コード例 #1
0
dllForExport::dllForExport(QString fn)
{
    exportername = fn;
    QLibrary l("targets/"+fn+"/target");
    l.load();
    binfilename = l.fileName();
    if(l.isLoaded())
    {
        //init the functions
        pname = (QString(*)())l.resolve("getName");
        pdesc = (QString(*)())l.resolve("getDescription");

        //build, debug and run
        prun   = (bool(*)(QString,QString))l.resolve("run");
        pdebug = (bool(*)(QString,QString))l.resolve("debug");
        pclean = (bool(*)(QString,QString))l.resolve("clean");
        pbuild = (bool(*)(QString,QString,bool))l.resolve("build");
        pconfigure = (QString(*)(QString))l.resolve("configure");
        pparameters =(QString(*)(QString))l.resolve("parameters");

        // Compiler errors:
        pgetcompileerrors = (QList<compileerror>(*)())l.resolve("getCompileErrors");
        pclearcompileerrors = (void(*)())l.resolve("clearCompileErrors");

        valid = true;
        gcprint("----------------------------------------------------\nExporter: "+
                getName());
        gcprint(getDescription());
    }
    else
    {
        gcprint("Failed to load exporter "+fn);
        valid = false;
    }
}
コード例 #2
0
void sceneview::resizeEvent(QResizeEvent *e)
{
    //WHY????
    gcprint("Resising sceneview...");
    e->accept();
    resizeGL(e->size().width(), e->size().height());
}
コード例 #3
0
void SkinTestWindow::ReloadSkins(bool init)
{
    int ROW= ui->SkinsList->currentRow();
    if(init)times.clear();
    ui->SkinsList->clear();

    QDir d("themes");
    QStringList sl = d.entryList(QDir::Dirs | QDir::NoDotAndDotDot);
    sl.sort();
    foreach(QString theme,sl)
    {

        //determine the SKIN NAME? Subskins?
        QDir dd("themes/"+theme);
        QStringList themefiles = dd.entryList(QStringList("*.css"));
        foreach(QString tf,themefiles)
        {
            QListWidgetItem* a = new QListWidgetItem;

            QString name;
            QFile f(QDir::currentPath()+ "/themes/"+theme+"/"+tf);
            if(f.open(QIODevice::ReadOnly))
            {
                a->setText(theme+"/"+tf);
                a->setData(TIDATA,QDir::currentPath()+ "/themes/"+theme+"/"+tf); //file
                ui->SkinsList->addItem(a);
                QString fn = a->data(TIDATA).toString();
                QFileInfo fi(fn);
                times[fn]=fi.lastModified();
            }
            else gcprint("Unable to read file: "+QDir::currentPath()+ "/themes/"+theme+"/"+tf);
        }
コード例 #4
0
bool FrameworkData::loadFrameworkData()
{
    gcprint("Loading Framework data...");

    frameworkProject = new gameproject;
    frameworkProject->setFilename("data/pi-engine/pi-engine.gcpx");
    frameworkProject->load();
    //Must use haXe's compiler to load class definitions somehow!

    frameworkDataIsLoaded = true;
}
コード例 #5
0
void CodeEditor::gswProgressChanged(int i)
{
    gcprint("Max str width: "+QString::number(i));
}
コード例 #6
0
void sceneview::initializeGL()
{
    //init freeglut if not already initialized
    if(!glutGet(GLUT_INIT_STATE))
    {
        int argc = QApplication::instance()->argc();
        glutInit(&argc,QApplication::instance()->argv());
        gcprint("Initializing FreeGlut...");
    }
/*
    QGLFormat f;
    f.setAlpha(1);
    f.setDoubleBuffer(1);
    f.setOverlay(0);
    f.setSampleBuffers(1);
    f.setSamples(4);
    f.setStencil(1);
    f.setVersion(4,0);

    char* vendor_ = (char *) glGetString(GL_VENDOR);
    char* renderer_ = (char *) glGetString(GL_RENDERER);
    char* version_ = (char *) glGetString(GL_VERSION);
    char* exts_ = (char *) glGetString(GL_EXTENSIONS);
    GLExtensions = QString::fromAscii(exts_).split(" ",QString::SkipEmptyParts);

    vendor = QString::fromAscii(vendor_);
    renderer = QString::fromAscii(renderer_);
    version = QString::fromAscii(version_);
    if(vendor.toUpper().contains("NVIDIA"))
    {
       f.setVersion(4,0); //this don't work with ATI, on nVidia it returns 3.3 context if no 4 supported
    }
    f.setSwapInterval(1);
    setFormat(f);
*/

    glEnable(GL_TEXTURE_2D);

    //load the texture for the alpha mask
    //TODO: Skin support for this texture OR configuration option!
    QString checkmarkTexture = ":/resources/RES/alpha.png";
    QImage i = QGLWidget::convertToGLFormat(QImage(checkmarkTexture));
    if(i.isNull())
    {
        gcprint("Unable to load texture");
    }
    else
    {
        gcprint("Texture loaded");
        glGenTextures(1,&checkmarkT);
        glBindTexture(GL_TEXTURE_2D,checkmarkT);
        glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
        glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,i.width(),i.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,i.bits());
    }

    //misc
    glClearColor(0.8f,0.8f,0.8f,1.0f);
    glEnable(GL_DEPTH_TEST);
    //glDepthFunc(GL_LEQUAL);
    glDepthFunc(GL_ALWAYS);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    //after GL initialization, layers can be rendered!
    editor->loadScene();
    gcprint(editor);
    editor->initialized = true;
    editor->restoreState( editor->creatorIDE->settings->value("SceneEditor/State").toByteArray() );
}
コード例 #7
0
void SplashScreen::setMessage(QString s)
{
    //print to the log
    gcprint(s);
    ui->splashLabel->setText(s);
}