コード例 #1
0
ファイル: flea3_camera.cpp プロジェクト: ozaslan/flea3
void Flea3Camera::Configure(Config& config) {
  // Video Mode
  SetVideoMode(config.video_mode, config.format7_mode, config.pixel_format,
               config.width, config.height);

  // Update CameraInfo here after video mode is changed
  camera_info_ = GetCameraInfo(camera_);

  // Frame Rate
  SetFrameRate(config.fps);

  // Raw Bayer
  SetRawBayerOutput(config.raw_bayer_output);

  // White Balance
  SetWhiteBalanceRedBlue(config.white_balance, config.auto_white_balance,
                         config.wb_red, config.wb_blue);

  // Exposure
  SetExposure(config.exposure, config.auto_exposure, config.exposure_value);
  SetShutter(config.auto_shutter, config.shutter_ms);
  SetGain(config.auto_gain, config.gain_db);

  SetBrightness(config.brightness);
  SetGamma(config.gamma);

  // Strobe
  SetStrobe(config.strobe_control, config.strobe_polarity);
  // Trigger
  SetTrigger(config.trigger_source, config.trigger_polarity);

  // Save this config
  config_ = config;
}
コード例 #2
0
/***********************
* H263Encoder
*	Constructor de la clase
************************/
H263Encoder1996::H263Encoder1996()
{
	// Set default values
	frame	= NULL;
	codec   = NULL;
	type    = VideoCodec::H263_1998;
	format  = 0;

	// Init framerate
	SetFrameRate(5,300,20);

	//Register all
	avcodec_register_all();

	// Get encoder
	codec = avcodec_find_encoder(CODEC_ID_H263);

	// Check codec
	if(!codec)
		Error("No codec found\n");

	//No estamos abiertos
	opened = false;

	//Alocamos el conto y el picture
	ctx = avcodec_alloc_context();
	picture = avcodec_alloc_frame();
}
コード例 #3
0
ファイル: TimeComputer.cpp プロジェクト: AmirAbrams/haiku
void
TimeComputer::Init(float frameRate, bigtime_t realBaseTime)
{
	fRealTime = realBaseTime;
	fPerformanceTime = 0;
	fDrift = 1;
	SetFrameRate(frameRate);
}
コード例 #4
0
ファイル: CPenguin.cpp プロジェクト: swmpdg/HLEnhanced
void CPenguin::Spawn()
{
	Precache();

	SetModel( "models/w_penguinnest.mdl" );

	FallInit();

	SetSequence( PENGUINNEST_IDLE );

	SetAnimTime( gpGlobals->time );
	SetFrameRate( 1 );
}
コード例 #5
0
long ProjectPrefsGUI::HandleCBChange(NativeControl Handle, NativeGUIWin NW, int CtrlID)
{

switch (CtrlID)
	{
	case IDC_DISTANCEUNITSDROP:
		{
		SetDistanceUnits();
		break;
		}
	case IDC_HEIGHTUNITSDROP:
		{
		SetHeightUnits();
		break;
		}
	case IDC_ANGLEUNITSDROP:
		{
		SetAngleUnits();
		break;
		}
	case IDC_TIMEUNITSDROP:
		{
		SetTimeUnits();
		break;
		}
	case IDC_POSLONDROP:
		{
		SetPosLonHemi();
		break;
		}
	case IDC_LATLONDISPLAY:
		{
		SetLatLonDisplay();
		break;
		}
	case IDC_GEOPROJDISPLAY:
		{
		SetGeoProjDisplay();
		break;
		}
	case IDC_FRAMERATEDROP:
		{
		SetFrameRate();
		break;
		}
	} // switch CtrlID

return (0);

} // ProjectPrefsGUI::HandleCBChange
コード例 #6
0
ファイル: CoreEngine.cpp プロジェクト: Dawnfall/Game-Engine
void CoreEngine::Init(float frameRate)
{
	SetFrameRate(frameRate);

	m_display.Init(m_game->GetTitle(), 800, 600); //TODO: width,height game parameters
	m_renderEngine.InitGraphics();
	m_inputManager.Init(m_display.GetWindow());
	
	m_game->Init();

	//std::cerr << (m_game->GetInputManager() == nullptr) << std::endl;
	//std::cerr << (m_game->GetState()->GetInputManager() == nullptr) << std::endl;
	//std::cerr << (m_game->GetState() == nullptr) << std::endl;
	
}
コード例 #7
0
ファイル: V4SceneManager.cpp プロジェクト: noelove/GPAC-old
void V4SceneManager::LoadNew() 
{
	LoadCommon();
	
