コード例 #1
0
ComponentTransitPtr SceneNodeTreeComponentGenerator::getTreeComponent(Tree* const Parent, 
                                                                            const boost::any& Value, 
                                                                            bool IsSelected, 
                                                                            bool Expanded, 
                                                                            bool Leaf, 
                                                                            UInt32 Row, 
                                                                            bool HasFocus)
{
    NodeUnrecPtr TheNode;
    try
    {
        TheNode = boost::any_cast<NodeUnrecPtr>(Value);
    }
    catch (boost::bad_any_cast &)
    {
        //Could not convert to FieldContinerFieldPath
        return ComponentTransitPtr(NULL);
    }

    //Get the text for the label
    std::string LabelText("");
    if(TheNode != NULL)
    {
        const Char8* name(getName(TheNode));
        if(name)
        {
            LabelText += std::string(name) + " ";
        }
        if(TheNode->getCore() != NULL)
        {
            LabelText += std::string("[") + TheNode->getCore()->getType().getCName() + "]";
        }
        else
        {
            LabelText += "[NULL core]";
        }
    }
    else
    {
        LabelText += "NULL";
    }

    ComponentRecPtr GenComp = getTreeComponentText(Parent, LabelText, IsSelected, Expanded, Leaf, Row, HasFocus);
    if(TheNode != NULL &&
       !(TheNode->getTravMask() & getTravMask()))
    {
        GenComp->setEnabled(false);
    }

    return ComponentTransitPtr(GenComp);
}
コード例 #2
0
   virtual void keyPressed(const KeyEventUnrecPtr e)
   {
       if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL)
       {
           TutorialWindow->closeWindow();
       }
       switch(e->getKey())
       {
       case KeyEvent::KEY_B:
           buildBox(Vec3f(10.0,10.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0));
           break;
	   case KeyEvent::KEY_UP:
           _IsUpKeyDown = true;
		   break;
	   case KeyEvent::KEY_DOWN:
           _IsDownKeyDown = true;
		   break;
	   case KeyEvent::KEY_LEFT:
           _IsLeftKeyDown = true;
		   break;
	   case KeyEvent::KEY_RIGHT:
           _IsRightKeyDown = true;
           break;
       case KeyEvent::KEY_D:
            {
                if(PhysDrawableNode->getTravMask())
                {
                    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());
                }
                else
                {
                    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMax());
                }
            }
            break;
       }
   }
コード例 #3
0
    virtual void keyPressed(const KeyEventUnrecPtr e)
    {
        //Exit
        if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND)
        {
            TutorialWindow->closeWindow();
        }

        //Toggle animation
        if(e->getKey() == KeyEvent::KEY_SPACE)
        {
            if(animationPaused)
                animationPaused = false;
            else
                animationPaused = true;
        }

        //Toggle bind pose
        if(e->getKey() == KeyEvent::KEY_B)
        {
            if(e->getModifiers() & KeyEvent::KEY_MODIFIER_SHIFT)
            {
                //Toggle mesh
                if(UnboundGeometry->getTravMask() == 0)
                {
                    UnboundGeometry->setTravMask(1);
                } 
                else
                {
                    UnboundGeometry->setTravMask(0);
                }
            }
            else
            {
                //Toggle skeleton
                if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawBindPose() == false)
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(true);
                } 
                else
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(false);
                }
            }
        }

        //Toggle current pose
        if(e->getKey() == KeyEvent::KEY_P)
        {
            if(e->getModifiers() & KeyEvent::KEY_MODIFIER_SHIFT)
            {
                //Toggle mesh
                if(MeshNode->getTravMask() == 0)
                {
                    MeshNode->setTravMask(1);
                } 
                else
                {
                    MeshNode->setTravMask(0);
                }
            }
            else
            {
                //Toggle skeleton
                if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawPose() == false)
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(true);
                } 
                else
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(false);
                }
            }
        }
    }