void cSoundStream::DefaultAllProperties() { DefaultState(); DefaultVolume(); DefaultEnabled(); DefaultLooping(); DefaultFrequency(); DefaultWantedState(); };
void vSoundStreamProperties::Clear() { ClearQueue(); DefaultVolume(); DefaultEnabled(); DefaultWantedState(); DefaultState(); DefaultFormat(); DefaultFrequency(); DefaultLooping(); };
void UpdateAnimation(Entity_T *e) { if(++e->currentFrame >= e->sprite->animations[e->currentAnimation].numFrames){ if(!IS_STANDING(e) && !IS_WALKING(e)) { DefaultState(e); } e->currentFrame = 0; } e->nextFrame = game->currentTime + e->sprite->animations[e->currentAnimation].frameLengths[e->currentFrame]; }
void GLWidget::ChangeRenderingMode(EnumSpace::RenderingMode mode) { if(!Enabled()) return; DefaultState(); switch(mode) { case EnumSpace::Point: m_application->SetRendererAndProcessor(0);//和ApplicationCenter中的排列对应 break; case EnumSpace::MarchingCube: m_application->SetRendererAndProcessor(1); break; case EnumSpace::Wireframe: glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); if(g_renderingMode != EnumSpace::MeshPoint&& g_renderingMode != EnumSpace::Wireframe&& g_renderingMode != EnumSpace::MarchingCube) m_application->SetRendererAndProcessor(1); break; case EnumSpace::MeshPoint: glPolygonMode(GL_FRONT_AND_BACK,GL_POINT); if(g_renderingMode != EnumSpace::Wireframe&& g_renderingMode != EnumSpace::MarchingCube) m_application->SetRendererAndProcessor(1); break; case EnumSpace::Volume: m_application->SetRendererAndProcessor(2); break; case EnumSpace::VolumeTransparent: m_application->SetRendererAndProcessor(3); break; //其它事件 case EnumSpace::CpuDepth: m_application->SetRendererAndProcessor(4); break; default: ShowMessage("不支持的显示模式"); return; } g_renderingMode = mode; updateGL(); }