void SearchOptions::deserializeSettings(const QString allOptions) { setMatchEntireString(); setMatchAsString(); setCaseSensitive(false); setBackwards(false); setAllColumns(false); setWrap(false); setIsReplace(false); setIsReplaceAll(false); QStringList list = allOptions.split(","); for (int i=0; i<list.count(); ++i) { QString s = list.at(i); if (s.compare("MatchEntireString", Qt::CaseInsensitive) == 0) { setMatchEntireString(); } else if (s.compare("Contains", Qt::CaseInsensitive) == 0) { setContains(); } else if (s.compare("StartsWith", Qt::CaseInsensitive) == 0) { setStartsWith(); } else if (s.compare("EndsWith", Qt::CaseInsensitive) == 0) { setEndsWith(); } else if (s.compare("AsString", Qt::CaseInsensitive) == 0) { setMatchAsString(); } else if (s.compare("RegExp", Qt::CaseInsensitive) == 0) { setRegularExpression(); } else if (s.compare("Wildcard", Qt::CaseInsensitive) == 0) { setWildCard(); } else if (s.compare("CaseSensitive", Qt::CaseInsensitive) == 0) { setCaseSensitive(); } else if (s.compare("CaseInSensitive", Qt::CaseInsensitive) == 0) { setCaseSensitive(false); } else if (s.compare("Wrap", Qt::CaseInsensitive) == 0) { setWrap(true); } else if (s.compare("NoWrap", Qt::CaseInsensitive) == 0) { setWrap(false); } else if (s.compare("Backward", Qt::CaseInsensitive) == 0) { setBackwards(true); } else if (s.compare("Forward", Qt::CaseInsensitive) == 0) { setBackwards(false); } else if (s.compare("AllColumns", Qt::CaseInsensitive) == 0) { setAllColumns(true); } else if (s.compare("OneColumn", Qt::CaseInsensitive) == 0) { setAllColumns(false); } else if (s.compare("Replace", Qt::CaseInsensitive) == 0) { setIsReplace(true); } else if (s.compare("ReplaceAll", Qt::CaseInsensitive) == 0) { setIsReplaceAll(true); } } }
gTextArea::gTextArea(gContainer *parent) : gControl(parent) { g_typ = Type_gTextArea; _align_normal = false; have_cursor = true; _undo_stack = NULL; _redo_stack = NULL; _not_undoable_action = 0; _undo_in_progress = false; onChange = 0; onCursor = 0; textview = gtk_text_view_new(); realizeScrolledWindow(textview); setColorBase(); //g_signal_connect_after(G_OBJECT(textview), "motion-notify-event", G_CALLBACK(cb_motion_notify_event), (gpointer)this); g_signal_connect(G_OBJECT(textview), "key-press-event", G_CALLBACK(cb_keypress), (gpointer)this); _buffer = gtk_text_view_get_buffer(GTK_TEXT_VIEW(textview)); g_signal_connect_after(G_OBJECT(_buffer), "changed", G_CALLBACK(cb_changed), (gpointer)this); g_signal_connect_after(G_OBJECT(_buffer), "mark-set", G_CALLBACK(cb_mark_set), (gpointer)this); g_signal_connect(G_OBJECT(_buffer), "insert-text", G_CALLBACK(cb_insert_text), (gpointer)this); g_signal_connect(G_OBJECT(_buffer), "delete-range", G_CALLBACK(cb_delete_range), (gpointer)this); /*gtk_text_view_set_left_margin(GTK_TEXT_VIEW(textview), 2); gtk_text_view_set_right_margin(GTK_TEXT_VIEW(textview), 2);*/ setBorder(true); setWrap(false); }
bool Image::loadVolatileNPOT() { glGenTextures(1,(GLuint*)&texture); bindTexture(texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data->getData()); setFilter(settings.filter); setWrap(settings.wrap); return true; }
bool Texture::load(const std::string &filePath) { //load image sf::Image image; if (!image.loadFromFile(filePath)) { std::cout << "#ERROR " << filePath << " didn't load" << std::endl; return false; } size = vec2i(image.getSize().x,image.getSize().y); //get handle GLuint tex_handle; glGenTextures(1, &tex_handle); handle = tex_handle; //bind handle and set to image bind(); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr() ); setFilter(GL_NEAREST); setWrap(GL_REPEAT); return true; }
TextBox::TextBox(shared_ptr<Style> style) : Shape(style), fontSize(0), wrap(false), lineHeight(0), lineHeightFactor(0), overflowX(false), overflowY(false), offsetX(0), offsetY(0), textColor(style->textColor), fill(style->fill), updateWrapRequest(false), updateWidthRequest(false), updateHeightRequest(false), updateLineHeightRequest(false) { setFont(style->font); setFontSize(style->fontSize); setWrap(style->wrap); setTextAlign(style->textAlignX, style->textAlignY); if (style->lineHeight > 0) { setLineHeight(style->lineHeight); } else if (style->lineHeightFactor > 0) { setLineHeightFactor(style->lineHeightFactor); } }
