void StelGui::initLandscapeMgr() { LandscapeMgr* landscapeMgr = GETSTELMODULE(LandscapeMgr); getGuiAction("actionShow_Ground")->setChecked(landscapeMgr->getFlagLandscape()); connect(getGuiAction("actionShow_Ground"), SIGNAL(toggled(bool)), landscapeMgr, SLOT(setFlagLandscape(bool))); connect(landscapeMgr, SIGNAL(landscapeDisplayedChanged(const bool)), this, SLOT(landscapeDisplayedUpdated(const bool))); getGuiAction("actionShow_Cardinal_Points")->setChecked(landscapeMgr->getFlagCardinalsPoints()); connect(getGuiAction("actionShow_Cardinal_Points"), SIGNAL(toggled(bool)), landscapeMgr, SLOT(setFlagCardinalsPoints(bool))); connect(landscapeMgr, SIGNAL(cardinalsPointsDisplayedChanged(const bool)), this, SLOT(cardinalsPointsDisplayedUpdated(const bool))); getGuiAction("actionShow_Atmosphere")->setChecked(landscapeMgr->getFlagAtmosphere()); connect(getGuiAction("actionShow_Atmosphere"), SIGNAL(toggled(bool)), landscapeMgr, SLOT(setFlagAtmosphere(bool))); connect(landscapeMgr, SIGNAL(atmosphereDisplayedChanged(const bool)), this, SLOT(atmosphereDisplayedUpdated(const bool))); getGuiAction("actionShow_Fog")->setChecked(landscapeMgr->getFlagFog()); connect(getGuiAction("actionShow_Fog"), SIGNAL(toggled(bool)), landscapeMgr, SLOT(setFlagFog(bool))); connect(landscapeMgr, SIGNAL(fogDisplayedChanged(const bool)), this, SLOT(fogDisplayedUpdated(const bool))); }
void SporadicMeteorMgr::draw(StelCore* core) { if (!m_flagShow || !core->getSkyDrawer()->getFlagHasAtmosphere()) { return; } LandscapeMgr* landmgr = GETSTELMODULE(LandscapeMgr); if (landmgr->getFlagAtmosphere() && landmgr->getLuminance() > 5.f) { return; } // step through and draw all active meteors StelPainter sPainter(core->getProjection(StelCore::FrameAltAz)); foreach (SporadicMeteor* m, activeMeteors) { m->draw(core, sPainter); }
void MeteorMgr::draw(StelCore* core) { if (!flagShow) return; LandscapeMgr* landmgr = (LandscapeMgr*)StelApp::getInstance().getModuleMgr().getModule("LandscapeMgr"); if (landmgr->getFlagAtmosphere() && landmgr->getLuminance()>5) return; StelPainter sPainter(core->getProjection(StelCore::FrameAltAz)); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); sPainter.enableTexture2d(false); // step through and draw all active meteors for (std::vector<Meteor*>::iterator iter = active.begin(); iter != active.end(); ++iter) { (*iter)->draw(core, sPainter); } }