Пример #1
0
int QPanGesture::qt_metacall(QMetaObject::Call _c, int _id, void **_a)
{
    _id = QGesture::qt_metacall(_c, _id, _a);
    if (_id < 0)
        return _id;
    
#ifndef QT_NO_PROPERTIES
     if (_c == QMetaObject::ReadProperty) {
        void *_v = _a[0];
        switch (_id) {
        case 0: *reinterpret_cast< QPointF*>(_v) = lastOffset(); break;
        case 1: *reinterpret_cast< QPointF*>(_v) = offset(); break;
        case 2: *reinterpret_cast< QPointF*>(_v) = delta(); break;
        case 3: *reinterpret_cast< qreal*>(_v) = acceleration(); break;
        case 4: *reinterpret_cast< qreal*>(_v) = QPanGesture::d_func()->horizontalVelocity(); break;
        case 5: *reinterpret_cast< qreal*>(_v) = QPanGesture::d_func()->verticalVelocity(); break;
        }
        _id -= 6;
    } else if (_c == QMetaObject::WriteProperty) {
        void *_v = _a[0];
        switch (_id) {
        case 0: setLastOffset(*reinterpret_cast< QPointF*>(_v)); break;
        case 1: setOffset(*reinterpret_cast< QPointF*>(_v)); break;
        case 3: setAcceleration(*reinterpret_cast< qreal*>(_v)); break;
        case 4: QPanGesture::d_func()->setHorizontalVelocity(*reinterpret_cast< qreal*>(_v)); break;
        case 5: QPanGesture::d_func()->setVerticalVelocity(*reinterpret_cast< qreal*>(_v)); break;
        }
        _id -= 6;
    } else if (_c == QMetaObject::ResetProperty) {
        _id -= 6;
    } else if (_c == QMetaObject::QueryPropertyDesignable) {
        _id -= 6;
    } else if (_c == QMetaObject::QueryPropertyScriptable) {
        _id -= 6;
    } else if (_c == QMetaObject::QueryPropertyStored) {
        _id -= 6;
    } else if (_c == QMetaObject::QueryPropertyEditable) {
        _id -= 6;
    } else if (_c == QMetaObject::QueryPropertyUser) {
        _id -= 6;
    }
#endif // QT_NO_PROPERTIES
    return _id;
}
Пример #2
0
/**
* Calculates the block/function hits and the time spent in each block/function using the data
* from the event list.
**/
void analyzeEventList(const std::list<Event>& list, std::map<Offset, TimedBlock*> timedBlocks, std::map<Offset, TimedBlock*> timedFunctions)
{
	msg("Analyzing the profiler event list...\n");

	_timeb lastTime;
	Offset lastOffset(0);

	// We calculate the time spent in each basic block
	for (std::list<Event>::const_iterator Iter = list.begin(); Iter != list.end(); ++Iter)
	{
		_timeb currentTime = Iter->getTime();
		Offset currentOffset = Iter->getAddress();

		// Increase the hit counter at the basic block defined by the breakpoint.
		timedBlocks[currentOffset]->hit();

		// If the start of a function is hit, the hit counter of the function increases.
		if (currentOffset.isFunctionStart())
		{
			if (timedFunctions.find(currentOffset) == timedFunctions.end())
			{
				msg("Internal Error: Invalid function I (%08X)\n", currentOffset.getAddress());
			}

			timedFunctions[currentOffset]->hit();
		}

		// Skip the time calculation of the first event because we don't know how much time was spent
		// on this block.
		if (Iter == list.begin())
		{

			lastTime = currentTime;
			lastOffset = currentOffset;

			continue;
		}

		unsigned int difference = (currentTime.time - lastTime.time) * 1000 + currentTime.millitm - lastTime.millitm;

		if (timedBlocks.find(lastOffset) == timedBlocks.end())
		{
			msg("Internal Error: Invalid block\n");
		}

		// The time spent between the last breakpoint and the current breakpoint
		// is added to the block that was hit previously.
		timedBlocks[lastOffset]->addTime(difference);