	/* Create a BIFS stream with one AU with one ReplaceScene */
	GF_StreamContext *sc = gf_sm_stream_new(m_pSm, 1, GF_STREAM_SCENE, 0);
	GF_AUContext *au = gf_sm_stream_au_new(sc, 0, 0, 1);
	GF_Command *command = gf_sg_command_new(m_pIs->graph, GF_SG_SCENE_REPLACE);
	gf_list_add(au->commands, command);

	SetLength(50);
	SetFrameRate(25);

	// reinitializes the node pool
	pools.Clear();
}
コード例 #8
0
ファイル: V4SceneManager.cpp プロジェクト: noelove/GPAC-old
void V4SceneManager::LoadFile(const char *path) 
{	
	LoadCommon();
	GF_Terminal *term = m_gpac_panel->GetMPEG4Terminal();

	/* Loading of a file (BT, MP4 ...) and modification of the SceneManager */
	GF_SceneLoader load;
	memset(&load, 0, sizeof(GF_SceneLoader));
	load.fileName = path;
	load.ctx = m_pSm;
	if (strstr(path, ".mp4") || strstr(path, ".MP4") ) load.isom = gf_isom_open(path, GF_ISOM_OPEN_READ, NULL);
	gf_sm_load_init(&load);
	gf_sm_load_run(&load);
	gf_sm_load_done(&load);
	if (load.isom) gf_isom_delete(load.isom);

	/* SceneManager should be initialized  and filled correctly */

	gf_sg_set_scene_size_info(m_pIs->graph, m_pSm->scene_width, m_pSm->scene_height, m_pSm->is_pixel_metrics);

	// TODO : replace with GetBifsStream
	GF_StreamContext *sc = (GF_StreamContext *) gf_list_get(m_pSm->streams,0);

	if (sc->streamType == 3) {
		GF_AUContext *au = (GF_AUContext *) gf_list_get(sc->AUs,0);
		GF_Command *c = (GF_Command *) gf_list_get(au->commands,0);
		//gf_sg_command_apply(m_pIs->graph, c, 0);
		/* This is a patch to solve the save pb:
		    When ApplyCommand is made on a Scene Replace Command
		    The command node is set to NULL
		    When we save a BIFS stream whose first command is of this kind,
		    the file saver thinks the bifs commands should come from an NHNT file 
		   This is a temporary patch */
		if (c->tag == GF_SG_SCENE_REPLACE) { c->node = m_pIs->graph->RootNode; }
	}

	gf_sc_set_scene(term->compositor, m_pIs->graph);
	m_pIs->graph_attached = 1;

	// TODO : read actual values from file
	SetLength(50);
	SetFrameRate(25);

	// retrieves all the node from the tree and adds them to the node pool
	GF_Node * root = gf_sg_get_root_node(m_pIs->graph);
//	CreateDictionnary();
}
コード例 #9
0
void Import::SetSceneParameters()
{
    Interval range;

    range.SetStart(0);
    range.SetEnd(30);
    SetFrameRate(30);

    SetTicksPerFrame(160);

    range.SetStart(range.Start() * GetTicksPerFrame());
    range.SetEnd(range.End() * GetTicksPerFrame());

    m_ip->SetAnimRange(range);

    Point3 bkColor (0.0f, 0.0f, 0.0f);
    m_impip->SetBackGround(0, bkColor);

    Point3 amColor (0.3f, 0.3f, 0.3f);
    m_impip->SetAmbient(0, amColor);
}
コード例 #10
0
ファイル: uaectrl.c プロジェクト: Yamakuzure/PUAE
/************************************
 * Main program 		    *
 ************************************/
int32_t main()
{
       int32_t		    quit = 0,i, correct,number;
       char		    buf[257];
       char		    *langs[]={
	      "US\0","DE\0","SE\0","FR\0","IT\0",
       };

/* Read UAE configuration */
       i = GetUaeConfig( &config );

