTail->setRationalHeight(1.f, enemyBubble); enemyBubbleTail->setMarginRight(0.835f); enemyBubbleTail->setMarginTop(0.3f); enemyBubbleTail->setMarginBottom(0.3f); //enemyBubbleTail->setBackgroundColour(1.f, 0, 0, 0.5f); enemyBubbleTail->background->mesh->setScaleMode(GL_NEAREST); playerBubble = new NodeUI(_bulletWorld); gameContainer->addChild(playerBubble); playerBubble->setRationalWidth(1.f, gameContainer); playerBubble->setRationalHeight(1.f, gameContainer); playerBubble->setMarginTop(0.5f); playerBubble->setMarginBottom(0.05f); playerBubble->background->setVisible(false); playerBubble->setBackgroundColour(1, 0, 0, 0.5f); playerBubble->setMarginRight(0.05f); playerBubble->setMarginLeft(0.4f); playerTimerSlider = new SliderControlled(_bulletWorld, &playerAnswerTimer, 0, playerAnswerTimerLength, true, true); playerBubble->addChild(playerTimerSlider); playerTimerSlider->boxSizing = kCONTENT_BOX; playerTimerSlider->setRationalWidth(0.7f, playerBubble); playerTimerSlider->setRationalHeight(0.1f, playerBubble); playerTimerSlider->setBackgroundColour(1,1,1,1); playerTimerSlider->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("SLIDER-TRACK")->texture); playerTimerSlider->background->mesh->setScaleMode(GL_NEAREST); playerTimerSlider->fill->setBackgroundColour(1,1,1,1); playerTimerSlider->fill->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-SLIDER-FILL")->texture); playerTimerSlider->fill->background->mesh->setScaleMode(GL_NEAREST); playerTimerSlider->thumb->setVisible(false); playerTimerSlider->setMarginLeft(0.3f); playerTimerSlider->setMarginBottom(1.f); // The fancy nine sliced bubble NodeUI_NineSliced * playerBubbleBubble = new NodeUI_NineSliced(_bulletWorld, PD_ResourceManager::scenario->getNineSlicedTexture("PLAYER-BUBBLE")); playerBubble->addChild(playerBubbleBubble); playerBubbleBubble->setBorder(borderSize); playerBubbleBubble->setRationalWidth(1.f, playerBubble); playerBubbleBubble->setRationalHeight(1.f, playerBubble); playerBubbleBubble->setMarginLeft(0.3f); playerBubbleBubble->setMarginBottom(0.3f); //playerBubbleBubble->setBackgroundColour(0, 0.1f, 0, 0.5f); playerBubbleBubble->setScaleMode(GL_NEAREST); // The side by side text and button layout playerBubbleLayout = new HorizontalLinearLayout(_bulletWorld); playerBubbleBubble->addChild(playerBubbleLayout); playerBubbleLayout->verticalAlignment = kMIDDLE; playerBubbleLayout->horizontalAlignment = kCENTER; playerBubbleLayout->setRationalWidth(1.f, playerBubbleBubble); playerBubbleLayout->setRationalHeight(1.f, playerBubbleBubble); playerBubbleLayout->setPadding(0.05f); playerBubbleLayout->background->setVisible(false); playerBubbleLayout->setBackgroundColour(1, 1, 1, 0.5f); playerBubbleText = new TextArea(world, _font, _textShader); playerBubbleText->setRenderMode(kTEXTURE); playerBubbleText->setWrapMode(kWORD); playerBubbleLayout->addChild(playerBubbleText); playerBubbleText->setRationalWidth(PLAYER_TEXT_WIDTH, playerBubbleLayout); playerBubbleText->setRationalHeight(1.0f, playerBubbleLayout); playerBubbleText->horizontalAlignment = kCENTER; playerBubbleText->verticalAlignment = kMIDDLE; playerBubbleText->background->setVisible(false); playerBubbleText->setBackgroundColour(1.f, 0, 0, 