void CGalcon::connectSendersToTakers() { connect(m_gui, SIGNAL(SendView(Message::CMessageAddViewPtr)), m_game, SLOT(AddView(Message::CMessageAddViewPtr))); connect(m_game, SIGNAL(SendStartGame(uint,uint)), m_gui, SLOT(TakeFieldSize(uint,uint))); connect(m_game, SIGNAL(SendError(Message::CMessageInformationPtr)), m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr))); connect(m_game, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)), m_gui, SLOT(TakeFinishGame(Message::CMessageFinishGamePtr))); connect(m_game, SIGNAL(signalTimer()), m_game, SLOT(slotTimer())); connect(m_gui, SIGNAL(signalDisconnect()), this, SLOT(slotDisconnect())); connect(m_gui, SIGNAL(SendClientToServer(Message::CMessageConnectToServerPtr)), m_manager, SLOT(TakeServerConnect(Message::CMessageConnectToServerPtr))); connect(m_gui, SIGNAL(SendClientToSingleGame(Message::CMessageConnectToSingleGamePtr)), m_singleGame, SLOT(TakeServerConnect(Message::CMessageConnectToSingleGamePtr)), Qt::QueuedConnection); connect(m_gui, SIGNAL(signalPause()), m_game, SLOT(SlotPause())); connect(m_gui, SIGNAL(signalPause()), m_singleGame, SLOT(TakePause())); connect(m_gui, SIGNAL(signalExit()), m_game, SLOT(SlotExitGame())); connect(m_gui, SIGNAL(signalChoiceNetworkGame()), this, SLOT(slotChoiceNetworkGame())); connect(m_gui, SIGNAL(signalChoiceSingleGame()), this, SLOT(slotChoiceSingleGame())); connect(m_manager, SIGNAL(SendConfirmConnect(Message::CMessageConfirmationConnectToServerPtr)), m_gui, SLOT(TakeConfirmConnectToServer(Message::CMessageConfirmationConnectToServerPtr))); connect(m_manager, SIGNAL(SendError(Message::CMessageErrorPtr)), m_gui, SLOT(TakeError(Message::CMessageErrorPtr))); connect(m_manager, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)), m_game, SLOT(SlotFinishGame(Message::CMessageFinishGamePtr))); connect(m_manager, SIGNAL(SendStateMap(Message::CMessageStateMapPtr)), m_game, SLOT(SlotStateMap(Message::CMessageStateMapPtr))); connect(m_manager, SIGNAL(SendStartGame(Message::CMessageStartMapGamePtr)), m_game, SLOT(SlotStartData(Message::CMessageStartMapGamePtr))); connect(m_manager, SIGNAL(SendTimeToStart(Message::CMessageTimeToStartGamePtr)), m_gui, SLOT(TakeTimeStartToGame(Message::CMessageTimeToStartGamePtr))); connect(m_manager, SIGNAL(SendInInformation(Message::CMessageInformationPtr)), m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr))); connect(m_singleGame, SIGNAL(SendConfirmConnect(Message::CMessageConfirmationConnectToServerPtr)), m_gui, SLOT(TakeConfirmConnectToServer(Message::CMessageConfirmationConnectToServerPtr))); connect(m_singleGame, SIGNAL(SendError(Message::CMessageErrorPtr)), m_gui, SLOT(TakeError(Message::CMessageErrorPtr))); connect(m_singleGame, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)), m_game, SLOT(SlotFinishGame(Message::CMessageFinishGamePtr))); connect(m_singleGame, SIGNAL(SendStateMap(Message::CMessageStateMapPtr)), m_game, SLOT(SlotStateMap(Message::CMessageStateMapPtr))); connect(m_singleGame, SIGNAL(SendStartGame(Message::CMessageStartMapGamePtr)), m_game, SLOT(SlotStartData(Message::CMessageStartMapGamePtr))); connect(m_singleGame, SIGNAL(SendTimeToStart(Message::CMessageTimeToStartGamePtr)), m_gui, SLOT(TakeTimeStartToGame(Message::CMessageTimeToStartGamePtr))); connect(m_singleGame, SIGNAL(SendInInformation(Message::CMessageInformationPtr)), m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr))); }
void ShaderToonBuilding::AssignExceptMaterial() const { SendWorldViewProjection(_effect_handle_holder->effect_handle()); SendWorld(_effect_handle_holder->effect_handle()); SendLightDirection(_effect_handle_holder->effect_handle()); SendEyePosition(_effect_handle_holder->effect_handle()); SendAmbientColor(_effect_handle_holder->effect_handle()); SendDiffuseCubeMap(_effect_handle_holder->effect_handle()); SendAlbedoTexture(_effect_handle_holder->effect_handle()); SendDirtyTexture(_effect_handle_holder->effect_handle()); SendNormalTexture(_effect_handle_holder->effect_handle()); SendToonTexture(_effect_handle_holder->effect_handle()); SendTexcoordMove(_effect_handle_holder->effect_handle()); SendView(_effect_handle_holder->effect_handle()); }