CSVRender::Cell::Cell (CSMWorld::Data& data, osg::Group* rootNode, const std::string& id) : mData (data), mId (Misc::StringUtils::lowerCase (id)), mX(0), mY(0) { mCellNode = new osg::Group; rootNode->addChild(mCellNode); CSMWorld::IdTable& references = dynamic_cast<CSMWorld::IdTable&> ( *mData.getTableModel (CSMWorld::UniversalId::Type_References)); int rows = references.rowCount(); addObjects (0, rows-1); const CSMWorld::IdCollection<CSMWorld::Land>& land = mData.getLand(); int landIndex = land.searchId(mId); if (landIndex != -1) { const ESM::Land& esmLand = land.getRecord(mId).get(); if (esmLand.getLandData (ESM::Land::DATA_VHGT)) { mTerrain.reset(new Terrain::TerrainGrid(mCellNode, data.getResourceSystem().get(), NULL, new TerrainStorage(mData), Element_Terrain<<1)); mTerrain->loadCell(esmLand.mX, esmLand.mY); mX = esmLand.mX; mY = esmLand.mY; } } }
bool CSVRender::Cell::referenceAdded (const QModelIndex& parent, int start, int end) { if (parent.isValid()) return false; return addObjects (start, end); }
void MpcImportWindow::createDialogContent() { ui->setupUi(dialog); //Signals connect(&StelApp::getInstance(), SIGNAL(languageChanged()), this, SLOT(retranslate())); connect(ui->closeStelWindow, SIGNAL(clicked()), this, SLOT(close())); connect(ui->TitleBar, SIGNAL(movedTo(QPoint)), this, SLOT(handleMovedTo(QPoint))); connect(ui->pushButtonAcquire, SIGNAL(clicked()), this, SLOT(acquireObjectData())); connect(ui->pushButtonAbortDownload, SIGNAL(clicked()), this, SLOT(abortDownload())); connect(ui->pushButtonAdd, SIGNAL(clicked()), this, SLOT(addObjects())); connect(ui->pushButtonDiscard, SIGNAL(clicked()), this, SLOT(discardObjects())); connect(ui->pushButtonBrowse, SIGNAL(clicked()), this, SLOT(selectFile())); connect(ui->comboBoxBookmarks, SIGNAL(currentIndexChanged(QString)), this, SLOT(bookmarkSelected(QString))); connect(ui->radioButtonFile, SIGNAL(toggled(bool)), ui->frameFile, SLOT(setVisible(bool))); connect(ui->radioButtonURL, SIGNAL(toggled(bool)), ui->frameURL, SLOT(setVisible(bool))); connect(ui->radioButtonAsteroids, SIGNAL(toggled(bool)), this, SLOT(switchImportType(bool))); connect(ui->radioButtonComets, SIGNAL(toggled(bool)), this, SLOT(switchImportType(bool))); connect(ui->pushButtonMarkAll, SIGNAL(clicked()), this, SLOT(markAll())); connect(ui->pushButtonMarkNone, SIGNAL(clicked()), this, SLOT(unmarkAll())); connect(ui->pushButtonSendQuery, SIGNAL(clicked()), this, SLOT(sendQuery())); connect(ui->lineEditQuery, SIGNAL(returnPressed()), this, SLOT(sendQuery())); connect(ui->pushButtonAbortQuery, SIGNAL(clicked()), this, SLOT(abortQuery())); connect(ui->lineEditQuery, SIGNAL(textEdited(QString)), this, SLOT(resetNotFound())); //connect(ui->lineEditQuery, SIGNAL(editingFinished()), this, SLOT(sendQuery())); connect(countdownTimer, SIGNAL(timeout()), this, SLOT(updateCountdown())); QSortFilterProxyModel * filterProxyModel = new QSortFilterProxyModel(this); filterProxyModel->setSourceModel(candidateObjectsModel); filterProxyModel->setFilterCaseSensitivity(Qt::CaseInsensitive); ui->listViewObjects->setModel(filterProxyModel); connect(ui->lineEditSearch, SIGNAL(textChanged(const QString&)), filterProxyModel, SLOT(setFilterFixedString(const QString&))); loadBookmarks(); updateTexts(); resetCountdown(); resetDialog(); }
