Exemple #1
0
void Game::init(int* argcp, char** argvp) {
    glutInit(argcp, argvp);
    glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
    glutInitWindowSize (480, 480);
    glutInitContextVersion( 3, 2 );
    glutInitContextProfile( GLUT_CORE_PROFILE );
    glutCreateWindow ("Ablockalypse");
    glutSetWindowTitle("Ablockalypse");
    glutSetIconTitle("Ablockalypse");
    
    glewExperimental = GL_TRUE;
    glewInit ();

    // do shader stuff here...
    GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );
    glUseProgram( program );

    vPosition = glGetAttribLocation( program, "vPosition" );
    vColor = glGetAttribLocation( program, "vColor" );
    xlate = glGetUniformLocation( program, "xlate" );

    initGeometry (paddle);
    initGeometry (ball);
    initBricks ();

    glEnable( GL_DEPTH_TEST );
    glClearColor(0, 0, 0, 0); 
}
Exemple #2
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INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT){
	WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, 
		GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
		L"ClassName", NULL };
	RegisterClassEx( &wc );

	HWND hWnd = CreateWindow( L"ClassName", L"Z Test", 
		WS_OVERLAPPEDWINDOW, 200, 100, 600, 480,
		GetDesktopWindow(), NULL, wc.hInstance, NULL );

	if( SUCCEEDED( init3D( hWnd ) ) ){ 
		//创建场景图形
		if( SUCCEEDED( initGeometry() ) ){
			//显示窗口
			ShowWindow( hWnd, SW_SHOWDEFAULT );
			UpdateWindow( hWnd );

			//进入消息循环
			MSG msg; 
			ZeroMemory( &msg, sizeof(msg) );
			while( msg.message!=WM_QUIT ){
				if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ){
					TranslateMessage( &msg );
					DispatchMessage( &msg );
				}else{
					render();  //渲染场景
				}
			}
		}
	}

	UnregisterClass( L"ClassName", wc.hInstance );
	return 0;
}
QSysMLAction::QSysMLAction(const QMap<QString, QVariant> &properties, QGraphicsItem *parent) :
QAbstractDiagramShape(QSysMLPlugin::staticName(), QSysMLAction::staticItemClass(), properties, parent)
{
	initGeometry(400, 300);
	textItem()->setTextColorProperty("textColor");
	textItem()->setTextProperty("name");
	textItem()->setDefaultTextAlignment(Qt::AlignCenter);

    addProperty("actionType", QDiagramToolkit::String, true, properties.value("actionType"));
    addProperty("background", QDiagramToolkit::Brush, false, properties.value("background", QColor("wheat")));
    addProperty("textColor", QDiagramToolkit::Color, false, properties.value("textColor", QColor("black")));
    addProperty("textFont", QDiagramToolkit::Font, false, properties.value("textFont"));
    addProperty("lineStyle", QDiagramToolkit::Pen, false, properties.value("lineStyle"));
    addProperty("name", QDiagramToolkit::String, false, "action");

    addSizeGripHandle(new QDiagramShapeSizeGripHandle(QDiagramShapeSizeGripHandle::Left, this));
    addSizeGripHandle(new QDiagramShapeSizeGripHandle(QDiagramShapeSizeGripHandle::Right, this));

	addConnectionPoint(new QSysMLControlConnectionPointIn(this, "controlIn", 0, 1));
	addConnectionPoint(new QSysMLControlConnectionPointOut(this, "controlOut", 0, 1));

	addConnectionPoint(new QSysMLDataConnectionPointIn(this, "dataIn1", 0, 1));
	addConnectionPoint(new QSysMLDataConnectionPointOut(this, "dataOut1", 0, 1));

    restoreProperties(properties);
}
Exemple #4
0
//-------------------------------------------
// Initialisation des resources globales
//-------------------------------------------
void Renderer::initRessources()
{

    // Initialisation des paramètres OpenGL.
    {
        // 1 - Activer le test de profondeur
        glAssert(glEnable(GL_DEPTH_TEST));
        // 2 - Positionner le mode de dessin
        glAssert(glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
        // Fin du code à écrire

    }

    // Viewing parameters initialisation
    initView();

    // Loading or building geometric data.
    initGeometry();

    // Set up lighting
    initLighting();

    // Shaders initialisation
    initShaders();
}
Exemple #5
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INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT){
	WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L,0L,
		GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
		L"ClassName", NULL};
	RegisterClassEx(&wc);

