void display (void) {
   // this code executes whenever the window is redrawn (when opened,
   //   moved, resized, etc.
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   // set the viewing transform
   setUpView();
	
   // set up light source
   setUpLight();
   // start drawing objects
	drawt1Text();
   drawTank1();
	drawTank2();
   //drawCone();
	drawGround();
	drawSheet1();

	if (bulletflag1 == 1)
	{
		drawBullet1();
	}
	if (bulletflag2 == 1)
	{
		drawBullet2();
	}

   glutSwapBuffers();
}
Пример #2
0
void gameLoop(XStuff* xs, GameState* gs, InputState* is) {
	
	checkResize(xs,gs);
	
	preFrame(gs);
	
	handleInput(gs, is);
	
	setUpView(gs);
	
	// update world state
	
	
	// depth and picking pre-pass
	glDepthFunc(GL_LESS);
	glBindFramebuffer(GL_FRAMEBUFFER, gs->framebuffer);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	
	depthPrepass(xs, gs, is);
	
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glBindFramebuffer(GL_READ_FRAMEBUFFER, gs->framebuffer);
	
	checkCursor(gs, is);
	
	glBindFramebuffer(GL_FRAMEBUFFER, gs->framebuffer);
	
	
	// clear color buffer for actual rendering
	//glClear(GL_COLOR_BUFFER_BIT);
	glerr("pre shader create 1d");
	glDepthFunc(GL_LEQUAL);
	glerr("pre shader create e");
	
	renderFrame(xs, gs, is);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glBindFramebuffer(GL_READ_FRAMEBUFFER, gs->framebuffer);
	
	
	// draw to the screen
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	
	shadingPass(gs);
	
	renderUI(xs, gs);
	
	gs->screen.resized = 0;
	
	glXSwapBuffers(xs->display, xs->clientWin);

}
Пример #3
0
bool TimeLayer::init()
{
	if(!CCLayer::init())
	{
		return false;
	}

	setUpView();
	//schedule
	this->schedule(schedule_selector(TimeLayer::timeCounting),1.0);
	return true;
}
Пример #4
0
bool OptionLayer::init(){

	bool sRect = false;

	do
	{
		CC_BREAK_IF( !BaseLayer::init() );
		CC_BREAK_IF( !setUpView() );

		sRect = true;
	} while (0);
	
	return sRect;
}
Пример #5
0
GameObjectClass::GameObjectClass(){
    for(int i=0; i<3; ++i){
      size[i] = 1;
      rand_size.min[i] = 1;
      rand_size.max[i] = 1;
      }
    rand_size.proportional = 0;

    group = "no_group";

    rand_rotate = 1;
    mvLock      = 0;
    buildTime   = 0;
    speed       = 0;

    cost.gold = 0;
    cost.lim  = 0;

    setUpView(view);
    setUpView(view1);

    isInvulnerable   = 1;

    atack.isAgressor = 1;
    atack.isUpgrade  = 0;

    atack.land_land.atackRange = 0;
    atack.land_land.damage     = 0;
    atack.land_land.time       = 0;
    atack.land_land.bullet     = "worker";

    maxHp = 100;

    view.surface_scerting = 0;
    selectable       = 1;
    }
Пример #6
0
TableWidget_View::TableWidget_View(QWidget *parent)
   : QWidget(parent), ui(new Ui::TableWidget_View)
{
   ui->setupUi(this);   
   setWindowTitle("Table Widget / Table View");

   setUpWidget();
   setUpView();

   // this was done in the UI form
   // ui->splitter->setHandleWidth(10);

   // adjust size of the widget based
   QSize size = this->size();
   setMinimumWidth( size.width() );
   setMinimumHeight( size.height() ); 
}
void display (void) {
   // this code executes whenever the window is redrawn (when opened,
   //   moved, resized, etc.
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   
   // set the viewing transform
   setUpView();

	setUpLight();

   // start drawing objects
	glEnable(GL_DEPTH_TEST);
	drawFish();
	glDisable(GL_DEPTH_TEST);
   drawBubbles();

   glutSwapBuffers();
}
void display (void) {
   // this code executes whenever the window is redrawn (when opened,
   //   moved, resized, etc.
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   // set the viewing transform
   setUpView();

   // set up light source
   setUpLight();

   // start drawing objects
   setUpModelTransform();

   drawMounts();

   glutSwapBuffers();
}
Пример #9
0
void display (void) {
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   setUpView();
   setUpLight();
   setUpModelTransform();

   if (trackballMove) {
      glPushMatrix();
      glLoadIdentity();
      glRotatef(angle, axis[0], axis[1], axis[2]);
      glMultMatrixf((GLfloat *) trackballXform);
      glGetFloatv(GL_MODELVIEW_MATRIX, trackballXform);
      glPopMatrix();
   }

   glPushMatrix();
   glMultMatrixf((GLfloat *) objectXform);
   drawObjs();
   glPopMatrix();

   glutSwapBuffers();
}
Пример #10
0
void reshape (int w, int h) {
        glViewport (0, 0, (GLsizei) w, (GLsizei) h);
		setUpView();
}
Пример #11
0
void initgl (void) {
    glClearColor (0., 0., 0., 0.);
    glShadeModel (GL_FLAT);
    setUpView();
}
Пример #12
0
bool OptionLayer::setUpView(){
	bool sRect = false;
	do 
	{

