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; } }
void sceneview::resizeEvent(QResizeEvent *e) { //WHY???? gcprint("Resising sceneview..."); e->accept(); resizeGL(e->size().width(), e->size().height()); }
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); }
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; }
void CodeEditor::gswProgressChanged(int i) { gcprint("Max str width: "+QString::number(i)); }
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() ); }
void SplashScreen::setMessage(QString s) { //print to the log gcprint(s); ui->splashLabel->setText(s); }