	HWND hWnd = CreateWindow(L"ClassName", L"Transform Demo",
		WS_OVERLAPPEDWINDOW, 200,100,600,500,NULL, NULL,
		wc.hInstance, NULL);

	g_hWnd = hWnd;

	if(SUCCEEDED(initD3D(hWnd))){
		if(SUCCEEDED(initGeometry())){
			ShowWindow(hWnd, SW_SHOWDEFAULT);//Maximized the window
			UpdateWindow(hWnd);

			MSG msg;
			ZeroMemory(&msg, sizeof(MSG));
			while( msg.message!=WM_QUIT )
			{
				if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ){
					TranslateMessage( &msg );
					DispatchMessage( &msg );
				}else{
					render();  //Джх╬м╪пн
				}
			}
		}
	}
	UnregisterClass(L"ClassName", wc.hInstance);
	return 0;
}
TexturedPlane::TexturedPlane(   osg::Vec3 ul, osg::Vec3 ur, 
                                osg::Vec3 ll, osg::Vec3 lr,
                                TextureList* tex, int texIndex)
  : OSGObjectBase()
{   
  // Set Corners
  ul_ = ul;
  ur_ = ur;
  ll_ = ll;
  lr_ = lr;

  plane_.set(ul_,ur_,ll_);

  // Init Scale
  savedScale = this->getScale();

  // Link Texture Pointer
  _textures = tex;
  _texIndex = texIndex;
  // Init Geometry
  initGeometry(_texIndex);


  this->box.set(ul_,lr_);


}
Exemple #7
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void TextRenderer::init()
{
    initializeOpenGLFunctions();
    createFontTexture();

    glGenBuffers( 1, vboIds );
    initGeometry();
}
Exemple #8
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Section::Section()
{
	name = "                                                     ";

	init();
	initShaders();
	initGeometry();
}
void TexturedPlane::createWithTexture(TextureList* tex, int texIndex)
{
  // Link Texture Pointer
  _textures = tex;
  _texIndex = texIndex;
  // Init Geometry
  initGeometry(_texIndex);
}
Exemple #10
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	MapChunk::MapChunk(uint32 ix, uint32 iy) : mIndexX(ix), mIndexY(iy) {
		mIsAsyncLoaded = false;
		mIsSyncLoaded = false;
		mVerticesDirty = false;

		if (mCubeGeometry == nullptr) {
			initGeometry();
		}
	}
Exemple #11
0
void MeshViewer::initScene(InitialCameraData &camera_data)
{
	initContext();
	initLights();
	initMaterial();
	initGeometry();
	initCamera( camera_data );
	preprocess();
}
void Foam::processorCyclicPolyPatch::initMovePoints
(
    PstreamBuffers& pBufs,
    const pointField& p
)
{
    // Recalculate geometry
    initGeometry(pBufs);
}
void CascadedShadowMappingRenderer::initRendering()
{
    initCamera(
        NvCameraXformType::MAIN,
        nv::vec3f(-15.0f, 5.0f, 15.0f), // position
        nv::vec3f(0.0f, 0.0f, 0.0f));   // look at point

    // Setup the light parameters.
    initLight(
        nv::vec3f(100.0f, 100.0f, 100.0f),
        nv::vec3f(0.0f, 0.0f, 0.0f),
        nv::vec3f(0.0f, 1.0f, 0.0f));

    // Load shaders.
    NvAssetLoaderAddSearchPath("gl4-maxwell/CascadedShadowMapping");

    m_cameraProgram = new CameraProgram();
    m_cameraProgram->init("shaders/Camera.vert", "shaders/Camera.frag");

    m_lightStandardProgram = new LightProgram();
    m_lightStandardProgram->init("shaders/Light.vert", "shaders/LightStandard.geom");

    m_lightGsCullProgram = new LightProgram();
    m_lightGsCullProgram->init("shaders/Light.vert", "shaders/LightGsCull.geom");

    m_lightGsMulticastCullProgram = new LightProgram();
    m_lightGsMulticastCullProgram->init("shaders/Light.vert", "shaders/LightMulticast.geom");

    m_lightFgsMulticastCullProgram = new LightProgram();
    m_lightFgsMulticastCullProgram->init("shaders/Light.vert", "shaders/LightFgsMulticast.geom");

    m_lightVsOnlyMulticastProgram = new LightVsOnlyProgram();
    m_lightVsOnlyMulticastProgram->init("shaders/LightVsOnly.vert");

