void ActorProcess::VOnInit(void) { if(m_actor) { ADD_EVENT_LISTENER(this, &ActorProcess::ActorCreatedDelegate, CM_EVENT_ACTOR_CREATED); ADD_EVENT_LISTENER(this, &ActorProcess::DeleteActorDelegate, CM_EVENT_DELETE_ACTOR); } }
ActorRealtimeProcess::ActorRealtimeProcess(IActor* actor) : m_actor(actor), m_event(NULL) { ADD_EVENT_LISTENER(this, &ActorRealtimeProcess::ActorCreatedDelegate, CM_EVENT_ACTOR_CREATED); ADD_EVENT_LISTENER(this, &ActorRealtimeProcess::DeleteActorDelegate, CM_EVENT_DELETE_ACTOR); m_event = CreateEvent(NULL, false, false, NULL); }
CascadedShadowMapper::CascadedShadowMapper(UCHAR cascades) : m_cascades(cascades), m_ppTargets(NULL), /*m_camera(1024, 1024, 0.01, 1000),*/ m_pCascadesSettings(NULL), m_ppBlurChain(NULL) { /* #ifdef CSM_DEBUG for(USHORT i = 0; i < m_cascades; ++i) { m_cascadeCameraActor[i] = chimera::g_pApp->GetLogic()->VCreateActor("staticcamera.xml"); std::stringstream ss; ss << "cascadeCam"; ss << i; m_cascadeCameraActor[i]->SetName(ss.str()); } #endif */ m_intensity = util::Vec3(1,1,1); m_ambient = util::Vec3(0.1f, 0.1f, 0.1f); std::unique_ptr<ActorDescription> desc = CmGetApp()->VGetLogic()->VGetActorFactory()->VCreateActorDescription(); CameraComponent* cc = desc->AddComponent<CameraComponent>(CM_CMP_CAMERA); cc->SetCamera(std::shared_ptr<ICamera>(new util::FPSCamera(1,1,1e-2f,1e3))); TransformComponent* tc = desc->AddComponent<TransformComponent>(CM_CMP_TRANSFORM); m_lightActorCamera = CmGetApp()->VGetLogic()->VCreateActor(std::move(desc)); //util::Vec3 lightPos(1.0f,1.3f,0.6f); util::Vec3 lightPos(1.0f, 0.2, 0); lightPos.Normalize(); lightPos.Scale(util::Vec3(1000.0f, 1000.0f, 1000.0f)); tc->GetTransformation()->SetTranslation(lightPos.x, lightPos.y, lightPos.z); cc->GetCamera()->MoveToPosition(tc->GetTransformation()->GetTranslation()); m_lightActorCamera->SetName("cascadeLightCamera"); /* m_viewActor = chimera::g_pApp->GetLogic()->VCreateActor("rendercamera.xml"); m_viewActor->SetName("cascadeViewCamera"); m_viewActor->GetComponent<chimera::TransformComponent>(chimera::TransformComponent::COMPONENT_ID).lock()->GetTransformation()->SetTranslate(0,5,-5); m_viewActor->GetComponent<chimera::CameraComponent>(chimera::CameraComponent::COMPONENT_ID).lock()->GetCamera()->MoveToPosition( m_viewActor->GetComponent<chimera::TransformComponent>(chimera::TransformComponent::COMPONENT_ID).lock()->GetTransformation()->GetTranslation()); */ ADD_EVENT_LISTENER(this, &CascadedShadowMapper::SetSunPositionDelegate, CM_EVENT_SET_SUN_POSITION); ADD_EVENT_LISTENER(this, &CascadedShadowMapper::SetSunIntensityDelegate, CM_EVENT_SET_SUN_INTENSITY); ADD_EVENT_LISTENER(this, &CascadedShadowMapper::SetSunAmbientDelegate, CM_EVENT_SET_SUN_AMBIENT); }
void FightMediator::startEventListen() { ADD_EVENT_LISTENER(OnEvent_FightOpen,NULL,this,FightEvent::FIGHTVIEW_OPEN,FightMediator); ADD_EVENT_LISTENER(OnEvent_FightClose,NULL,this,FightEvent::FIGHTVIEW_CLOSE,FightMediator); ADD_EVENT_LISTENER(OnEvent_NextTurn,NULL,this,FightEvent::FIGHTVIEW_TURNOVER,FightMediator); ADD_EVENT_LISTENER(OnEvent_AddPlayer,NULL,this,FightEvent::FIGHTVIEW_ADDPLAYER,FightMediator); ADD_EVENT_LISTENER(OnEvent_GameStart,NULL,this,FightEvent::FIGHTVIEW_GAMESTART,FightMediator); ADD_EVENT_LISTENER(OnEvent_UseSkillOrTools,NULL,this,FightEvent::FIGHTVIEW_USESOULSKILL,FightMediator); ADD_EVENT_LISTENER(OnEvent_UseSkillOrTools,NULL,this,FightEvent::FIGHTVIEW_USETOOLS,FightMediator); ADD_EVENT_LISTENER(OnEvent_NotifyNextPlayerAct,NULL,this,FightEvent::FIGHTVIEW_NEXTPLAYER,FightMediator); }
ActorPicker::ActorPicker(void) : m_currentActor(CM_INVALID_ACTOR_ID), m_created(FALSE), m_pTexture(NULL), m_pShaderProgram(NULL), m_pRenderTarget(NULL) { ADD_EVENT_LISTENER(this, &ActorPicker::PickActorDelegate, CM_EVENT_PICK_ACTOR); ADD_EVENT_LISTENER(this, &ActorPicker::ActorDeletedDelegate, CM_EVENT_ACTOR_DELETED); }
ResourceCache::ResourceCache(void) : m_defaultDecompressor(NULL), m_defaultLoader(NULL), m_currentCacheSize(NULL) { ADD_EVENT_LISTENER(this, &ResourceCache::OnResourceChanged, CM_EVENT_RESOURCE_CHANGED); }