       while( quit == 0 ) {
	      printf(" UAE-Control v0.1\n\n");
	      printf(" 1) Reset\n");
	      printf(" 2) Debug\n");
	      printf(" 3) Exit Emulator\n");
	      printf(" 4) Change framerate     (Currently : %ld)\n", config.framerate);
	      printf(" 5) Toggle sound         (Currently : %s)\n", config.do_output_sound ? "ON" : "OFF");
	      printf(" 6) Toggle fake joystick (Currently : %s)\n", config.do_fake_joystick ? "ON" : "OFF");
	      printf(" 7) Change language      (Currently : %s)\n", langs[config.keyboard]);
	      printf(" 8) Eject a disk\n");
	      printf(" 9) Insert a disk\n");
	      printf("10) Exit UAE-Control\n\n");
	      correct = 0;
	      while( correct == 0 ) {
		     printf(" Command : ");
		     gets( buf );
		     i = atoi( buf );
		     if ((i > 0) && (i < 11))
		       correct = 1;
	      }
	      switch( i ) {
	       case 1:
		     HardReset();
		     break;
	       case 2:
		     DebugFunc();
		     break;
	       case 3:
		     ExitEmu();
		     break;
	       case 4:
		     printf(" Enter new framerate (1-20) :");
		     gets( buf );
		     number = atoi( buf );
		     if (SetFrameRate (number))
			    GetUaeConfig(&config);
		     else
			    printf(" Illegal value, not changed.\n");
		     break;
	       case 5:
		     if (config.do_output_sound)
		       DisableSound();
		     else
		       EnableSound();
		     GetUaeConfig( &config );
		     break;
	       case 6:
		     if (config.do_fake_joystick)
		       DisableJoystick();
		     else
		       EnableJoystick();
		     GetUaeConfig( &config );
		     break;
	       case 7:
		     printf(" 1 = US, 2 = DE, 3 = SE, 4 = FR, 5 = IT\n");
		     printf(" What will it be : ");
		     gets( buf );
		     number = atoi( buf );
		     if ((number >= 1) && (number <= 5)) {
			    ChangeLanguage( number-1 );
			    GetUaeConfig( &config );
		     } else {
			    printf(" Illegal value, not changed.\n");
		     }
		     break;
	       case 8:
		     print_drive_status();
		     printf(" Eject which drive (1-4): ");
		     gets( buf );
		     number = atoi( buf );
		     if ((number >= 1) && (number <=4 )) {
			    EjectDisk( number-1 );
			    GetUaeConfig( &config );
		     } else {
			    printf(" Illegal drive, not changed.\n");
		     }
		     break;
	       case 9:
		     print_drive_status();
		     printf(" Enter disk to drive (1-4): ");
		     gets( buf );
		     number = atoi( buf );
		     if ((number >= 1) && (number <= 4)) {
			    printf("Name of diskfile :");
			    gets( buf );
			    InsertDisk( (UBYTE *)&buf, number - 1 );
			    GetUaeConfig( &config );
		     } else {
			    printf(" Illegal drive, not changed.\n");
		     }
		     break;
	       case 10:
		     quit = 1;
		     break;
	      }
       }
       quit_program(0, "");
       return(0);
}
コード例 #11
0
ファイル: uae-control.c プロジェクト: ApolloniaUK/PUAE
/*****************************************
* Main program                           *
*****************************************/
int main()
{
    int quit = 0, i;
    struct IntuiMessage *msg;
    struct Gadget *button;
    struct StringInfo *strinfo;
    char buf[257];
    UWORD koodi, msgID;
    ULONG classi, number;
    APTR address;
    ULONG CycleTags[3];

    CycleTags[0] = GTCY_Active;
    CycleTags[1] = (ULONG) & number;
    CycleTags[2] = TAG_DONE;

    /* Read UAE configuration */
    i = GetUaeConfig(&config);
    i = setup_window();
    if (i == 0) {
	quit_program(1, "Cannot setup a window!");
	return 1;
    }
    while (quit == 0) {
	WaitPort(window->UserPort);
	while (msg = (struct IntuiMessage *) GT_GetIMsg(window->UserPort)) {
	    classi = msg->Class;
	    koodi = msg->Code;
	    address = msg->IAddress;
	    if (classi == IDCMP_GADGETUP) {
		msgID = ((struct Gadget *) msg->IAddress)->GadgetID;
		button = (struct Gadget *) msg->IAddress;
		if (button->SpecialInfo) {
		    strinfo = (struct StringInfo *) button->SpecialInfo;
		}
	    } else
		msgID = msg->Code;

	    GT_ReplyIMsg((struct IntuiMessage *) msg);
	    switch (classi) {
	    case IDCMP_CLOSEWINDOW:
		quit = 1;
		break;
	    case IDCMP_GADGETUP:
		switch (msgID) {
		case GAD_EXITEMU:
		    ExitEmu();
		    break;
		case GAD_EJECT_DF0:
		    EjectDisk(0);
		    Delay(30);
		    GetUaeConfig(&config);
		    print_drive_status();
		    break;
		case GAD_EJECT_DF1:
		    EjectDisk(1);
		    Delay(30);
		    GetUaeConfig(&config);
		    print_drive_status();
		    break;
		case GAD_EJECT_DF2:
		    EjectDisk(2);
		    Delay(30);
		    GetUaeConfig(&config);
		    print_drive_status();
		    break;
		case GAD_EJECT_DF3:
		    EjectDisk(3);
		    Delay(30);
		    GetUaeConfig(&config);
		    print_drive_status();
		    break;
		case GAD_SOUND:
		    if (config.do_output_sound)
			DisableSound();
		    else
			EnableSound();

		    Delay(30);
		    GetUaeConfig(&config);
		    break;
		case GAD_JOYSTICK:
		    if (config.do_fake_joystick)
			DisableJoystick();
		    else
			EnableJoystick();