0.5f); playerBubbleOptions = new HorizontalLinearLayout(_bulletWorld); playerBubbleLayout->addChild(playerBubbleOptions); playerBubbleOptions->setRationalWidth(0.5f, playerBubbleLayout); playerBubbleOptions->setRationalHeight(1.f, playerBubbleLayout); playerBubbleOptions->setBackgroundColour(0, 1.f, 0, 0.5f); playerBubbleOptions->background->setVisible(false); playerBubbleOptions->horizontalAlignment = kCENTER; playerBubbleOptions->verticalAlignment = kMIDDLE; Texture * arrowsTex = PD_ResourceManager::scenario->getTexture("DISS-TUTORIAL-ARROWS")->texture; NodeUI * playerArrows = new NodeUI(_bulletWorld); playerBubbleOptions->addChild(playerArrows); playerArrows->background->mesh->pushTexture2D(arrowsTex); playerArrows->setRationalWidth(0.2f, playerBubbleOptions); playerArrows->setSquareHeight((float)arrowsTex->height/arrowsTex->width); playerArrows->background->mesh->setScaleMode(GL_NEAREST); VerticalLinearLayout * buttonLayout = new VerticalLinearLayout(_bulletWorld); playerBubbleOptions->addChild(buttonLayout); buttonLayout->setRationalWidth(0.8f, playerBubbleOptions); buttonLayout->setRationalHeight(0.75f, playerBubbleOptions); buttonLayout->verticalAlignment = kMIDDLE; buttonLayout->setPaddingLeft(0.05f); pBubbleBtn1 = new PD_InsultButton(_bulletWorld, _font, optionOneShader); buttonLayout->addChild(pBubbleBtn1); pBubbleBtn1->setRationalWidth(1.f, buttonLayout); pBubbleBtn1->setRationalHeight(0.5f, buttonLayout); pBubbleBtn1->setPadding(0.f, 0.1f); pBubbleBtn1->setMarginBottom(0.1f); pBubbleBtn1->setMouseEnabled(false); pBubbleBtn2 = new PD_InsultButton(_bulletWorld, _font, optionTwoShader); buttonLayout->addChild(pBubbleBtn2); pBubbleBtn2->setRationalWidth(1.f, buttonLayout); pBubbleBtn2->setRationalHeight(0.5f, buttonLayout); pBubbleBtn2->setPadding(0.f, 0.1f); pBubbleBtn2->setMarginTop(0.1f); pBubbleBtn2->setMouseEnabled(false); NodeUI * playerBubbleTail = new NodeUI(_bulletWorld); playerBubble->addChild(playerBubbleTail); playerBubbleTail->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-OFFENSE-BUBBLE-TAIL")->texture); playerBubbleTail->setRationalWidth(1.f, playerBubble); playerBubbleTail->setRationalHeight(1.f, playerBubble); playerBubbleTail->setMarginRight(0.69f); playerBubbleTail->setMarginTop(0.3f); playerBubbleTail->setMarginBottom(0.03f); playerBubbleTail->background->mesh->setScaleMode(GL_NEAREST); gameOverContainer = new VerticalLinearLayout(_bulletWorld); displayContainer->addChild(gameOverContainer); gameOverContainer->horizontalAlignment = kCENTER; gameOverContainer->verticalAlignment = kMIDDLE; gameOverContainer->setRationalHeight(1.f, displayContainer); gameOverContainer->setRationalWidth(1.f, displayContainer); gameOverContainer->setPadding(0.f, 0.1f); gameOverContainer->setVisible(false); gameOverImage = new NodeUI(_bulletWorld); gameOverContainer->addChild(gameOverImage); gameOverImage->setRationalHeight(0.5f, gameOverContainer); gameOverImage->setSquareWidth(1.f); gameOverImage->background->mesh->setScaleMode(GL_NEAREST); complimentBubble->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-COMPLIMENT1")->texture); complimentBubble->mesh->setScaleMode(GL_NEAREST); complimentBubble->childTransform->scale(sweet::getWindowHeight() * 