bool InputGLFW::Initialise() { InitialiseKeymap(); //init callbacks for glfw glfwSetCharCallback( CharCallback ); glfwSetKeyCallback( KeyCallback ); glfwSetMouseButtonCallback( MouseButtonCallback ); glfwSetMousePosCallback( MousePosCallback ); glfwSetMouseWheelCallback( MouseWheelCallback ); return true; }
bool InputWin32::Initialise() { InitialiseKeymap(); return true; }
Treenity::Treenity(QWidget *parent) : QMainWindow(parent), m_running(true) { //Set some utility init things Utils::GetInstance()->setParent(this); Utils::GetInstance()->setFloating(true); // Setup component names in the editor. m_componentNames[RootForce::ComponentType::RENDERABLE] = "Renderable"; m_componentNames[RootForce::ComponentType::TRANSFORM] = "Transform"; m_componentNames[RootForce::ComponentType::POINTLIGHT] = "Point Light"; m_componentNames[RootForce::ComponentType::CAMERA] = "Camera"; m_componentNames[RootForce::ComponentType::HEALTH] = "Health"; m_componentNames[RootForce::ComponentType::PLAYERCONTROL] = "Player Control"; m_componentNames[RootForce::ComponentType::PHYSICS] = "Physics"; m_componentNames[RootForce::ComponentType::NETWORK] = "Network"; m_componentNames[RootForce::ComponentType::LOOKATBEHAVIOR] = "Look-At Behaviour"; m_componentNames[RootForce::ComponentType::THIRDPERSONBEHAVIOR] = "Third Person Behaviour"; m_componentNames[RootForce::ComponentType::SCRIPT] = "Script"; m_componentNames[RootForce::ComponentType::COLLISION] = "Physics"; // Required since the component list searches on name. m_componentNames[RootForce::ComponentType::COLLISIONRESPONDER] = "Collision Responder"; m_componentNames[RootForce::ComponentType::PLAYER] = "Player"; m_componentNames[RootForce::ComponentType::ANIMATION] = "Animation"; m_componentNames[RootForce::ComponentType::PARTICLE] = "Particle"; m_componentNames[RootForce::ComponentType::TDMRULES] = "Team-Deathmatch Rules"; m_componentNames[RootForce::ComponentType::PLAYERACTION] = "Player Action"; m_componentNames[RootForce::ComponentType::PLAYERPHYSICS] = "Player Physics"; m_componentNames[RootForce::ComponentType::ENTITYSTATE] = "Entity State"; m_componentNames[RootForce::ComponentType::SHADOWCASTER] = "Shadowcaster"; m_componentNames[RootForce::ComponentType::DIRECTIONALLIGHT] = "Directional Light"; m_componentNames[RootForce::ComponentType::SERVERINFORMATION] = "Server Information"; m_componentNames[RootForce::ComponentType::CLIENT] = "Client"; m_componentNames[RootForce::ComponentType::RAGDOLL] = "Ragdoll"; m_componentNames[RootForce::ComponentType::WATERCOLLIDER] = "Water Collider"; m_componentNames[RootForce::ComponentType::ABILITYSPAWN] = "Ability Spawn"; m_componentNames[RootForce::ComponentType::TRYPICKUPCOMPONENT] = "Try Pickup"; m_componentNames[RootForce::ComponentType::SOUND] = "Sound"; m_componentNames[RootForce::ComponentType::TIMER] = "Timer"; m_componentNames[RootForce::ComponentType::FOLLOW] = "Follow"; m_componentNames[RootForce::ComponentType::HOMING] = "Homing"; m_componentNames[RootForce::ComponentType::RAY] = "Ray"; m_componentNames[RootForce::ComponentType::DAMAGEANDKNOCKBACK] = "Damage and Knockback"; m_componentNames[RootForce::ComponentType::SCALABLE] = "Scalable"; m_componentNames[RootForce::ComponentType::STATCHANGE] = "Stat Change"; m_componentNames[RootForce::ComponentType::KILLANNOUNCEMENT] = "Kill Announcement"; m_componentNames[RootForce::ComponentType::CONTROLLERACTIONS] = "Controller Action"; // Setup the main UI. ui.setupUi(this); setCorner( Qt::TopRightCorner, Qt::RightDockWidgetArea ); setCorner( Qt::BottomRightCorner, Qt::RightDockWidgetArea ); m_compView = new ComponentView(); m_scrollArea = new