Exemplo n.º 1
0
void CtfHatActionRenderer::FillRenderableSprites( const Actor& actor, IRenderableComponent const& renderableC, RenderableSprites_t& renderableSprites )
{
    SpriteCollection const& Sprites = mRenderableRepo( actor.GetId() );
    Sprite const& Spr = Sprites( mCtfHatId );
    if( Spr.IsValid() )
    {
        //         Opt<PlayerControllerComponent> playerCC=actor.Get<IControllerComponent>();
        //         if (playerCC.IsValid())
        //         {
        //             Opt< ::ctf::ClientData> ctfClientData(::ctf::ProgramState::Get().FindClientDataByClientId(playerCC->mControllerId));
        //             if (ctfClientData.IsValid())
        //             {
        Opt<ITeamComponent> teamC( actor.Get<ITeamComponent>() );
        if ( teamC.IsValid() )
        {
            SpritePhase const& Phase = Spr( ( int32_t )GetState() );
            glm::vec4 col = ColorRepo::Get()( teamC->GetTeam() );
            col.a = GetCloakColor( actor ).a;
            col = col * GetColor( actor );
            renderableSprites.push_back(
                RenderableSprite( &actor, &renderableC, mCtfHatId, &Spr, &Phase, col ) );
        }
        //             }
        //
        //         }
    }
}
void CGUIHorizontalScrollBar::Init(GUI_PARAMS* params, GUI_COLORS* colors, GUI_SPRITES* bar, GUI_BUTTON_SPRITES* left, GUI_BUTTON_SPRITES* right){
	GUI_PARAMS Params;
	Params.pos=m_pos;
	Params.width=m_height;
	Params.height=m_height;
	Params.GUIEvent=OnGUIEvent;
	Params.enabled=m_bEnabled;
	Params.visible=m_bVisible;
	
	GUI_SPRITES Spr(left, NULL, NULL);

	m_pLeft = new CGUIButton(&Params, NULL, &Spr, EVENT_SCROLLLEFT, this, L"", true);

	Params.pos=m_pos+Vector2(m_width-m_height, 0);
	Spr.Button=right;

	m_pRight = new CGUIButton(&Params, NULL, &Spr, EVENT_SCROLLRIGHT, this, L"", true);

	m_minValue=0;
	m_minBarWidth=20;
	m_barPos=Vector2(m_height, 0);
	m_maxBarWidth=m_width-(m_height*2);
	m_value=0;
	m_maxValue=100;
	ResizeBar(m_maxBarWidth-(m_maxValue-m_minValue));
	if(!m_pSprites)
		m_pSprites=new GUI_SPRITES();
	m_pSprites->Button=bar->Button;
}
Exemplo n.º 3
0
Arquivo: xspr.hpp Projeto: gpu/CLBlast
 // Describes how to run the CLBlast routine
 static StatusCode RunRoutine(const Arguments<T> &args, Buffers<T> &buffers, Queue &queue) {
   #ifdef OPENCL_API
     auto queue_plain = queue();
     auto event = cl_event{};
     auto status = Spr(args.layout, args.triangle,
                       args.n, args.alpha,
                       buffers.x_vec(), args.x_offset, args.x_inc,
                       buffers.ap_mat(), args.ap_offset,
                       &queue_plain, &event);
     if (status == StatusCode::kSuccess) { clWaitForEvents(1, &event); clReleaseEvent(event); }
   #elif CUDA_API
     auto status = Spr(args.layout, args.triangle,
                       args.n, args.alpha,
                       buffers.x_vec(), args.x_offset, args.x_inc,
                       buffers.ap_mat(), args.ap_offset,
                       queue.GetContext()(), queue.GetDevice()());
     cuStreamSynchronize(queue());
   #endif
   return status;
 }
Exemplo n.º 4
0
void HatActionRenderer::FillRenderableSprites( const Actor& actor, IRenderableComponent const& renderableC, RenderableSprites_t& renderableSprites )
{
    SpriteCollection const& Sprites = mRenderableRepo( actor.GetId() );
    Sprite const& Spr = Sprites( mHatId );
    if( Spr.IsValid() )
    {
        SpritePhase const& Phase = Spr( ( int32_t )GetState() );
        Opt<PlayerControllerComponent> playerCC = actor.Get<PlayerControllerComponent>();
        glm::vec4 col = playerCC.IsValid() ? ColorRepo::Get()( playerCC->mControllerId ) : glm::vec4( 1, 1, 1, 1 );
        col.a = GetCloakColor( actor ).a;
        renderableSprites.push_back(
            RenderableSprite( &actor, &renderableC, mHatId, &Spr, &Phase, col ) );
    }
}