		    Delay(30);
		    GetUaeConfig(&config);
		    break;
		case GAD_FRAMERATE:
		    SetFrameRate(strinfo->LongInt);
		    Delay(30);
		    GetUaeConfig(&config);
		    break;
		case GAD_INSERT_DF0:
		    strcpy(buf, config.df0_name);
		    if (get_string(buf, 255)) {
			InsertDisk((UBYTE *) buf, 0);
			Delay(30);
			GetUaeConfig(&config);
			print_drive_status();
		    }
		    break;
		case GAD_INSERT_DF1:
		    strcpy(buf, config.df1_name);
		    if (get_string(buf, 255)) {
			InsertDisk((UBYTE *) buf, 1);
			Delay(30);
			GetUaeConfig(&config);
			print_drive_status();
		    }
		    break;
		case GAD_INSERT_DF2:
		    strcpy(buf, config.df2_name);
		    if (get_string(buf, 255)) {
			InsertDisk((UBYTE *) buf, 2);
			Delay(30);
			GetUaeConfig(&config);
			print_drive_status();
		    }
		    break;
		case GAD_INSERT_DF3:
		    strcpy(buf, config.df3_name);
		    if (get_string(buf, 255)) {
			InsertDisk((UBYTE *) buf, 3);
			Delay(30);
			GetUaeConfig(&config);
			print_drive_status();
		    }
		    break;
		case GAD_LANGUAGE:
		    number = config.keyboard;
		    number++;
		    if (number == 5)
			number = 0;
		    ChangeLanguage(number);
		    Delay(30);
		    GetUaeConfig(&config);
		    break;
		case GAD_RESET:
		    ColdReboot();
		    break;
		case GAD_DEBUG:
		    DebugFunc();
		    break;
		default:
		    break;
		}
		break;
	    default:
		break;
	    }
	}
    }
    quit_program(0, "");
    return (0);
}
コード例 #12
0
void CBasePlayer::PlayerDeathThink()
{
	if( GetFlags().Any( FL_ONGROUND ) )
	{
		const float flForward = GetAbsVelocity().Length() - 20;
		if( flForward <= 0 )
			SetAbsVelocity( g_vecZero );
		else
			SetAbsVelocity( flForward * GetAbsVelocity().Normalize() );
	}

	if( HasWeapons() )
	{
		// we drop the guns here because weapons that have an area effect and can kill their user
		// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
		// player class sometimes is freed. It's safer to manipulate the weapons once we know
		// we aren't calling into any of their code anymore through the player pointer.
		PackDeadPlayerItems();
	}


	if( GetModelIndex() && ( !m_fSequenceFinished ) && ( GetDeadFlag() == DEAD_DYING ) )
	{
		StudioFrameAdvance();

		m_iRespawnFrames++;				// Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands
		if( m_iRespawnFrames < 120 )   // Animations should be no longer than this
			return;
	}

	// once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore
	// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn
	if( GetMoveType() != MOVETYPE_NONE && GetFlags().Any( FL_ONGROUND ) )
		SetMoveType( MOVETYPE_NONE );

	if( GetDeadFlag() == DEAD_DYING )
		SetDeadFlag( DEAD_DEAD );

	StopAnimation();

	GetEffects() |= EF_NOINTERP;
	SetFrameRate( 0.0 );

	const bool fAnyButtonDown = ( GetButtons().Any( ~IN_SCORE ) ) != 0;

	// wait for all buttons released
	if( GetDeadFlag() == DEAD_DEAD )
	{
		if( fAnyButtonDown )
			return;

		if( g_pGameRules->FPlayerCanRespawn( this ) )
		{
			m_fDeadTime = gpGlobals->time;
			SetDeadFlag( DEAD_RESPAWNABLE );
		}

		return;
	}

	// if the player has been dead for one second longer than allowed by forcerespawn, 
	// forcerespawn isn't on. Send the player off to an intermission camera until they 
	// choose to respawn.
	if( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > ( m_fDeadTime + 6 ) ) && !( m_afPhysicsFlags & PFLAG_OBSERVER ) )
	{
		// go to dead camera. 
		StartDeathCam();
	}

	if( IsObserver() )	// player is in spectator mode
		return;

	// wait for any button down,  or mp_forcerespawn is set and the respawn time is up
	if( !fAnyButtonDown
		&& !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && ( gpGlobals->time > ( m_fDeadTime + 5 ) ) ) )
		return;

	GetButtons().ClearAll();
	m_iRespawnFrames = 0;

	//ALERT(at_console, "Respawn\n");

	g_pGameRules->PlayerRespawn( this, !( m_afPhysicsFlags & PFLAG_OBSERVER ) );// don't copy a corpse if we're in deathcam.
	SetNextThink( -1 );
}