Exemple #1
0
void cSoundStream::DefaultAllProperties()
{
    DefaultState();
    DefaultVolume();
    DefaultEnabled();
    DefaultLooping();
    DefaultFrequency();
    DefaultWantedState(); 
};
Exemple #2
0
void vSoundStreamProperties::Clear()
{
    ClearQueue();

    DefaultVolume();
    DefaultEnabled();
    DefaultWantedState();
    DefaultState();
    DefaultFormat();
    DefaultFrequency();
    DefaultLooping();
};
Exemple #3
0
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();
}