virtual bool processUnbufferedKeyInput(const FrameEvent& evt) { bool retval = ExampleFrameListener::processUnbufferedKeyInput(evt); // "C" switch filters if (mKeyboard->isKeyDown(OIS::KC_C) && timeoutDelay==0) { timeoutDelay = 0.5f; DeferredShadingSystem* iSystem = SharedData::getSingleton().iSystem; iSystem->setMode( (DeferredShadingSystem::DSMode) ((iSystem->getMode() + 1)%DeferredShadingSystem::DSM_COUNT) ); updateOverlays(); } // "B" activate/deactivate minilight rendering if (mKeyboard->isKeyDown(OIS::KC_B) && timeoutDelay==0) { timeoutDelay = 0.5f; SharedData::getSingleton().iActivate = !SharedData::getSingleton().iActivate; // Hide/show all minilights std::vector<Node*>::iterator i = SharedData::getSingleton().mLightNodes.begin(); std::vector<Node*>::iterator iend = SharedData::getSingleton().mLightNodes.end(); for(; i!=iend; ++i) { static_cast<SceneNode*>(*i)->setVisible(SharedData::getSingleton().iActivate, true); } updateOverlays(); } // "G" activate/deactivate global light rendering if (mKeyboard->isKeyDown(OIS::KC_G) && timeoutDelay==0) { timeoutDelay = 0.5f; SharedData::getSingleton().iGlobalActivate = !SharedData::getSingleton().iGlobalActivate; SharedData::getSingleton().iMainLight->setVisible(SharedData::getSingleton().iGlobalActivate); updateOverlays(); } timeoutDelay -= evt.timeSinceLastFrame; if (timeoutDelay <= 0) timeoutDelay = 0; return retval; }
void SoXipImageOverlayManager::callback( SoCallbackAction* action) { // First, update the overlays in case the dicom image we're looking at has changed. updateOverlays( action ); SoXipOverlayManager::callback( action ); }
void SoXipImageOverlayManager::GLRender( SoGLRenderAction* action ) { // First, update the overlays in case the dicom image we're looking at has changed. updateOverlays( action ); SoXipOverlayManager::GLRender( action ); }
void GameVisualScene::update() { VisualScene::update(); UpdateListenerMgr::getInstance()->update(EV_UPDATE_VISUAL_ENTITIES,0); updateCamera(); updateOverlays(); }
void SoXipImageOverlayManager::handleEvent( SoHandleEventAction* action ) { if( action->isHandled() ) return ; // First, update the overlays in case the dicom image we're looking at has changed. // Can only be done if the scene has been traversed entirely (not if the grabber // has been set) if( !action->getGrabber() ) updateOverlays( action ); SoXipOverlayManager::handleEvent( action ); }
void PlatformState::update(const sf::Time& deltaTime) { updateOverlays(deltaTime); if(mPaused) return; mWorld->step(deltaTime.asSeconds()); for(unsigned int i = 0; i < mEntityVector.size(); i++) { mEntityVector[i]->update(deltaTime); } killDeadEntities(); if(mPlayer->getPosition().y > 4000) getOverlay(DEATH_SCREEN).setEnabled(true); //Background sounds/music for(unsigned int i = 0; i < mMusicVector.size(); i++) { if(mMusicVector[i]->getLoop() == false) { mMusicVector[i]->play(); mMusicVector[i]->setLoop(true); } } if(mFirstSong->getLoop() == false) { mFirstSong->play(); mFirstSong->setLoop(true); } if(mAmbience->getLoop() == false) { mAmbience->play(); mAmbience->setLoop(true); } //Positional sound and music for (auto i = 0; i < (int) mMusicVector.size(); i++) { float x = (mMusicVector[i]->getPosition().x - mPlayer->getPosition().x) * (mMusicVector[i]->getPosition().x - mPlayer->getPosition().x); float y = (mMusicVector[i]->getPosition().y - mPlayer->getPosition().y) * (mMusicVector[i]->getPosition().y - mPlayer->getPosition().y); float distance = std::sqrtf(x + y); /* auto volume = 1500 / (distance+100); mMusicVector[i]->setVolume(volume);*/ if (distance > 1000) { mMusicVector[i]->setVolume(0); } if (distance <= 400) { mMusicVector[i]->setVolume(20); } if (distance >401 && distance <= 700 ) { mMusicVector[i]->setVolume(15); } if (distance > 701 && distance <=1000) { mMusicVector[i]->setVolume(5); } } for (AnimatedBackgroundImage* image : mAnimations) image->update(deltaTime); // Swap level when all stars are collected if(mStats->stars == mStats->totalStars) getOverlay(FADE_OUT).setEnabled(true); }