void AEQSTestingPawn::MakeOneStep() { UEnvQueryManager* EQS = UEnvQueryManager::GetCurrent(GetWorld()); if (EQS == NULL) { return; } if (QueryInstance.IsValid() == false && QueryTemplate != NULL) { FEnvQueryRequest QueryRequest(QueryTemplate, this); QueryRequest.SetNamedParams(QueryParams); QueryInstance = EQS->PrepareQueryInstance(QueryRequest, QueryingMode); if (QueryInstance.IsValid()) { EQS->RegisterExternalQuery(QueryInstance); } } // possible still not valid if (QueryInstance.IsValid() == true && QueryInstance->IsFinished() == false) { QueryInstance->ExecuteOneStep(double(TimeLimitPerStep)); StepResults.Add(*(QueryInstance.Get())); if (QueryInstance->IsFinished()) { StepToDebugDraw = StepResults.Num() - 1; UpdateDrawing(); } } }
void AEQSTestingPawn::PostEditChangeProperty( FPropertyChangedEvent& PropertyChangedEvent) { static const FName NAME_QueryTemplate = GET_MEMBER_NAME_CHECKED(AEQSTestingPawn, QueryTemplate); static const FName NAME_StepToDebugDraw = GET_MEMBER_NAME_CHECKED(AEQSTestingPawn, StepToDebugDraw); static const FName NAME_QueryParams = GET_MEMBER_NAME_CHECKED(AEQSTestingPawn, QueryParams); static const FName NAME_ShouldBeVisibleInGame = GET_MEMBER_NAME_CHECKED(AEQSTestingPawn, bShouldBeVisibleInGame); static const FName NAME_QueryingMode = GET_MEMBER_NAME_CHECKED(AEQSTestingPawn, QueryingMode); if (PropertyChangedEvent.Property != NULL) { const FName PropName = PropertyChangedEvent.MemberProperty->GetFName(); if (PropName == NAME_QueryTemplate || PropName == NAME_QueryParams) { if (QueryTemplate) { QueryTemplate->CollectQueryParams(QueryParams); } RunEQSQuery(); } else if (PropName == NAME_StepToDebugDraw) { StepToDebugDraw = FMath::Clamp(StepToDebugDraw, 0, StepResults.Num() - 1 ); UpdateDrawing(); } else if (PropName == GET_MEMBER_NAME_CHECKED(AEQSTestingPawn, bDrawFailedItems) || PropName == GET_MEMBER_NAME_CHECKED(AEQSTestingPawn, HighlightMode)) { UpdateDrawing(); } else if (PropName == NAME_ShouldBeVisibleInGame) { UBillboardComponent* SpriteComponent = FindComponentByClass<UBillboardComponent>(); if (SpriteComponent != NULL) { SpriteComponent->bHiddenInGame = !bShouldBeVisibleInGame; } } else if (PropName == NAME_QueryingMode) { RunEQSQuery(); } } Super::PostEditChangeProperty(PropertyChangedEvent); }
void infogb_vram_blit() { gp_uploadTexture(&thegp, NES_TEX, 256, 0, 0, 0x02, &g_BitmapData, 160, 144); gp_setTex(&thegp, NES_TEX, 256, 8, GS256, 0x02, 0, 0, 0, g_Filter); if ( g_Stretch == 2 ) { gp_texrect(&thegp, 0, 16, 0, 0, 320, (256-16), 160, 144, 2, GS_SET_RGBA(0x00, 0x00, 0x00, 0x80)); } else if ( g_Stretch == 1 ) { gp_texrect(&thegp, 40, 20, 0, 0, (240+40), (216+20), 160, 144, 2, GS_SET_RGBA(0x00, 0x00, 0x00, 0x80)); } else { gp_texrect(&thegp, 80, 56, 0, 0, (160+80), (144+56), 160, 144, 2, GS_SET_RGBA(0x00, 0x00, 0x00, 0x80)); } if ( g_ShowFPS ) { char strInfo[32]; sprintf(strInfo, "FPS Rate: %i", PS2_FPSMeasure()); TextOut(15, 30, strInfo, 3); } UpdateDrawing(); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); scene = new Scene(this); ui->glwidget->SetScene(scene); //ui->raycastwidget->s = scene; QObject::connect(ui->object_create_button, SIGNAL(clicked(bool)), scene, SLOT(CreateObject())); QObject::connect(ui->octree_create_button, SIGNAL(clicked(bool)), this, SLOT(CreateOctreePressed())); QObject::connect(ui->object_tree, SIGNAL(currentItemChanged(QTreeWidgetItem *, QTreeWidgetItem *)), this, SLOT(SelectObject(QTreeWidgetItem *, QTreeWidgetItem *))); QObject::connect(scene, SIGNAL(UpdateObjList()), this, SLOT(UpdateObjList())); QObject::connect(scene, SIGNAL(UpdateDrawing()), this, SLOT(UpdateDrawing())); QObject::connect(ui->octree_spread_slider, SIGNAL(valueChanged(int)), scene, SLOT(ChangeOctreeSpread(int))); QObject::connect(ui->pos_x, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->pos_y, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->pos_z, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->rot_x, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->rot_y, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->rot_z, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->sca_x, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->sca_y, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->sca_z, SIGNAL(valueChanged(double)), this, SLOT(UpdateCurrentObjectTransform(double))); QObject::connect(ui->name_lineEdit, SIGNAL(textEdited(QString)), this, SLOT(UpdateCurrentObjectName(QString))); QObject::connect(ui->lines_checkBox, SIGNAL(toggled(bool)), this, SLOT(UpdateCurrentObjectCheck(bool))); QObject::connect(ui->hide_checkBox, SIGNAL(toggled(bool)), this, SLOT(UpdateCurrentObjectCheck(bool))); ui->obj_content->setEnabled(false); QObject::connect(ui->object_tree, SIGNAL(ChangeParent(QString, QString)), scene, SLOT(Reparent(QString, QString))); QObject::connect(ui->delete_object, SIGNAL(clicked(bool)), scene, SLOT(DeleteCurrentObject())); QObject::connect(ui->operate_octree_button, SIGNAL(clicked(bool)), this, SLOT(OperateOctreePressed())); QObject::connect(ui->save_pushButton,SIGNAL(clicked(bool)),this,SLOT(SaveScenePress())); QObject::connect(ui->load_pushButton,SIGNAL(clicked(bool)),this,SLOT(LoadScenePress())); QObject::connect(ui->duplicate_button,SIGNAL(clicked(bool)),this,SLOT(DuplicateObjectPressed())); QObject::connect(ui->faceColor,SIGNAL(clicked(bool)),this,SLOT(SetFaceColor())); QObject::connect(ui->lineColor,SIGNAL(clicked(bool)),this,SLOT(SetLineColor())); faceColor = QColor(0,0,0); ui->faceColor->setStyleSheet(colorButtonStyle.arg(faceColor.name())); lineColor = QColor(255,255,255); ui->lineColor->setStyleSheet(colorButtonStyle.arg(lineColor.name())); QObject::connect(ui->clear_pushButton,SIGNAL(clicked(bool)),this,SLOT(ClearScene())); QObject::connect(ui->create_csg_pushButton,SIGNAL(clicked(bool)),this,SLOT(CreateCSGPressed())); QObject::connect(ui->create_he_button,SIGNAL(clicked(bool)),this,SLOT(CreateHEPressed())); QObject::connect(ui->edge_spinBox,SIGNAL(valueChanged(int)),this,SLOT(UpdateCurrentObjectHE())); //QObject::connect(ui->face_spinBox,SIGNAL(valueChanged(int)),this,SLOT(UpdateCurrentObjectHE())); // QObject::connect(ui->face_pushButton,SIGNAL(clicked(bool)),this,SLOT(GetEdgeFace())); QObject::connect(ui->next_pushButton,SIGNAL(clicked(bool)),this,SLOT(GetNextEdge())); QObject::connect(ui->mate_pushButton,SIGNAL(clicked(bool)),this,SLOT(GetMateEdge())); QObject::connect(ui->mef,SIGNAL(clicked(bool)),this,SLOT(MEF())); QObject::connect(ui->mev,SIGNAL(clicked(bool)),this,SLOT(MEV())); QObject::connect(ui->translate,SIGNAL(clicked(bool)),this,SLOT(Translate())); QObject::connect(ui->extrude,SIGNAL(clicked(bool)),this,SLOT(Extrude())); QObject::connect(ui->create_bezier_button,SIGNAL(clicked(bool)),this,SLOT(CreateBezierPressed())); QObject::connect(ui->bezi,SIGNAL(valueChanged(int)),this,SLOT(SelectBezierControl())); QObject::connect(ui->bezj,SIGNAL(valueChanged(int)),this,SLOT(SelectBezierControl())); QObject::connect(ui->bezx,SIGNAL(valueChanged(double)),this,SLOT(SelectBezierPosition())); QObject::connect(ui->bezy,SIGNAL(valueChanged(double)),this,SLOT(SelectBezierPosition())); QObject::connect(ui->bezz,SIGNAL(valueChanged(double)),this,SLOT(SelectBezierPosition())); ui->specific_stackedWidget->setCurrentWidget(ui->default_page); }