    // Setup geometry.
    initGeometry(10);

    // Setup resources for shadow pass.
    glGenFramebuffers(1, &m_lightFBO);
    glBindFramebuffer(GL_FRAMEBUFFER, m_lightFBO);

    glGenTextures(1, &m_lightTex);
    glBindTexture(GL_TEXTURE_2D_ARRAY, m_lightTex);
    glTexStorage3D(GL_TEXTURE_2D_ARRAY, LIGHT_TEXUTRE_MIPMAP_LEVELS, GL_DEPTH_COMPONENT32F, LIGHT_TEXTURE_SIZE, LIGHT_TEXTURE_SIZE, MAX_CAMERA_FRUSTUM_SPLIT_COUNT);
    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);

    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_lightTex, 0);

    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, m_app.getMainFBO());

    glGetFloatv(GL_MAX_VIEWPORT_DIMS, m_viewportDims._array);
}
Exemple #14
0
void SliceRenderer::init()
{
    initializeOpenGLFunctions();

    glGenBuffers( 1, &vbo0 );
    glGenBuffers( 1, &vbo1 );
    glGenBuffers( 1, &vbo2 );

    initGeometry();
}
Exemple #15
0
//! [0]
GeometryEngine::GeometryEngine()
    : indexBuf(QOpenGLBuffer::IndexBuffer)
{
    initializeOpenGLFunctions();

    // Generate 2 VBOs
    arrayBuf.create();
    indexBuf.create();

    // Initializes cube geometry and transfers it to VBOs
    initGeometry();
}
std::shared_ptr<Tile> TileBuilder::build(TileID _tileID, const TileData& _tileData, const TileSource& _source) {

    m_selectionFeatures.clear();

    auto tile = std::make_shared<Tile>(_tileID, *m_scene->mapProjection(), &_source);

    tile->initGeometry(m_scene->styles().size());

    m_styleContext.setKeywordZoom(_tileID.s);

    for (auto& builder : m_styleBuilder) {
        if (builder.second)
            builder.second->setup(*tile);
    }

    for (const auto& datalayer : m_scene->layers()) {

        if (datalayer.source() != _source.name()) { continue; }

        for (const auto& collection : _tileData.layers) {

            if (!collection.name.empty()) {
                const auto& dlc = datalayer.collections();
                bool layerContainsCollection =
                    std::find(dlc.begin(), dlc.end(), collection.name) != dlc.end();

                if (!layerContainsCollection) { continue; }
            }

            for (const auto& feat : collection.features) {
                applyStyling(feat, datalayer);
            }
        }
    }

    for (auto& builder : m_styleBuilder) {

        builder.second->addLayoutItems(m_labelLayout);
    }

    float tileSize = m_scene->mapProjection()->TileSize() * m_scene->pixelScale();

    m_labelLayout.process(_tileID, tile->getInverseScale(), tileSize);

    for (auto& builder : m_styleBuilder) {
        tile->setMesh(builder.second->style(), builder.second->build());
    }

    tile->setSelectionFeatures(m_selectionFeatures);

    return tile;
}
void GeometryEngine::init()
{
    initializeGLFunctions();

//! [0]
    // Generate 2 VBOs
    glGenBuffers(2, vboIds);

//! [0]

    // Initializes geometry and transfers it to VBOs
    initGeometry();
}
Exemple #18
0
Sphere::Sphere(int n, QOpenGLShaderProgram* program): indexBuf(QOpenGLBuffer::IndexBuffer),
                                                                    vShader(QOpenGLShader::Vertex),
                                                                    fShader(QOpenGLShader::Fragment),
                                                                    material(new DefaultMaterial(program)){

    initializeOpenGLFunctions();
    this->program = program;

    // Generate 2 VBOs
    arrayBuf.create();
    indexBuf.create();

    initShaders();

    tt = 0.0f;
    delta = 0.01f;

    int t = n;
    vertices = 2 * (t + 1) * t;
    indices = 4 * t * t + 2 * t;
    vertArray = new VertexData[vertices];
    indArray = new GLuint[indices];
    double d = (double)M_PI / t;
    int k = 0;
    double i = 0.;
    double j = 0.;

    srand(time(NULL));

