void WizDocumentStatusChecker::checkEditStatus(const QString& strKbGUID, const QString& strGUID) { // qDebug() << "CWizDocumentStatusChecker start to check guid : " << strGUID; setDocmentGUID(strKbGUID, strGUID); m_stop = false; startCheck(); }
void CWizDocumentStatusChecker::checkEditStatus(const QString& strKbGUID, const QString& strGUID) { // qDebug() << "CWizDocumentStatusChecker start to check guid : " << strGUID; setDocmentGUID(strKbGUID, strGUID); m_timeOutTimer->start(5 * 1000); // m_loopCheckTimer->start(1 * 60 * 1000); m_stop = false; startCheck(); }
//--------------------------------------------------------------------------------- // Draws a 3x3 side of the rubiks cube. as with DrawTile, assumes that all rotation // has already been performed. //--------------------------------------------------------------------------------- void RubiksCube::DrawSide(RubikSide side, int sideNum, int32 x, int32 y, int32 z, int32 size, bool picking) { //--------------------------------------------------------------------------------- int color; // generate an int to signify tile colour (see enum RC_Color) glBegin(GL_QUADS); //start drawin squares for(int i=0; i<3; i++) { for(int j=0; j<3; j++) { color = side.tile[i][j].color; //get this tile's colour if(picking) startCheck(); // if picking... DrawTile( color, x + mulf32(inttof32(i),divf32(size,inttof32(3))), y + mulf32(inttof32(j),divf32(size,inttof32(3))), z, divf32(size,inttof32(3)), picking); // draw the tile at (i,j) if(picking) endCheck(sideNum, i, j); // if picking... } } glEnd(); // stop drawin squares }
void CWizDocumentStatusChecker::startRecheck() { // qDebug() << "CWizDocumentStatusChecker start recheck"; m_timeOutTimer->start(5000); startCheck(); }
void UpdateManager::resume() { startCheck(); }
int main() { // initialize gl glInit(); u32 rotateX = 0; u32 rotateY = 0; //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); // used to hold touched position touchPosition touchXY; lcdMainOnBottom(); // we are going to be touching the 3D display // enable edge outlining, this will be used to show which object is selected glEnable(GL_OUTLINE); //set the first outline color to white glSetOutlineColor(0,RGB15(31,31,31)); int viewport[]={0,0,255,191}; // used later for gluPickMatrix() // setup the rear plane glClearColor(0,0,0,0); // set BG to black and clear glClearPolyID(0); // the BG and polygons will have the same ID unless a polygon is highlighted glClearDepth(0x7FFF); // setup the camera gluLookAt( 0.0, 0.0, 1.0, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0); // setup the light while(1) { // handle key input scanKeys(); u16 keys = keysHeld(); if(!(keys & KEY_UP)) rotateX += 3; if(!(keys & KEY_DOWN)) rotateX -= 3; if(!(keys & KEY_LEFT)) rotateY += 3; if(!(keys & KEY_RIGHT)) rotateY -= 3; // get touchscreen position touchRead(&touchXY); glViewport(0,0,255,191); // set the viewport to fullscreen // setup the projection matrix for regular drawing glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60, 256.0 / 192.0, 0.1, 20); glMatrixMode(GL_MODELVIEW); // use the modelview matrix while drawing glPushMatrix(); // save the state of the current matrix(the modelview matrix) { glTranslatef32(0,0,floattof32(-6)); glRotateXi(rotateX); // add X rotation to the modelview matrix glRotateYi(rotateY); // add Y rotation to the modelview matrix glPushMatrix(); // save the state of the modelview matrix while making the first pass { // draw the scene for displaying glTranslatef32(floattof32(2.9),floattof32(0),floattof32(0)); // translate the modelview matrix to the drawing location if(clicked==CONE) { glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(1)); // set a poly ID for outlining } else { glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(0)); // set a poly ID for no outlining (same as BG) } glCallList((u32*)cone_bin); // draw a green cone from a predefined packed command list glTranslatef32(floattof32(-3),floattof32(1.8),floattof32(2)); // translate the modelview matrix to the drawing location if(clicked==CYLINDER) { glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(1)); // set a poly ID for outlining } else { glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(0)); // set a poly ID for no outlining (same as BG) } glCallList((u32*)cylinder_bin); // draw a blue cylinder from a predefined packed command list glTranslatef32(floattof32(.5),floattof32(-2.6),floattof32(-4)); // translate the modelview matrix to the drawing location if(clicked==SPHERE) { glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(1)); // set a poly ID for outlining } else { glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_ID(0)); // set a poly ID for no outlining (same as BG) } glCallList((u32*)sphere_bin); // draw a red sphere from a predefined packed command list } glPopMatrix(1); // restores the modelview matrix to where it was just rotated // draw the scene again for picking { clicked = NOTHING; //reset what was clicked on closeW = 0x7FFFFFFF; //reset the distance //set the viewport to just off-screen, this hides all rendering that will be done during picking glViewport(0,192,0,192); // setup the projection matrix for picking glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPickMatrix((touchXY.px),(191-touchXY.py),4,4,viewport); // render only what is below the cursor gluPerspective(60, 256.0 / 192.0, 0.1, 20); // this must be the same as the original perspective matrix glMatrixMode(GL_MODELVIEW); // switch back to modifying the modelview matrix for drawing glTranslatef32(floattof32(2.9),floattof32(0),floattof32(0)); // translate the modelview matrix to the drawing location startCheck(); glCallList((u32*)cone_bin); // draw a cone from a predefined packed command list endCheck(CONE); glTranslatef32(floattof32(-3),floattof32(1.8),floattof32(2)); // translate the modelview matrix to the drawing location startCheck(); glCallList((u32*)cylinder_bin); // draw a cylinder from a predefined packed command list endCheck(CYLINDER); glTranslatef32(floattof32(.5),floattof32(-2.6),floattof32(-4)); // translate the modelview matrix to the drawing location startCheck(); glCallList((u32*)sphere_bin); // draw a sphere from a predefined packed command list endCheck(SPHERE); } } glPopMatrix(1); // restores the modelview matrix to its original state glFlush(0); // wait for everything to be drawn before starting on the next frame } return 0; }//end main
void WizDocumentStatusChecker::startRecheck() { // qDebug() << "CWizDocumentStatusChecker start recheck"; startCheck(); }
Patch* MapDraw::draw() { // TODO: Fit this one in too so I don't have to to all the MODEL_SCALE multiplications. // glScalef(MODEL_SCALE, MODEL_SCALE, MODEL_SCALE); int x,y, temp; Patch* bottomLeft = '\0'; Patch* tp = '\0'; // Eventually this call will be made to whatever generic character the // map should be centered on. i.e. the player, or an enemy ant. bottomLeft = getGrid()->getPatch(getCenterX(), getCenterY()); // Shift from the center to the bottomLeft. // shift left a bunch of times or until we hit the left wall. for (temp=0; ((bottomLeft) && (Grid::getLeft(bottomLeft)) && (temp < GRID_SIZE)); temp++) bottomLeft = Grid::getLeft(bottomLeft); int offsetx = 0; // At the bottom, offset... if (temp < GRID_SIZE) offsetx = GRID_SIZE - temp; // shift up a bunch of times or until we hit the top wall. for (temp=0; ((bottomLeft) && (Grid::getDown(bottomLeft)) && (temp < GRID_SIZE)); temp++) bottomLeft = Grid::getDown(bottomLeft); int offsety = 0; // At the bottom, offset... if (temp < GRID_SIZE) offsety = GRID_SIZE - temp; //printf("EXTREME"); tp=bottomLeft; // Setup for drawing. // glBegin(GL_QUADS); for (y=GRID_SIZE*-1 + (offsety); (bottomLeft && (y < (GRID_SIZE+1))); y+=1) { tp=bottomLeft; for (x=GRID_SIZE*-1 + (offsetx); x < (GRID_SIZE+1); x+=1) { if (pickMode) startCheck(); // scale by *MODEL_SCALE then "translate" by adding the smooth scroll factors. // I really have no idea why I was scaling this thing, but I think this is screwing // up tile alignment. // OK, well if x and y get too big I get weird graphical issues with boxes wrapping // around the screen, so lets keep things small for now... drawPatch(x*MODEL_SCALE, y*MODEL_SCALE, tp); if (pickMode) if (endCheck()) { //glEnd(); return tp; } tp=tp->right; } if (bottomLeft) bottomLeft = Grid::getUp(bottomLeft); } // Finished drawing. //glEnd(); return '\0'; }