CSVRender::Cell::Cell (CSMWorld::Data& data, Ogre::SceneManager *sceneManager, const std::string& id, boost::shared_ptr<CSVWorld::PhysicsSystem> physics, const Ogre::Vector3& origin) : mData (data), mId (Misc::StringUtils::lowerCase (id)), mPhysics(physics), mSceneMgr(sceneManager), mX(0), mY(0) { mCellNode = sceneManager->getRootSceneNode()->createChildSceneNode(); mCellNode->setPosition (origin); CSMWorld::IdTable& references = dynamic_cast<CSMWorld::IdTable&> ( *mData.getTableModel (CSMWorld::UniversalId::Type_References)); int rows = references.rowCount(); addObjects (0, rows-1); const CSMWorld::IdCollection<CSMWorld::Land>& land = mData.getLand(); int landIndex = land.searchId(mId); if (landIndex != -1) { const ESM::Land* esmLand = land.getRecord(mId).get().mLand.get(); if(esmLand && esmLand->mDataTypes&ESM::Land::DATA_VHGT) { mTerrain.reset(new Terrain::TerrainGrid(sceneManager, new TerrainStorage(mData), Element_Terrain, true, Terrain::Align_XY)); mTerrain->loadCell(esmLand->mX, esmLand->mY); float verts = ESM::Land::LAND_SIZE; float worldsize = ESM::Land::REAL_SIZE; mX = esmLand->mX; mY = esmLand->mY; mPhysics->addHeightField(sceneManager, esmLand->mLandData->mHeights, mX, mY, 0, worldsize / (verts-1), verts); } } }
enum OpenAB_Storage::Storage::eAddItem EDSCalendarStorage::addObject(const std::string & iCal, OpenAB::PIMItem::ID & newId, OpenAB::PIMItem::Revision & revision) { std::vector<std::string> iCals; iCals.push_back(iCal); OpenAB::PIMItem::IDs newIds; OpenAB::PIMItem::Revisions revisions; if (eAddItemOk != addObjects(iCals, newIds, revisions)) { return eAddItemFail; } if (newIds.size() != 1 || revision.size() != 1) { return eAddItemFail; } newId = newIds.front(); revision = revisions.front(); return eAddItemOk; }
/** * @warning Mela by byt volana prave jednou v konstruktoru. */ void GeneratedObjectsWizardPage::initObjects() { addObjects(); // count the generated objects foreach(BombicMapObject * o, generatedObjects()) { GeneratedObjectInfoT & info = objects_[o->name()]; ++info.count; info.spinBox->setValue(info.count); }
int main(void) { GLFWwindow* window; //WskaŸnik na obiekt reprezentuj¹cy okno std::cout << "lol"<<std::endl; glfwSetErrorCallback(error_callback);//Zarejestruj procedurê obs³ugi b³êdów if (!glfwInit()) { //Zainicjuj bibliotekê GLFW fprintf(stderr, "Nie mo¿na zainicjowaæ GLFW.\n"); exit(EXIT_FAILURE); } window = glfwCreateWindow(700, 700, "OpenGL", NULL, NULL); //Utwórz okno 500x500 o tytule "OpenGL" i kontekst OpenGL. if (!window) //Je¿eli okna nie uda³o siê utworzyæ, to zamknij program { glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(window); //Od tego momentu kontekst okna staje siê aktywny i polecenia OpenGL bêd¹ dotyczyæ w³aœnie jego. glfwSwapInterval(1); //Czekaj na 1 powrót plamki przed pokazaniem ukrytego bufora glfwSetKeyCallback(window, key_callback); if (glewInit() != GLEW_OK) { //Zainicjuj bibliotekê GLEW fprintf(stderr, "Nie mo¿na zainicjowaæ GLEW.\n"); exit(EXIT_FAILURE); } initOpenGLProgram(window); //Operacje inicjuj¹ce float angle = 0; //K¹t obrotu torusa glfwSetTime(0); //Wyzeruj licznik czasu initTargets(); //G³ówna pêtla while (!glfwWindowShouldClose(window)) //Tak d³ugo jak okno nie powinno zostaæ zamkniête { //std::cout << glfwGetTime()<<std::endl; ship.moveCamera(glfwGetTime(), nextMove); rotateTargets(glfwGetTime()); addObjects(); moveObjects(); checkForCollision(); glfwSetTime(0); drawScene(window,angle); //Wykonaj procedurê rysuj¹c¹ glfwPollEvents(); //Wykonaj procedury callback w zaleznoœci od zdarzeñ jakie zasz³y. //Wyzeruj licznik czasu } glfwDestroyWindow(window); //Usuñ kontekst OpenGL i okno glfwTerminate(); //Zwolnij zasoby zajête przez GLFW exit(EXIT_SUCCESS); }
