App::App(QObject *parent) : QObject(parent) { Controller *controller = new Controller(this); MainWindow *mw = new MainWindow(0); mw->hide(); if (!controller->initAR()) { mw->error(tr("Unable to find any usable cameras. " "Check if they are connected"), tr("Camera error")); QApplication::quit(); } mw->showFullScreen(); connect(controller, SIGNAL(setStatus(IplImage*,IplImage*,QList<Model3D*>*)), mw, SLOT(setStatus(IplImage*,IplImage*,QList<Model3D*>*))); connect(controller, SIGNAL(refresh(int,int)), mw, SLOT(refreshValues(int,int))); connect(mw, SIGNAL(languageChanged(QLocale::Language)), controller, SLOT(setLanguage(QLocale::Language))); connect(mw, SIGNAL(nextCamera()), controller, SLOT(nextCamera())); connect(mw, SIGNAL(toggleDebug()), controller, SLOT(toggleDebug())); }
BOOL OpenGLRender::update(DWORD milliseconds, int mX, int mY) { mouseX = mX; mouseY = mY; if(cam->hasFocus()) cam->followFocus(); if(keys[VK_ESCAPE]) return FALSE; //Toggle lighting if key is pressed toggleLighting(keys['L']); //Toggle debug display if key is pressed toggleDebug(keys['P']); //Moves the camera around if(keys['W']) cam->strafe(3,0.0); if(keys['S']) cam->strafe(-3,0.0); if(keys['A']) cam->strafe(0.0,3); if(keys['D']) cam->strafe(0.0,-3); //Zooms the camera in or out if(keys['Q']) cam->rotate(-.05); if(keys['E']) cam->rotate(.05); if(keys[VK_SPACE]) manager->shoot(selectedID); //if (g_keys->keyDown[VK_F1]) // Is F1 Being Pressed? //ToggleFullscreen (g_window); // Toggle Fullscreen Mode //Adjust GL camera with the new frame perspective(); return TRUE; }
void MY_Scene_Base::update(Step * _step){ controller->update(_step); // basic debugging controls if(keyboard->keyJustDown(GLFW_KEY_ESCAPE)){ game->exit(); }if(keyboard->keyJustDown(GLFW_KEY_F11)){ game->toggleFullScreen(); }if(keyboard->keyJustDown(GLFW_KEY_1)){ cycleCamera(); }if(keyboard->keyJustDown(GLFW_KEY_2)){ toggleDebug(); } glm::uvec2 sd = sweet::getWindowDimensions(); uiLayer->resize(0, sd.x, 0, sd.y); Scene::update(_step); uiLayer->update(_step); }