    for(int iter = 0; iter <= t; iter++){
        double sini = sin(i);
        double cosi = cos(i);
        for(int jter = 0; jter < 2 * t; jter++){
            QVector3D tmp(sini * cos(j), cosi, sin(j) * sini);
            vertArray[k++] = {tmp, QVector2D(jter / 2.f / t, (iter + 1.f) / t), tmp};
            j += d;
        }
        i += d;
    }
    k = 0;
    for(int i = 0; i < t; i++){
        for(int j = 0; j < 2 * t; j++){
            indArray[k++] = j + (i + 1) * 2 * t;
            indArray[k++] = j + i * 2 * t;
        }
        indArray[k++] = (i + 1) * 2 * t;
        indArray[k++] = i * 2 * t;
    }

    initGeometry(vertArray, indArray, vertices, indices, GL_TRIANGLE_STRIP);
}
void PolygonWindow::initialize()
{
    initGeometry();
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepthf(1.0f);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);

    m_program = new QOpenGLShaderProgram(this);
    m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shader/vertshader.glsl");
    m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shader/fragshader.glsl");
    m_program->link();
    m_posAttr = m_program->attributeLocation("posAttr");
}
Exemple #20
0
void Tile::build(StyleContext& _ctx, const Scene& _scene, const TileData& _data,
                 const DataSource& _source) {

    // Initialize m_geometry
    initGeometry(_scene.styles().size());

    const auto& layers = _scene.layers();

    _ctx.setGlobalZoom(m_id.s);

    for (auto& style : _scene.styles()) {
        style->onBeginBuildTile(*this);
    }

    DrawRuleMergeSet ruleSet;

    for (const auto& datalayer : layers) {

        if (datalayer.source() != _source.name()) {
            continue;
        }

        for (const auto& collection : _data.layers) {

            if (!collection.name.empty()) {
                const auto& dlc = datalayer.collections();
                bool layerContainsCollection =
                    std::find(dlc.begin(), dlc.end(), collection.name) != dlc.end();

                if (!layerContainsCollection) {
                    continue;
                }
            }

            for (const auto& feat : collection.features) {
                ruleSet.apply(feat, _scene, datalayer, _ctx, *this);
            }
        }
    }

    for (auto& style : _scene.styles()) {
        style->onEndBuildTile(*this);
    }

    for (auto& geometry : m_geometry) {
        if (geometry) {
            geometry->compileVertexBuffer();
        }
    }
}
void CombinedNavRenderer::draw()
{
    QColor color = model()->data( model()->index( (int)Fn::Global::BACKGROUND_COLOR_COMBINED, 0 ) ).value<QColor>();
    glClearColor( color.redF(), color.greenF(), color.blueF(), 1.0 );

    //qDebug() << "combined draw";
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    setupTextures();

    adjustRatios();

    GLFunctions::getShader( "slice" )->bind();
    // Set modelview-projection matrix
    GLFunctions::getShader( "slice" )->setUniformValue( "mvp_matrix", m_mvpMatrix );
    GLFunctions::getShader( "slice" )->setUniformValue( "u_renderMode", 0 );

    initGeometry();

    // Tell OpenGL which VBOs to use
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vboIds[ 0 ] );
    glBindBuffer( GL_ARRAY_BUFFER, vboIds[ 1 ] );
    setShaderVars();

    // Draw cube geometry using indices from VBO 0
    glDrawElements( GL_TRIANGLES, 18, GL_UNSIGNED_SHORT, 0 );

    bool renderCrosshairs = model()->data( model()->index( (int)Fn::Global::RENDER_CROSSHAIRS, 0 ) ).toBool();

    if ( renderCrosshairs )
    {
        GLFunctions::getShader( "crosshair" )->bind();
        GLFunctions::getShader( "crosshair" )->setUniformValue( "mvp_matrix", m_mvpMatrix );
        QColor ccolor = model()->data( model()->index( (int)Fn::Global::CROSSHAIR_COLOR, 0 ) ).value<QColor>();
        GLFunctions::getShader( "crosshair" )->setUniformValue( "u_color", ccolor.redF(), ccolor.greenF(), ccolor.blueF(), 1.0 );
        // Tell OpenGL which VBOs to use
        glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vboIds[ 2 ] );
        glBindBuffer( GL_ARRAY_BUFFER, vboIds[ 3 ] );

