void GameSequenceStateManager::setSequenceState(SequenceStates sq) { switch (sq) { case levelOneProlougue: { _activeInGameSequence = sq; setCurrentScene(_activeInGameSequence); } break; case inWormhole: { _activeInGameSequence = sq; setCurrentScene(_activeInGameSequence); } break; case dropGenesis: { _activeInGameSequence = sq; setCurrentScene(_activeInGameSequence); } break; default: break; } }
void MiniMap::changeSource(int index) { clear(); if (index != -1) { setCurrentScene(); } else { setScene(NULL); } }
void MainGLWidget::init() { MainMenuScene *mainMenuScene = new MainMenuScene(); setCurrentScene(mainMenuScene); // main loop QTimer *timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(refresh())); timer->start(1000/60); }
//-------------------------------------------------------------- void ofApp::setup() { ofBackground(ofColor::black); // Add Scenes to the Manager. auto manager = entropy::GetSceneManager(); auto scene = make_shared<entropy::scene::Lighting>(); manager->addScene(scene); manager->setCurrentScene(scene->getName()); }
void GameEntitySystem::removeScene(int sceneIndex) { if(sceneIndex < 0 || sceneIndex > sceneList.size() - 1 || sceneList.size() < 2) return; int currentSceneIndex = getCurrentSceneIndex(); if(currentSceneIndex == -1) { setCurrentScene(0); currentSceneIndex = 0; } int counter = 0; GameSceneList::iterator listIterator; for(listIterator = sceneList.begin(); listIterator != sceneList.end(); ++listIterator) { if(counter == sceneIndex) { entityList = &(*listIterator).entityList; removeAllEntities(); sceneList.erase(listIterator); break; } counter++; } if(sceneIndex < currentSceneIndex) { setCurrentScene(currentSceneIndex - 1); } else { setCurrentScene(currentSceneIndex); } }
void TestApp::changeCurrentScene(const std::string& sceneId_) { //try { std::string sceneId = sceneId_; if (sceneId == "default") { sceneId = SceneHandler::getDefaultSceneId(); } SceneBase* scene = SceneHandler::getSceneHandler()->createScene(sceneId, mOgreRoot); if (scene == 0) { //error() << dc_funcinfo << "could not create scene " << sceneId; if (mScene) { // continue using current scene return; } else { if (sceneId == SceneHandler::getDefaultSceneId()) { // use a fallback scene sceneId = "general"; } //warning() << dc_funcinfo << "trying fallback scene " << sceneId; scene = SceneHandler::getSceneHandler()->createScene(sceneId, mOgreRoot); if (!scene) { //throw Exception("Could create neither default scene nor fallback scene"); } } } if (!scene->initScene()) { //std::cerr << "Could not initialize the scene " << sceneId << std::endl; SceneHandler::getSceneHandler()->deleteScene(scene); return; } else { // force an initial update of Ogre scenenodes here //scene->updateOgreRepresentations(true); } if (scene) { setCurrentScene(scene); } else { //std::cerr << dc_funcinfo << "NULL scene created: don't know scene ID " << sceneId_ << std::endl; } //} catch (Exception e) { // std::cerr << "Unhandled exception reached main-program: \n" // << e.getErrorMessage() <<std::endl; // e.printBacktrace(); // exit(1); //} }
void MainGLWidget::enableLevelMode() { LoadingScene *loadingScene = new LoadingScene(); MainGLWidget::getInstance()->setCurrentScene(loadingScene); updateGL(); this->isMainMenuMode = false; QVector3D p1(-5.0, 1.85, 5.0); Angle3D a1; Camera* camera = new Camera(&p1 , &a1); Level_A* level = new Level1(); Player* player = new Player(new QVector3D(-5, 0, 5), camera, level, "player1"); QPoint* point = new QPoint(width()/2, height()/2); LevelScene* levelScene = new LevelScene(camera, level, player, point); updateGL(); this->setCursor(Qt::BlankCursor); setCurrentScene(levelScene); }
TupPaintArea::TupPaintArea(TupProject *project, QWidget * parent) : TupPaintAreaBase(parent, project->dimension()), k(new Private) { #ifdef K_DEBUG T_FUNCINFO; #endif k->project = project; setBgColor(project->bgColor()); k->currentSceneIndex = 0; k->deleteMode = false; k->menuOn = false; setCurrentScene(0); k->currentTool = tr("Pencil"); if (graphicsScene()->scene()) graphicsScene()->setCurrentFrame(0, 0); }
void AWidget::initializeGL() { setCurrentScene(NULL); initializeGLFunctions(); qglClearColor(Qt::black); //glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); initDefalutShaderProgram(); initResources(); m_timer.start(15, this); }
void AScene::activate() { setCurrentScene(this); }