Exemple #1
0
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());
}