VerticalScrollArea(); m_scrollArea->setWidget(m_compView); m_scrollArea->setFrameStyle(QFrame::Plain); // Setup the component view and its items. ui.verticalLayout->addWidget(m_scrollArea); m_componentViews[RootForce::ComponentType::TRANSFORM] = new TransformView(); m_componentViews[RootForce::ComponentType::RENDERABLE] = new RenderableView(); m_componentViews[RootForce::ComponentType::COLLISION] = new PhysicsView(); m_componentViews[RootForce::ComponentType::WATERCOLLIDER] = new WaterColliderView(); m_componentViews[RootForce::ComponentType::SCRIPT] = new ScriptView(); m_componentViews[RootForce::ComponentType::COLLISIONRESPONDER] = new CollisionResponderView(); m_componentViews[RootForce::ComponentType::PARTICLE] = new ParticleView(); // Block component views from updates while in game mode. m_componentViews[RootForce::ComponentType::RENDERABLE]->SetReceiveUpdates(false); for (auto it : m_componentViews) { it.second->SetEditorInterface(this); } ui.treeView_entityOutliner->SetEditorInterface(this); //Set up water tool m_waterToolDockable = new WaterTool(this); // Match signals with slots. connect(ui.actionNew, SIGNAL(triggered()), this, SLOT(New())); connect(ui.actionOpen_Project, SIGNAL(triggered()), this, SLOT(OpenProject())); connect(ui.action_saveAs, SIGNAL(triggered()), this, SLOT(SaveAs())); connect(ui.action_save, SIGNAL(triggered()), this, SLOT(Save())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.actionLog, SIGNAL(triggered()), Utils::GetInstance(), SLOT(Show())); connect(ui.action_addEntity, SIGNAL(triggered()), this, SLOT(CreateEntity())); connect(ui.action_removeEntity, SIGNAL(triggered()), this, SLOT(DestroyEntity())); connect(ui.lineEdit_entityName, SIGNAL(editingFinished()), this, SLOT(RenameEntity())); connect(ui.action_addRenderable, SIGNAL(triggered()), this, SLOT(AddRenderable())); connect(ui.action_addPhysics, SIGNAL(triggered()), this, SLOT(AddPhysics())); connect(ui.action_addWaterCollider, SIGNAL(triggered()), this, SLOT(AddWaterCollider())); connect(ui.action_addScript, SIGNAL(triggered()), this, SLOT(AddScriptComponent())); connect(ui.action_collisionResponder, SIGNAL(triggered()), this, SLOT(AddCollisionResponder())); connect(ui.action_addParticle, SIGNAL(triggered()), this, SLOT(AddParticleComponent())); connect(ui.actionPlay, SIGNAL(triggered()), this, SLOT(Play())); connect(ui.pushButton_translateMode, SIGNAL(clicked()), this, SLOT(SetTranslateTool())); connect(ui.pushButton_rotateMode, SIGNAL(clicked()), this, SLOT(SetRotateTool())); connect(ui.pushButton_scaleMode, SIGNAL(clicked()), this, SLOT(SetResizeTool())); connect(ui.comboBox_mode, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeToolMode(int))); connect(ui.actionWaterSetting, SIGNAL(triggered()), m_waterToolDockable, SLOT(Show())); connect(m_componentViews[RootForce::ComponentType::RENDERABLE], SIGNAL(deleted(ECS::Entity*)), this, SLOT(RemoveRenderable(ECS::Entity*))); connect(m_componentViews[RootForce::ComponentType::COLLISION], SIGNAL(deleted(ECS::Entity*)), this, SLOT(RemovePhysics(ECS::Entity*))); connect(m_componentViews[RootForce::ComponentType::WATERCOLLIDER], SIGNAL(deleted(ECS::Entity*)), this, SLOT(RemoveWaterCollider(ECS::Entity*))); connect(m_componentViews[RootForce::ComponentType::SCRIPT], SIGNAL(deleted(ECS::Entity*)), this, SLOT(RemoveScriptComponent(ECS::Entity*))); connect(m_componentViews[RootForce::ComponentType::COLLISIONRESPONDER], SIGNAL(deleted(ECS::Entity*)), this, SLOT(RemoveCollisionResponder(ECS::Entity*))); // Setup Qt-to-SDL keymatching. InitialiseKeymap(); ui.widget_canvas3D->SetEditorInterface(this); // Set tool mode. m_toolMode = ToolMode::LOCAL; }
bool InputMacOSX::Initialise() { InitialiseKeymap(); return true; }