		// The time spent in a function is increased whenever a breakpoint inside a function is followed
		// by another breakpoint hit (either inside or outside the function).
		Function lastFunction = timedBlocks[lastOffset]->getParentFunction();
		Offset lastFunctionOffset = lastFunction.getAddress();

		if (timedFunctions.find(lastFunctionOffset) == timedFunctions.end())
		{
			msg("Internal Error: Invalid function II\n");
		}

		timedFunctions[lastFunctionOffset]->addTime(difference);

		lastTime = currentTime;
		lastOffset = currentOffset;
	}
}
Пример #3
0
/**
 *  zeichnet den Kartenausschnitt.
 *
 *  @author OLiver
 *  @author FloSoft
 */
void TerrainRenderer::Draw(const GameWorldView& gwv, unsigned int* water)
{
    assert(!gl_vertices.empty());
    assert(!borders.empty());

    /*  if ((gwv.GetXOffset() == gwv.terrain_last_xoffset) && (gwv.GetYOffset() == gwv.terrain_last_yoffset) && (gwv.terrain_list != 0) && (GAMECLIENT.GetGlobalAnimation(4, 5, 4, 0) == gwv.terrain_last_global_animation))
        {
            glCallList(gwv.terrain_list);
            *water = gwv.terrain_last_water;
            return;
        }

        gwv.terrain_last_xoffset = gwv.GetXOffset();
        gwv.terrain_last_yoffset = gwv.GetYOffset();
        gwv.terrain_last_global_animation = GAMECLIENT.GetGlobalAnimation(4, 5, 4, 0);

        if (gwv.terrain_list == 0)
            gwv.terrain_list = glGenLists(1);

        glNewList(gwv.terrain_list, GL_COMPILE_AND_EXECUTE);*/

    // nach Texture in Listen sortieren
    boost::array< std::vector<MapTile>, TT_COUNT> sorted_textures;
    boost::array< std::vector<BorderTile>, 5> sorted_borders;
    PreparedRoads sorted_roads;

    Point<int> lastOffset(0, 0);
 
    // Beim zeichnen immer nur beginnen, wo man auch was sieht
    for(int y = gwv.GetFirstPt().y; y < gwv.GetLastPt().y; ++y)
    {
        unsigned char lastTerrain = 255;
        unsigned char lastBorder  = 255;

        for(int x = gwv.GetFirstPt().x; x < gwv.GetLastPt().x; ++x)
        {
            Point<int> posOffset;
            MapPoint tP = ConvertCoords(Point<int>(x, y), &posOffset);

            TerrainType t = gwv.GetGameWorldViewer().GetNode(tP).t1;
            if(posOffset != lastOffset)
                lastTerrain = 255;

            if(t == lastTerrain && tP != MapPoint(0, 0))
                ++sorted_textures[t].back().count;
            else
            {
                MapTile tmp(GetTriangleIdx(tP), posOffset);
                sorted_textures[t].push_back(tmp);
                lastTerrain = t;
            }

            t = gwv.GetGameWorldViewer().GetNode(tP).t2;

            if(t == lastTerrain)
                ++sorted_textures[t].back().count;
            else
            {
                MapTile tmp(GetTriangleIdx(tP) + 1, posOffset);
                sorted_textures[t].push_back(tmp);
            }

            lastTerrain = t;

            const Borders& curBorders = borders[GetVertexIdx(tP)];
            boost::array<unsigned char, 6> tiles =
            {{
                curBorders.left_right[0],
                curBorders.left_right[1],
                curBorders.right_left[0],
                curBorders.right_left[1],
                curBorders.top_down[0],
                curBorders.top_down[1]
            }};

            // Offsets into gl_* arrays
            boost::array<unsigned, 6> offsets = 
            {{
                curBorders.left_right_offset[0],
                curBorders.left_right_offset[1],
                curBorders.right_left_offset[0],
                curBorders.right_left_offset[1],
                curBorders.top_down_offset[0],
                curBorders.top_down_offset[1]
            }};

            for(unsigned char i = 0; i < 6; ++i)
            {
                if(!tiles[i])
                    continue;
                if(tiles[i] == lastBorder)
                {
                    BorderTile& curTile = sorted_borders[lastBorder - 1].back();
                    // Check that we did not wrap around the map and the expected offset matches
                    if(curTile.tileOffset + curTile.count == offsets[i])
                    {
                        ++curTile.count;
                        continue;
                    }
                }
                lastBorder = tiles[i];
                BorderTile tmp(offsets[i], posOffset);
                sorted_borders[lastBorder - 1].push_back(tmp);
            }