void Texture::createCubeMapTexture() { // Bind the texture glBindTexture(GL_TEXTURE_CUBE_MAP, _textureID); // Edge wrap mode setWrap(GL_TEXTURE_CUBE_MAP, GL_REPEAT, GL_REPEAT); // Pixel row alignment setAlign(); // Filter method setFilter(GL_TEXTURE_CUBE_MAP); // Mip map parameters setMipMaps(GL_TEXTURE_CUBE_MAP); assert(_image->getLayerCount() == 6); static const GLenum faceTarget[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z }; // Texture image data for (size_t i = 0; i < _image->getLayerCount(); i++) for (size_t j = 0; j < _image->getMipMapCount(); j++) setMipMapData(faceTarget[i], i, j); }
NoiseTexture2D::NoiseTexture2D( unsigned int pixelSize ) { _pixelSize = pixelSize; _image = new osg::Image(); buildImage(); setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR ); setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR ); setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::MIRROR ); setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR ); setBorderWidth( 0 ); setInternalFormat( GL_LUMINANCE32F_ARB ); }
bool Framebuffer::loadVolatile() { status = strategy->createFBO(fbo, depthbuffer, img, width, height); if (status != GL_FRAMEBUFFER_COMPLETE_OES) return false; setFilter(settings.filter); setWrap(settings.wrap); return true; }
void gTexture::initialize() { mTexId = 0; glGenTextures(1, &mTexId); mTexSlot = GL_TEXTURE0; setFilter(GL_LINEAR, GL_LINEAR); setWrap(GL_REPEAT, GL_REPEAT); }
void SearchOptions::setToDefault() { setContains(); setMatchAsString(); setCaseSensitive(false); setWrap(true); setBackwards(false); setAllColumns(false); m_isReplace = false; setIsReplaceAll(false); }
bool Canvas::loadVolatile() { status = strategy->createFBO(fbo, depth_stencil, img, width, height); if (status != GL_FRAMEBUFFER_COMPLETE) return false; setFilter(settings.filter); setWrap(settings.wrap); Color c; c.r = c.g = c.b = c.a = 0; clear(c); return true; }
osg::Camera* createHUD(osg::Image* bgImage) { // create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD osg::Camera* camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1.0f, 1.0f, 0)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::NESTED_RENDER); // we don't want the camera to grab event focus from the viewers main camera(s). camera->setAllowEventFocus(false); // add to this camera a subgraph to render { osg::Geode* geode = new osg::Geode(); // turn lighting off for the text and disable depth test to ensure it's always ontop. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); { auto texturedQuad = osg::createTexturedQuadGeometry( osg::Vec3(0.f, 0.f, 0.f), osg::Vec3(1.0f, 0.f, 0.f), osg::Vec3(0.f, 1.0f, 0.f), bgImage->s(), bgImage->t()); auto textureRect = new osg::TextureRectangle(bgImage); textureRect->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); textureRect->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); textureRect->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); texturedQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0, textureRect, osg::StateAttribute::ON); texturedQuad->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); geode->addDrawable(texturedQuad); } camera->addChild(geode); } return camera; }
ciMsaFluidSolver& ciMsaFluidSolver::setup(int NX, int NY) { setDeltaT(); setFadeSpeed(); setSolverIterations(); enableVorticityConfinement(false); setWrap( false, false ); //maa viscocity = FLUID_DEFAULT_VISC; colorDiffusion = FLUID_DEFAULT_COLOR_DIFFUSION; return setSize( NX, NY); }
bool Image::loadVolatilePOT() { glGenTextures(1,(GLuint *)&texture); bindTexture(texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); float p2width = next_p2(width); float p2height = next_p2(height); float s = width/p2width; float t = height/p2height; vertices[1].t = t; vertices[2].t = t; vertices[2].s = s; vertices[3].s = s; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)p2width, (GLsizei)p2height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (GLsizei)width, (GLsizei)height, GL_RGBA, GL_UNSIGNED_BYTE, data->getData()); setMipmapSharpness(mipmapsharpness); setFilter(filter); setWrap(wrap); return true; }
void Texture::Create(const void *pixels,bool mipmaps){ //Alocate space for texture in GPU and return handler glGenTextures(1, &m_texture); //bind the texture for use Bind(); //Texture wraping GLint clamp = m_clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT; setWrap(clamp); //Texture filtering setFiltering(mipmaps ? GL_NEAREST_MIPMAP_LINEAR : m_filter); if (mipmaps) glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, m_iternalFormat, m_width, m_height, 0, m_format, m_type, pixels); }
