void MainWindow::setupOpenGLState() { SetFramerateLimit(60); glDisable(GL_LIGHTING); // glEnable(GL_CULL_FACE); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glEnable(GL_POINTS); glEnable(GL_POINT_SMOOTH); glPointSize(10.f); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glClearDepth(1.f); glClearColor(0.1f, 0.1f, 0.1f, 1.f); }
CGameBoard::CGameBoard(QWidget *parent, const QPoint &position, const QSize &size, unsigned int FrameTime) : QSFMLCanvas(parent, position, size, FrameTime) { CPlayer *me = new CPlayer(); me->setStopTime(0.15f); me->Pause(); m_playersList.append(me); m_gameBegin = true; m_connected = true; m_warmupTime = 0; m_frameRate = 0.0f; m_pingTime = 0; m_roundsNumber = 0; m_currentRound = 0; m_status = Waiting_Players; m_bonusCanvas = NULL; m_networkManager = new CNetworkManager(); SetFramerateLimit(60); }
void MapEditorCanvas::OnInit() { _view = new sf::View(sf::FloatRect(0, 0, 800, 608)); _canvasEnabled = false; SetFramerateLimit(60); _zoomLvl = 0; _zoomUp = 0.8f; _zoomDown = 1.25f; _mapMode = REGULAR_MAP_MODE; _mouseIsPressed = false; updateScreenPos(); _collisionTileImage.LoadFromFile("../resources/collision.png"); _collisionTileSprite.SetImage(_collisionTileImage); _layerImage.LoadFromFile(LAYER_IMAGE_CALQUE); _layerSprite.SetImage(_layerImage); setFixedSize(800,608); }
void sfWindow_SetFramerateLimit(sfWindow* window, unsigned int limit) { CSFML_CALL(window, SetFramerateLimit(limit)); }
/// Get the input manager of a window //////////////////////////////////////////////////////////// sfInput* sfWindow_GetInput(sfWindow* Window) { CSFML_CHECK_RETURN(Window, NULL); return &Window->Input; } //////////////////////////////////////////////////////////// /// Limit the framerate to a maximum fixed frequency for a window //////////////////////////////////////////////////////////// void sfWindow_SetFramerateLimit(sfWindow* Window, unsigned int Limit) { CSFML_CALL(Window, SetFramerateLimit(Limit)) } //////////////////////////////////////////////////////////// /// Get time elapsed since last frame of a window //////////////////////////////////////////////////////////// float sfWindow_GetFrameTime(sfWindow* Window) { CSFML_CALL_RETURN(Window, GetFrameTime(), 0.f) } //////////////////////////////////////////////////////////// /// Change the joystick threshold, ie. the value below which /// no move event will be generated ///
//////////////////////////////////////////////////////////// /// Limit the framerate to a maximum fixed frequency for a window //////////////////////////////////////////////////////////// void sfRenderWindow_SetFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit) { CSFML_CALL(renderWindow, SetFramerateLimit(limit)); }