		//1.set background
		setBackgroundImage( UserDefault::getInstance() -> getStringForKey( __BACKGROUND_IMAGE_NAME__,__BACK_GROUND_IMAGE_1__ ).c_str() );
		
		//2.add a title

		auto pOptionTitle = MenuItemFont::create( "Option" );

		pOptionTitle -> setPosition( Point( winSize.width / 2, winSize.height - 40 ));

		this -> addChild( pOptionTitle );
		//3.add menu

		//a.sound switch
		

		MenuItemFont::setFontName(__ARIRL_14_FNT__);
		MenuItemFont::setFontSize(24);
		auto titleSound = MenuItemFont::create("Sound");
		titleSound -> setEnabled(false);
		MenuItemFont::setFontName( __ARIRL_14_FNT__ );
		MenuItemFont::setFontSize(34);
		auto pTrigger = MenuItemToggle::createWithCallback( CC_CALLBACK_1( OptionLayer::music_trigger_callback,this ),
			MenuItemFont::create( "Music: Off" ),
			MenuItemFont::create( "Music: On"),
			NULL );
		/**********setFont based on background music stats*******************************/
		if( !UserDefault::getInstance() -> getBoolForKey( __MUSIC_NOT_PLAYING__ ))
		{
			pTrigger -> setSelectedIndex(0);
		}else
		{
			pTrigger -> setSelectedIndex(1);
		}

		/******************************************************************************/
		pTrigger -> setPosition( Point( winSize.width / 2,winSize.height / 2 + 50));
		
		//b.exchange background pic
			//title
		MenuItemFont::setFontName( __ARIRL_14_FNT__ );
		MenuItemFont::setFontSize( 24 );
		auto titleSettingBackground = MenuItemFont::create( "Setting Background");
		titleSettingBackground -> setEnabled(false);

			//create 3 item 

		auto pBg1Item = MenuItemImage::create( __BACK_GROUND_IMAGE_1_NORMAL__,__BACK_GROUND_IMAGE_1_SELECTED__, [&](Ref *pSender){
			SettingManagement::changeBackgroundImage( BACK_GROUND_IMAGE_1 );
			setUpView();
		});
		
		auto pBg2Item = MenuItemImage::create( __BACK_GROUND_IMAGE_2_NORMAL__,__BACK_GROUND_IMAGE_2_SELECTED__, [&](Ref *pSender){
			SettingManagement::changeBackgroundImage( BACK_GROUND_IMAGE_2 );
			setUpView();
		});

		auto pBg3Item = MenuItemImage::create( __BACK_GROUND_IMAGE_3_NORMAL__,__BACK_GROUND_IMAGE_3_SELECTED__, [&](Ref *pSender){
			SettingManagement::changeBackgroundImage( BACK_GROUND_IMAGE_3 );
			setUpView();
		});

		//set button size
		pBg1Item -> setScaleX( 0.2f );
		pBg2Item -> setScaleX( 0.2f );
		pBg3Item -> setScaleX( 0.2f );
		pBg1Item -> setScaleY( 0.1f );
		pBg2Item -> setScaleY( 0.1f );
		pBg3Item -> setScaleY( 0.1f );


		//setPosition

		//c.GoBack
		
		MenuItemFont::setFontName( __ARIRL_14_FNT__ );
		MenuItemFont::setFontSize( 34 );
		auto pGoBack = MenuItemFont::create("Go Back",CC_CALLBACK_1(OptionLayer::menuReturnCallback ,this));

		pGoBack -> setPosition( Point(winSize.width / 2, origin.y + 40 ));



		//add above into menu
		auto MainMenu = Menu::create(titleSound, pTrigger ,pGoBack, nullptr );
		auto ViceMenu = Menu::create(pBg1Item, pBg2Item, pBg3Item, nullptr);
		ViceMenu -> alignItemsHorizontallyWithPadding( 10.0f );
		
		
		//set anchor point
		ViceMenu -> setAnchorPoint( Point( 0 , 0.5 ) );

		//set position
		MainMenu -> setPosition( Point::ZERO );
		ViceMenu -> setPosition( Point(winSize.width / 2, origin.y + 150 ));

		//add child 
		addChild( MainMenu );
		addChild( ViceMenu );

		sRect = true;
	} while (0);
	
	return sRect;
}