Esempio n. 1
0
void SaveMaskExporterDialog::InitDialog()
{
    SaveMaskExporterDialog::ui->setupUi(this);
    connect(ui->okButton, SIGNAL(clicked()), this, SLOT(SlotOkButton()));
    connect(ui->cancelButton, SIGNAL(clicked()), this, SLOT(SlotCancelButton()));
    connect(ui->renametextureButton,SIGNAL(clicked()),this,SLOT(SlotRenameTexture()));
    connect(ui->listTextureName,SIGNAL(itemSelectionChanged()),this,SLOT(SlotSelectionTextureName()));
    connect(ui->AllButton,SIGNAL(clicked()),this,SLOT(SlotSelectionAllButton()));
    connect(ui->NoneButton,SIGNAL(clicked()),this,SLOT(SlotSelectionNoneButton()));
    ui->renametextureButton->setDisabled(true);

  stdParFrame = new StdParFrame(this,glar);
  stdParFrame->loadFrameContent(*parSet);
  QVBoxLayout *vbox = new QVBoxLayout(this);
    vbox->addWidget(stdParFrame);
    ui->saveParBox->setLayout(vbox);
    QFileInfo fi(m->fullName());
 this->setWindowTitle("Choose Saving Options for: '"+ fi.baseName() +"'");
    // Show the additional parameters only for formats that have some.
    if(parSet->isEmpty()) ui->saveParBox->hide();
                                else ui->saveParBox->show();
    //all - none
    ui->AllButton->setChecked(true);
    //ui->NoneButton->setChecked(true);

    SetTextureName();
    SetMaskCapability();
}
Esempio n. 2
0
SanityCrystal::SanityCrystal(Renderer* pRenderer, Engine* pEngine)
	: RenderedEntity(pRenderer, pEngine, new TextureRenderObject(pRenderer))
{
	auto textureObject = reinterpret_cast<TextureRenderObject*>(renderObject.get());

	textureObject->SetTextureName(L"Entities1");
	textureObject->SetTextureClip(Rect(128, 1, 160, 43));

	b2BodyDef bodyDef;
	bodyDef.fixedRotation = true;
	bodyDef.type = b2_staticBody;
	bodyDef.angle = 0.0f;

	b2PolygonShape box;
	box.SetAsBox(0.25f, 0.32f);

	b2FixtureDef fixtureDef;
	fixtureDef.shape = &box;
	fixtureDef.density = 1.0f;
	fixtureDef.friction = 0.0f;
	fixtureDef.isSensor = true;

	SetBody(parent->GetPhysics()->CreateBody(&bodyDef));
	body->CreateFixture(&fixtureDef);
}
Esempio n. 3
0
void Sector::Reset()
{
	for( unsigned int x=0; x<SECTOR_HEIGHT_SIZE*SECTOR_HEIGHT_SIZE; ++x )
	{
		zHeightMap[x] = 0.0f;
	}

	for( unsigned int x=0; x<SECTOR_BLEND_SIZE*SECTOR_BLEND_SIZE; ++x )
	{
		zBlendMap[x*4] = 1.0f;
		zBlendMap[x*4+1] = 0.0f;
		zBlendMap[x*4+2] = 0.0f;
		zBlendMap[x*4+3] = 0.0f;

		zBlendMap2[x*4] = 0.0f;
		zBlendMap2[x*4+1] = 0.0f;
		zBlendMap2[x*4+2] = 0.0f;
		zBlendMap2[x*4+3] = 0.0f;
	}

	SetTextureName(0, "TerrainTexture.png");
	SetTextureName(1, "Green.png");
	SetTextureName(2, "Blue.png");
	SetTextureName(3, "Red.png");

	SetTextureName(4, "TerrainTexture.png");
	SetTextureName(5, "Green.png");
	SetTextureName(6, "Blue.png");
	SetTextureName(7, "Red.png");

	zAmbient[0] = 0.0f;
	zAmbient[1] = 0.0f;
	zAmbient[2] = 0.0f;

	ResetNormals();

	SetEdited(false);
}