//LEVEL SETUP void Level::createLevel(std::string mapPath){ //PHYSICS WORLD SETUP world = getScene()->getPhysicsWorld(); world->setGravity(Vec2(0.0f, -980.0f)); world->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); //PARALLAX-MAP SETUP auto parallax = createParallax(mapPath); addChild(parallax); //SCENE { level { parallax { map } } //TILED MAP PARSING prepareLayers(); addObjects(); //SCENE { level { parallax { player } } } }
CSVRender::Cell::Cell (CSMWorld::Data& data, Ogre::SceneManager *sceneManager, const std::string& id, const Ogre::Vector3& origin) : mData (data), mId (Misc::StringUtils::lowerCase (id)) { mCellNode = sceneManager->getRootSceneNode()->createChildSceneNode(); mCellNode->setPosition (origin); CSMWorld::IdTable& references = dynamic_cast<CSMWorld::IdTable&> ( *mData.getTableModel (CSMWorld::UniversalId::Type_References)); int rows = references.rowCount(); addObjects (0, rows-1); }
CSVRender::Cell::Cell (CSMWorld::Data& data, osg::Group* rootNode, const std::string& id, bool deleted) : mData (data), mId (Misc::StringUtils::lowerCase (id)), mDeleted (deleted), mSubMode (0), mSubModeElementMask (0) { std::pair<CSMWorld::CellCoordinates, bool> result = CSMWorld::CellCoordinates::fromId (id); if (result.second) mCoordinates = result.first; mCellNode = new osg::Group; rootNode->addChild(mCellNode); setCellMarker(); if (!mDeleted) { CSMWorld::IdTable& references = dynamic_cast<CSMWorld::IdTable&> ( *mData.getTableModel (CSMWorld::UniversalId::Type_References)); int rows = references.rowCount(); addObjects (0, rows-1); const CSMWorld::IdCollection<CSMWorld::Land>& land = mData.getLand(); int landIndex = land.searchId(mId); if (landIndex != -1) { const ESM::Land& esmLand = land.getRecord(mId).get(); if (esmLand.getLandData (ESM::Land::DATA_VHGT)) { mTerrain.reset(new Terrain::TerrainGrid(mCellNode, mCellNode, data.getResourceSystem().get(), new TerrainStorage(mData), Mask_Terrain)); mTerrain->loadCell(esmLand.mX, esmLand.mY); mCellBorder.reset(new CellBorder(mCellNode, mCoordinates)); mCellBorder->buildShape(esmLand); } } mPathgrid.reset(new Pathgrid(mData, mCellNode, mId, mCoordinates)); mCellWater.reset(new CellWater(mData, mCellNode, mId, mCoordinates)); } }
Scene* Level::createSceneWithMap(std::string mapPath){ auto scene = Scene::createWithPhysics(); auto panel = GamePanel::createLayer(); scene->addChild(panel, 1, panelTag); auto layer = Level::create(); scene->addChild(layer, 0, levelTag); //PHYSICS WORLD SETUP layer->world = scene->getPhysicsWorld(); layer->world->setGravity(Vec2(0.0f, -980.0f)); layer->world->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); //TILED MAP SETUP layer->map = TMXTiledMap::create(mapPath); for (const auto& child : layer->map->getChildren()){ static_cast<SpriteBatchNode*>(child)->getTexture()->setAntiAliasTexParameters(); } layer->addChild(layer->map); //TILED MAP PARSING layer->prepareLayers(); layer->addObjects(); return scene; }