        // Tell OpenGL programmable pipeline how to locate vertex position data
        int vertexLocation = GLFunctions::getShader( "crosshair" )->attributeLocation( "a_position" );
        GLFunctions::getShader( "crosshair" )->enableAttributeArray( vertexLocation );
        glVertexAttribPointer( vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof( VertexData ), 0 );

        glDrawElements( GL_LINES, 12, GL_UNSIGNED_SHORT, 0 );
        glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
        glBindBuffer( GL_ARRAY_BUFFER, 0 );
    }
}
Exemple #22
0
bool WaitingForYou::forePlay()
{
	// call parent
	Buddha::Game::forePlay();

	// input handler
	setInputMessageHandler(new InputMessageHandler);

	// create modules
	if (!createModules())
	{
		return false;
	}

	Record(Buddha::Logger::getInstancePtr()->getPath());

	//
	if (!setViewport())
	{
		return false;
	}

	//
	//	DragAcceptFiles(_hwnd, true);

	//
	if (!initGeometry())
	{
		return false;
	}

	//
	if (!createFonts())
	{
		return false;
	}
	//
	//
	_camera = new Euclid::Camera;
	_camera->setPosition(Vec3(0.0f, 0.0f, 50.0f));

	//
	_cameraController = new Euclid::CameraControllerThirdPerson(_camera);

	setProcess(Buddha::eProcess_CreateModules);
	//
	return true;
}
void TextureMappingWindow::initialize()
{
    initGeometry();
    loadShader();
    loadGLTexture();
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glClearDepthf(1.0);
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);

    glDisable(GL_BLEND);
    glBlendColor(1.0f,1.0f,1.0f,0.5f);
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
}
Exemple #24
0
CwmMoveFeedback::
CwmMoveFeedback(CwmScreen &screen1) :
 screen(screen1)
{
  Pixel fg = CwmResourceDataInst->getFeedbackForeground(screen);
  Pixel bg = CwmResourceDataInst->getFeedbackBackground(screen);

  CwmColor *color = screen.getColor(fg, bg);

  CwmFont *font = CwmResourceDataInst->getFeedbackFont(screen);

  graphics = new CwmGraphics(screen, font, color);

  //------

  feedback_x = 0;
  feedback_y = 0;

  initGeometry();

  //------

  int width, height;

  std::string max_str = "-8888,-8888";

  graphics->getTextSize(max_str, &width, &height);

  width  += 8;
  height += 8;

  int x = feedback_x - width /2;
  int y = feedback_y - height/2;

  x = std::min(std::max(x, 0), screen.getWidth () - width );
  y = std::min(std::max(y, 0), screen.getHeight() - height);

  xwindow = new CwmWindow(screen, screen.getRoot(), x, y, width, height, 0, CWM_CURSOR_MOVE);

  xwindow->setBackground(graphics);

  xwindow->setSaveUnder(true);

  //------

  displayed = FALSE;
}
void BinghamRenderer::draw( QMatrix4x4 p_matrix, QMatrix4x4 mv_matrix, int width, int height, int renderMode, PropertyGroup& props )
{
    if ( renderMode != 1 ) // we are drawing opaque objects
    {
        // obviously not opaque
        return;
    }

    setRenderParams( props );

    if ( m_orient == 0 )
    {
        return;
    }

    m_pMatrix = p_matrix;
    m_mvMatrix = mv_matrix;


    initGeometry( props );

    QGLShaderProgram* program = GLFunctions::getShader( "qball" );
    program->bind();

    program->setUniformValue( "u_alpha", 1.0f );
    program->setUniformValue( "u_renderMode", renderMode );
    program->setUniformValue( "u_canvasSize", width, height );
    program->setUniformValue( "D0", 9 );
    program->setUniformValue( "D1", 10 );
    program->setUniformValue( "D2", 11 );
    program->setUniformValue( "P0", 12 );

    // Set modelview-projection matrix
    program->setUniformValue( "mvp_matrix", p_matrix * mv_matrix );
    program->setUniformValue( "mv_matrixInvert", mv_matrix.inverted() );
    program->setUniformValue( "u_hideNegativeLobes", m_minMaxScaling );
    program->setUniformValue( "u_scaling", m_scaling );

    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vboIds[ 0 ] );
    glBindBuffer( GL_ARRAY_BUFFER, vboIds[ 1 ] );
    setShaderVars( props );
    glDrawElements( GL_TRIANGLES, m_tris1, GL_UNSIGNED_INT, 0 );