ofxMSAFluidSolver& ofxMSAFluidSolver::setup(int NX, int NY) { ofLog(OF_LOG_VERBOSE, "ofxMSAFluidSolver::init( " + ofToString(NX) + ", " + ofToString(NY) + " )"); doDensity = true; doProject = true; setDeltaT(); setFadeSpeed(); setSolverIterations(); enableVorticityConfinement(false); setWrap( false, false ); //maa viscocity = FLUID_DEFAULT_VISC; colorDiffusion = FLUID_DEFAULT_COLOR_DIFFUSION; return setSize( NX, NY); }
void Texture::create2DTexture() { // Bind the texture glBindTexture(GL_TEXTURE_2D, _textureID); // Edge wrap mode setWrap(GL_TEXTURE_2D, GL_REPEAT, GL_REPEAT); // Pixel row alignment setAlign(); // Filter method setFilter(GL_TEXTURE_2D); // Mip map parameters setMipMaps(GL_TEXTURE_2D); // Texture image data for (size_t i = 0; i < _image->getMipMapCount(); i++) setMipMapData(GL_TEXTURE_2D, 0, i); }
void SearchOptions::setMatchFlags(const Qt::MatchFlags flags) { if ((flags & Qt::MatchWildcard) == Qt::MatchWildcard) { setWildCard(); } else if ((flags & Qt::MatchRegExp) == Qt::MatchRegExp) { setRegularExpression(); } else { setMatchAsString(); } if ((flags & Qt::MatchEndsWith) == Qt::MatchEndsWith) { setEndsWith(); } else if ((flags & Qt::MatchStartsWith) == Qt::MatchStartsWith) { setStartsWith(); } else if ((flags & Qt::MatchContains) == Qt::MatchContains) { setContains(); } else { setMatchEntireString(); } setCaseSensitive((flags & Qt::MatchCaseSensitive) == Qt::MatchCaseSensitive); setWrap((flags & Qt::MatchWrap) == Qt::MatchWrap); }
EmulationHandler::EmulationHandler( const Profile& prof, QWidget* parent,const char* name ) : QObject(0, name ) { m_teWid = new TEWidget( parent, "TerminalMain"); // use setWrapAt(0) for classic behaviour (wrap at screen width, no scrollbar) // use setWrapAt(80) for normal console with scrollbar setWrap(prof.readNumEntry("Wrap", 80) ? 0 : 80); m_teWid->setMinimumSize(150, 70 ); m_script = 0; m_log = 0; parent->resize( m_teWid->calcSize(80, 24 ) ); m_teEmu = new TEmuVt102(m_teWid ); connect(m_teEmu,SIGNAL(ImageSizeChanged(int,int) ), this, SIGNAL(changeSize(int,int) ) ); connect(m_teEmu, SIGNAL(sndBlock(const char*,int) ), this, SLOT(recvEmulation(const char*,int) ) ); m_teEmu->setConnect( true ); m_teEmu->setHistory( TRUE ); load( prof ); }
void Sampler::setWrap(GLint wrap_) { setWrap(wrap_, wrap_, wrap_); }
osg::Camera* createHUD(osg::Image* bgImage) { // create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD osg::Camera* camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1.0f, 1.0f, 0)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::NESTED_RENDER); // we don't want the camera to grab event focus from the viewers main camera(s). camera->setAllowEventFocus(false); // add to this camera a subgraph to render { osg::Geode* geode = new osg::Geode(); // turn lighting off for the text and disable depth test to ensure it's always ontop. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); { auto texturedQuad = osg::createTexturedQuadGeometry( osg::Vec3(0.f, 0.f, 0.f), osg::Vec3(1.0f, 0.f, 0.f), osg::Vec3(0.f, 1.0f, 0.f), bgImage->s(), bgImage->t()); auto textureRect = new osg::TextureRectangle(bgImage); textureRect->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); textureRect->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); textureRect->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); texturedQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0, textureRect, osg::StateAttribute::ON); texturedQuad->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); geode->addDrawable(texturedQuad); } {/* osg::BoundingBox bb; for(unsigned int i=0;i<geode->getNumDrawables();++i) { bb.expandBy(geode->getDrawable(i)->getBoundingBox()); } osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array; float depth = bb.zMin()-0.1; vertices->push_back(osg::Vec3(bb.xMin(),bb.yMax(),depth)); vertices->push_back(osg::Vec3(bb.xMin(),bb.yMin(),depth)); vertices->push_back(osg::Vec3(bb.xMax(),bb.yMin(),depth)); vertices->push_back(osg::Vec3(bb.xMax(),bb.yMax(),depth)); geom->setVertexArray(vertices); osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f,0.0f,1.0f)); geom->setNormalArray(normals, osg::Array::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0,0.8f,0.2f)); geom->setColorArray(colors, osg::Array::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); //stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); geode->addDrawable(geom);*/ } camera->addChild(geode); } return camera; }