            PrepareWaysPoint(sorted_roads, gwv, tP, posOffset);

            lastOffset = posOffset;
        }
    }

    if (water)
    {
        unsigned water_count = 0;

        for(unsigned char t = 0; t < TT_COUNT; ++t){
            if(!TerrainData::IsWater(TerrainType(t)))
                continue;
            for(std::vector<MapTile>::iterator it = sorted_textures[t].begin(); it != sorted_textures[t].end(); ++it)
            {
                water_count += it->count;
            }
        }

        PointI diff = gwv.GetLastPt() - gwv.GetFirstPt();
        if( diff.x && diff.y )
            *water = 50 * water_count / ( diff.x * diff.y );
        else
            *water = 0;
    }

    lastOffset = PointI(0, 0);

    if(vboBuffersUsed)
    {
        glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_vertices);
        glVertexPointer(2, GL_FLOAT, 0, NULL);

        glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_texcoords);
        glTexCoordPointer(2, GL_FLOAT, 0, NULL);

        glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_colors);
        glColorPointer(3, GL_FLOAT, 0, NULL);
    }
    else
    {
        glVertexPointer(2, GL_FLOAT, 0, &gl_vertices.front());
        glTexCoordPointer(2, GL_FLOAT, 0, &gl_texcoords.front());
        glColorPointer(3, GL_FLOAT, 0, &gl_colors.front());
    }

    // Arrays aktivieren
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);

    // Modulate2x
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);

    // Verschieben gem#ß x und y offset
    glTranslatef( float(-gwv.GetXOffset()), float(-gwv.GetYOffset()), 0.0f);

    // Alphablending aus
    glDisable(GL_BLEND);

    for(unsigned char t = 0; t < TT_COUNT; ++t)
    {
        if(sorted_textures[t].empty())
            continue;
        unsigned animationFrame;
        TerrainType tt = TerrainType(t);
        if(TerrainData::IsLava(tt))
            animationFrame = GAMECLIENT.GetGlobalAnimation(TerrainData::GetFrameCount(tt), 5, 4, 0);
        else if(TerrainData::IsWater(tt))
            animationFrame = GAMECLIENT.GetGlobalAnimation(TerrainData::GetFrameCount(tt), 5, 2, 0);
        else
            animationFrame = 0;

        VIDEODRIVER.BindTexture(LOADER.GetTerrainTexture(tt, animationFrame).GetTexture());

        for(std::vector<MapTile>::iterator it = sorted_textures[t].begin(); it != sorted_textures[t].end(); ++it)
        {
            if(it->posOffset != lastOffset)
            {
                PointI trans = it->posOffset - lastOffset;
                glTranslatef( float(trans.x), float(trans.y), 0.0f);
                lastOffset = it->posOffset;
            }

            assert(it->tileOffset + it->count <= width * height * 2u);
            glDrawArrays(GL_TRIANGLES, it->tileOffset * 3, it->count * 3); // Arguments are in Elements. 1 triangle has 3 values
        }
    }

    glEnable(GL_BLEND);

    glLoadIdentity();
    glTranslatef( float(-gwv.GetXOffset()), float(-gwv.GetYOffset()), 0.0f);

    lastOffset = PointI(0, 0);
    for(unsigned short i = 0; i < 5; ++i)
    {
        if(sorted_borders[i].empty())
            continue;
        VIDEODRIVER.BindTexture(GetImage(borders, i)->GetTexture());

        for(std::vector<BorderTile>::iterator it = sorted_borders[i].begin(); it != sorted_borders[i].end(); ++it)
        {
            if(it->posOffset != lastOffset)
            {
                PointI trans = it->posOffset - lastOffset;
                glTranslatef( float(trans.x), float(trans.y), 0.0f);
                lastOffset = it->posOffset;
            }
            assert(it->tileOffset + it->count <= gl_vertices.size());
            glDrawArrays(GL_TRIANGLES, it->tileOffset * 3, it->count * 3); // Arguments are in Elements. 1 triangle has 3 values
        }
    }
    glLoadIdentity();

    DrawWays(sorted_roads);

    // Wieder zurück ins normale modulate
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}