0.5, sweet::getWindowHeight() * 0.5, 0); complimentBubble->meshTransform->scale(0, 0, 0); complimentBubble->childTransform->translate(sweet::getWindowWidth() * 0.2, 0, 0); complimentBubble->setVisible(false); // move the interject bubble's mesh up so that the origin is aligned with the bottom for (unsigned long int i = 0; i < complimentBubble->mesh->vertices.size(); ++i){ complimentBubble->mesh->vertices.at(i).x += 0.5f; complimentBubble->mesh->vertices.at(i).y += 0.5f; } childTransform->addChild(complimentBubble); interjectBubble->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-BATTLE-INTERJECT")->texture); interjectBubble->mesh->setScaleMode(GL_NEAREST); interjectBubble->childTransform->scale(sweet::getWindowHeight() * 0.6, sweet::getWindowHeight() * 0.6, 0); interjectBubble->meshTransform->scale(0, 0, 0); interjectBubble->childTransform->translate(sweet::getWindowWidth() * 0.6, 0, 0); interjectBubble->setVisible(false); // move the interject bubble's mesh up so that the origin is aligned with the bottom for (unsigned long int i = 0; i < interjectBubble->mesh->vertices.size(); ++i){ interjectBubble->mesh->vertices.at(i).x += 0.5f; interjectBubble->mesh->vertices.at(i).y += 0.5f; } childTransform->addChild(interjectBubble); tutorialSpacebar = new HorizontalLinearLayout(_bulletWorld); gameContainer->addChild(tutorialSpacebar); tutorialSpacebar->setRationalWidth(1.f, gameContainer); tutorialSpacebar->setRationalHeight(0.4f, gameContainer); tutorialSpacebar->verticalAlignment = kMIDDLE; tutorialSpacebar->horizontalAlignment = kCENTER; tutorialSpacebar->setMarginLeft(0.6f); tutorialSpacebar->setVisible(false); tutorialSpacebarImage = new NodeUI(_bulletWorld); tutorialSpacebar->addChild(tutorialSpacebarImage); tutorialSpacebarImage->setRationalHeight(1.f, tutorialSpacebar); tutorialSpacebarImage->setSquareWidth(1.f); tutorialSpacebarImage->background->mesh->pushTexture2D(PD_ResourceManager::scenario->getTexture("DISS-TUTORIAL-SPACEBAR")->texture); tutorialSpacebarImage->background->mesh->setScaleMode(GL_NEAREST); // disable and hide by default disable(); eventManager->addEventListener("wordspoken", [this](sweet::Event * _event){ // Stuff!!! }); // Init sound vectors for(unsigned long int i = 1; i < 11; ++i) { missInterjectSounds.push_back(PD_ResourceManager::scenario->getAudio("slap" + std::to_string(i))->sound); } for(unsigned long int i = 1; i < NUM_SUCCEED_INSULT; ++i) { succeedInsultSounds.push_back(PD_ResourceManager::scenario->getAudio(SUCCEED_INSULT + std::to_string(i))->sound); } PD_ResourceManager::scenario->getAudio(TIMER)->sound->setGain(3); optionOneShader->incrementReferenceCount(); optionTwoShader->incrementReferenceCount(); optionOneShader->name = "PD_UI_DissBattle text shader (option one)"; optionTwoShader->name = "PD_UI_DissBattle text shader (option two)"; eventManager->addEventListener("fightStarted", [this](sweet::Event * _event){ if(modeOffensive){ playerBubbleText->invalidateLayout(); }else{ enemyBubbleText->invalidateLayout(); } }); }
void OculusVRDevice::cleanUp() { disable(); }
void InspectorProfilerAgent::disable(ErrorString*) { m_state->setBoolean(ProfilerAgentState::profilerEnabled, false); disable(); }
Driver::~Driver() { disable(); }