    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
    glBindBuffer( GL_ARRAY_BUFFER, 0 );
}
Exemple #26
0
void Game::initBricks ()
{
    bricks.clear ();
    bricks.resize (numBricks);

    vec3 start (-1.0, 0.75, 0);
    float xInc = .125;
    float yInc = .125;

    for (unsigned i = 0; i < bricks.size (); ++i){
        bricks[i] = Brick (start);
        initGeometry (&bricks[i]);
        start.x += xInc;
        if (start.x > (1.0 - bricks[i].size)) {
            start.x = -1;
            start.y -= yInc; 
        }
    }
}
QSysMLBlock::QSysMLBlock(const QMap<QString, QVariant> &properties, QGraphicsItem *parent) :
QAbstractDiagramShape(QSysMLPlugin::staticName(), QSysMLBlock::staticItemClass(), properties, parent)
{
	initGeometry(400, 300);
    addProperty("blockType", QDiagramToolkit::String, true, properties.value("blockType"));
    addProperty("backgroundColor", QDiagramToolkit::Color, false, QColor("white"));
    addProperty("name", QDiagramToolkit::String, false, "action");
    addProperty("textFont", QDiagramToolkit::Font, false, properties.value("textFont"));

    addSizeGripHandle(new QDiagramShapeSizeGripHandle(QDiagramShapeSizeGripHandle::Left, this));
    addSizeGripHandle(new QDiagramShapeSizeGripHandle(QDiagramShapeSizeGripHandle::Right, this));

	addConnectionPoint(new QSysMLControlConnectionPointIn(this, "controlIn", 0, 1));
	addConnectionPoint(new QSysMLControlConnectionPointOut(this, "controlOut", 0, 1));

	addConnectionPoint(new QSysMLDataConnectionPointIn(this, "dataIn1", 0, 1));
	addConnectionPoint(new QSysMLDataConnectionPointOut(this, "dataOut1", 0, 1));

    restoreProperties(properties);
}
Exemple #28
0
bool WaitingForYou::forePlay()
{
	// call parent
	Buddha::Game::forePlay();

	// input handler
	setInputMessageHandler(new InputMessageHandler);

	// create modules
	if (!createModules())
	{
		return false;
	}

	Record(Buddha::Logger::getInstancePtr()->getPath());

	//
	if (!setViewport())
	{
		return false;
	}

	//
	DragAcceptFiles(_hwnd, true);

	//
	if (!initGeometry())
	{
		return false;
	}

	//
	if (!createFonts())
	{
		return false;
	}

	setProcess(Buddha::eProcess_CreateModules);
	//
	return true;
}
Exemple #29
0
std::shared_ptr<Tile> TileBuilder::build(TileID _tileID, const TileData& _tileData,
                                         const DataSource& _source) {

    auto tile = std::make_shared<Tile>(_tileID, *m_scene->mapProjection(), &_source);
    tile->initGeometry(m_scene->styles().size());

    m_styleContext.setGlobalZoom(_tileID.s);

    for (auto& builder : m_styleBuilder) {
        if (builder.second)
            builder.second->setup(*tile);
    }

    for (const auto& datalayer : m_scene->layers()) {

        if (datalayer.source() != _source.name()) { continue; }

        for (const auto& collection : _tileData.layers) {

            if (!collection.name.empty()) {
                const auto& dlc = datalayer.collections();
                bool layerContainsCollection =
                    std::find(dlc.begin(), dlc.end(), collection.name) != dlc.end();

                if (!layerContainsCollection) { continue; }
            }

            for (const auto& feat : collection.features) {
                m_ruleSet.apply(feat, datalayer, m_styleContext, *this);
            }
        }
    }

    for (auto& builder : m_styleBuilder) {
        tile->getMesh(builder.second->style()) = builder.second->build();
    }

    return tile;
}
//Main Method - Entry Point 
int main(int argc, char * arg[]) {
	// init everything - SDL, if it is nonzero we have a problem
	if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
	{
		std::cout << "ERROR SDL_Init " << SDL_GetError() << std::endl;

		return -1;
	};
	InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, false);

	//Call our InitOpenGL Function
	initOpenGL();
	//Set our viewport
	setViewport(WINDOW_WIDTH, WINDOW_HEIGHT);
	//class 2
	initGeometry();

	SDL_Event event;

	while (running)
	{
		while (SDL_PollEvent(&event)) {
			//Get event type
			if (event.type == SDL_QUIT || event.type == SDL_WINDOWEVENT_CLOSE) {
				//set our boolean which controls the game loop to false
				running = false;
			};
		};
		update();
		render();
	};

	SDL_GL_DeleteContext(glcontext);

	CleanUp();

	return 0;
}