Esempio n. 1
0
SimpleAnimation::SimpleAnimation(xmlNodePtr animationNode,
                                 const std::string& dyePalettes):
    mAnimation(new Animation),
    mAnimationTime(0),
    mAnimationPhase(0),
    mInitialized(false)
{
    initializeAnimation(animationNode, dyePalettes);
    mCurrentFrame = mAnimation->getFrame(0);
}
Esempio n. 2
0
SimpleAnimation::SimpleAnimation(XmlNodePtr animationNode,
                                 const std::string& dyePalettes):
    mAnimation(new Animation),
    mAnimationTime(0),
    mAnimationPhase(0),
    mInitialized(false)
{
    initializeAnimation(animationNode, dyePalettes);
    if (mAnimation)
        mCurrentFrame = &mAnimation->mFrames[0];
    else
        mCurrentFrame = nullptr;
}
Esempio n. 3
0
void GameLoader::initializeObject(const QDomElement& element, AnimatedObject* object)
{
	QSize size(element.attribute("width").toUInt(), element.attribute("height").toUInt());
	double velocity = element.attribute("velocity").toDouble();

	object->setSize(size);
	object->setVelocity(velocity);

	QDomElement marginsElement = element.firstChildElement("margins");
	QMargins margins(marginsElement.attribute("left").toInt(), marginsElement.attribute("top").toInt(), marginsElement.attribute("right").toInt(), marginsElement.attribute("bottom").toInt());
	object->setMargins(margins);

	initializeAnimation(element.firstChildElement("animation"), object->animation());
}
Esempio n. 4
0
//___________________________________________________________________
bool StackedWidgetData::animate( void ) {

      // check enability
      if ( !enabled() ) return false;

      // initialize animation
      if ( !initializeAnimation() ) return false;

      // show transition widget
      transition().data()->show();
      transition().data()->raise();
      transition().data()->animate();
      return true;

      }
Esempio n. 5
0
void reshape (int w, int h)
{
	glViewport(0, 0, (GLsizei) w, (GLsizei) h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0.0, (GLdouble) w, 0.0, (GLdouble) h);

	windowWidth = w;
	windowHeight = h;
	image.resize(windowWidth*windowHeight);
	clearAnimation();
	memset(image.data(),0,windowWidth*windowHeight*sizeof(Float3));	// clear image to black
	initializeAnimation();
	glutDisplayFunc(display);
} // end function reshape
Esempio n. 6
0
void keyboard(unsigned char key, int x, int y)
{
	switch(key)
	{
	case '\r':	// enter key
		// reset
		clearAnimation();
		memset(image.data(),0,windowWidth*windowHeight*sizeof(Float3));	// clear image to black
		initializeAnimation();
		glutDisplayFunc(display);
		break;
	case 27:	// escape key
		exit(0);
	} // end switch
} // end function keyboard
void initGraphics() {

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    eyeVector = vec3(0.0,0.0,defaultEyeZ);
    upVector = vec3(0.0,1.0,0.0);
    centerVector = vec3(0,0,0);

    initializeAnimation();
    //initialize display lists
    initCircleThingy();
    initTorus();
    initSpaceStation();
    initMouse();

    //initialize shaders
    vertexShader = initshaders(GL_VERTEX_SHADER, "vertexShader.glsl");
    fragmentShader = initshaders(GL_FRAGMENT_SHADER, "fragmentShader.glsl");
    shaderProgram = initprogram(vertexShader,fragmentShader);

//link up variables in shaders
//
    computingTeapot = glGetUniformLocation(shaderProgram,"computingTeapot");
    computingSphere = glGetUniformLocation(shaderProgram,"computingSphere");
    centerDist = glGetUniformLocation(shaderProgram, "centerDist");
    computingTorus = glGetUniformLocation(shaderProgram, "computingTorus");
    torusTransparency = glGetUniformLocation(shaderProgram, "torusTransparency");
    materialDiffuse = glGetUniformLocation(shaderProgram, "materialDiffuse");
    materialSpecular = glGetUniformLocation(shaderProgram, "materialSpecular");
    materialShininess = glGetUniformLocation(shaderProgram, "materialShininess");
    viewMatrix = glGetUniformLocation(shaderProgram, "viewMatrix");
    usingTextures = glGetUniformLocation(shaderProgram, "usingTextures");
    computingMonitor = glGetUniformLocation(shaderProgram, "computingMonitor");

    //initialize textures
    initSphereTexture(fragmentShader);

}
    //___________________________________________________________________
    void LineEditData::textChanged( void )
    {

        // check whether text change was triggered manually
        // in which case do not start transition
        if( _edited )
        {
            _edited = false;
            return;
        }

        if( transition().data()->isAnimated() )
        { transition().data()->endAnimation(); }

        if( isLocked() )
        {
            // if locked one do not start the new animation, to prevent flicker
            // instead, one hides the transition pixmap, trigger an update, and return.
            // animations are re-locked.
            transition().data()->hide();
            lockAnimations();
            _timer.start( 0, this );
            return;
        }

        if( initializeAnimation() )
        {

            lockAnimations();
            animate();

        } else {

            transition().data()->hide();

        }
    }
Esempio n. 9
0
//___________________________________________________________________
bool LabelData::eventFilter( QObject* object, QEvent* event ) {

      if ( object != target_.data() ) return TransitionData::eventFilter( object, event );
      switch ( event->type() ) {

            case QEvent::Show:
                  /*
                  at show event, on set the old text to current
                  to avoid animate the "first" paint event.
                  text mnemonic is always removed to avoid triggering the animation when only the
                  latter is changed
                  */
                  text_ = target_.data()->text().remove( '&' );
                  break;

            case QEvent::Paint: {

                  if ( enabled() && target_  ) {

                        // remove showMnemonic from text before comparing
                        QString text( target_.data()->text().remove( '&' ) );
                        if ( text == text_ ) {
                              if ( transition().data()->isAnimated() && TransitionWidget::paintEnabled() ) return true;
                              else break;
                              }

                        // update text and pixmap
                        text_ = text;

                        if ( !(transition() && target_.data()->isVisible() ) ) break;

                        if ( transition().data()->isAnimated() ) {
                              transition().data()->endAnimation();
                              }

                        // check whether animations are locked
                        if ( isLocked() ) {

                              // hide transition widget
                              transition().data()->hide();

                              // restart the lock timer
                              // and abort transition
                              lockAnimations();
                              break;
                              }

                        // restart the lock timer
                        // and prepare transition
                        lockAnimations();
                        initializeAnimation();
                        timer_.start( 0, this );

                        if ( !transition().data()->startPixmap().isNull() && TransitionWidget::paintEnabled() ) {

                              // show the transition widget
                              // and disable this event painting
                              transition().data()->show();
                              transition().data()->raise();
                              return true;

                              }
                        else {

                              // hide transition widget and abort transition
                              transition().data()->hide();
                              break;

                              }

                        }
                  else if ( transition().data()->isAnimated() && TransitionWidget::paintEnabled() ) {

                        // disable painting when transition is running
                        // since label is obscured by transition widget
                        return true;

                        }
                  else break;
                  }

            default:
                  break;
            }

      return TransitionData::eventFilter( object, event );

      }