示例#1
0
MessageHandler::Result ScriptMessageHandler::doHandle(Message &message, QString *reason)
{
	Q_UNUSED(reason);
	if (message.isIncoming())
		return MessageHandler::Accept;
	QLatin1Literal command("/script");
	QString text = message.text();
	if (text.size() < command.size() + 2
	        || !text.startsWith(QLatin1String(command.data()))
	        || !text.at(command.size()).isSpace()) {
		static QRegExp regexp("\\[\\[(.*)\\]\\]", Qt::CaseInsensitive);
		Q_ASSERT(regexp.isValid());
	    int pos = 0;
		bool first = true;
	    while ((pos = regexp.indexIn(text, pos)) != -1) {
			if (first) {
				first = false;
				openContext(message.chatUnit());
			}
			QString result = m_engine->evaluate(regexp.cap(1)).toString();
			debug() << regexp.cap(1) << result;
			text.replace(pos, regexp.matchedLength(), result);
	        pos += result.length();
	    }
		if (!first) {
			closeContext();
			message.setText(text);
		}
		return MessageHandler::Accept;
	}
	openContext(message.chatUnit());
	m_engine->evaluate(message.text().mid(command.size() + 1));
	closeContext();
	return MessageHandler::Reject;
}
示例#2
0
void MediaEngine::closeMedia() {
	closeContext();
	if (m_pdata)
		delete m_pdata;
	if (m_demux)
		delete m_demux;
	m_pdata = 0;
	m_demux = 0;
	AudioClose(&m_audioContext);
	m_isVideoEnd = false;
}
示例#3
0
bool MediaEngine::openContext() {
#ifdef USE_FFMPEG
	InitFFmpeg();

	if (m_pFormatCtx || !m_pdata)
		return false;
	m_mpegheaderReadPos = 0;
	m_decodingsize = 0;

	u8* tempbuf = (u8*)av_malloc(m_bufSize);

	m_pFormatCtx = avformat_alloc_context();
	m_pIOContext = avio_alloc_context(tempbuf, m_bufSize, 0, (void*)this, _MpegReadbuffer, NULL, 0);
	m_pFormatCtx->pb = m_pIOContext;

	// Open video file
	if (avformat_open_input((AVFormatContext**)&m_pFormatCtx, NULL, NULL, NULL) != 0)
		return false;

	if (avformat_find_stream_info(m_pFormatCtx, NULL) < 0) {
		closeContext();
		return false;
	}

	if (m_videoStream >= (int)m_pFormatCtx->nb_streams) {
		WARN_LOG_REPORT(ME, "Bad video stream %d", m_videoStream);
		m_videoStream = -1;
	}

	if (m_videoStream == -1) {
		// Find the first video stream
		for(int i = 0; i < (int)m_pFormatCtx->nb_streams; i++) {
			if(m_pFormatCtx->streams[i]->codec->codec_type == AVMEDIA_TYPE_VIDEO) {
				m_videoStream = i;
				break;
			}
		}
		if(m_videoStream == -1)
			return false;
	}

	if (!setVideoStream(m_videoStream, true))
		return false;

	setVideoDim();
	m_audioContext = AT3Create();
	m_isVideoEnd = false;
	m_noAudioData = false;
	m_mpegheaderReadPos++;
	av_seek_frame(m_pFormatCtx, m_videoStream, 0, 0);
#endif // USE_FFMPEG
	return true;
}
示例#4
0
void main()
{
	assert(line_line(line(vec2(0, 0), vec2(5, 5)), line(vec2(0, 5), vec2(5, 0))).result == true);
	assert(line_line(line(vec2(2.5, 0), vec2(2.5, 5)), line(vec2(0, 2.5), vec2(2.5, 5))).result == true);


	assert(line_rect(line(vec2(0,1),vec2(5,1)),rect(vec2(5,1),vec2(2,2))).result == true);


	assert(line_rect(line(vec2(1, 0), vec2(1, 5)), rect(vec2(1, 5), vec2(2, 2))).result == true);

	srand(time(NULL));
	auto w = openContext(1280, 800); //size of window
	auto m = mat4::ortho(-25, 1280, -25, 800, 0, 100); //size of drawing area 
	//drawing area is shrunk or stretchd to the size of the window



	Graph *g = Graph::genGrid(32,32,1280,800, 5);

	Solver dfs(g->getNumNodes(), g->getadjacencyMatrix(), g->getPos());
	Entity e(200, g->getPos()[0]);

	Entity lala(100, vec2(400, 400));

	float dt, current, total = 0;
	glfwSetTime(0);
	int lastGoal = 0;
	int newGoal = 0;
	bool newPath = true;

	std::vector<rect> obstacles; //used to keep track of the obstacles in the graph
	obstacles.push_back(rect(vec2( 165, 325), vec2(  50, 300))); //left side
	obstacles.push_back(rect(vec2(1115, 325), vec2(  50, 300))); //right top
	obstacles.push_back(rect(vec2( 640, 200), vec2(1000,  50))); //bottom
	obstacles.push_back(rect(vec2( 640, 800), vec2( 300, 300))); //top box
	obstacles.push_back(rect(vec2( 640,   0), vec2( 300, 150))); //bottom box
	
	for each(auto o in obstacles)
	g->addObstacle(o.min(), o.max());


	//opens the game loop
	while (updateContext(w)) //calls the draw functions
	{
		current = glfwGetTime();
		dt = current - total;
		total = current;
		if (dt > .16) dt = .16;


		if (newPath)
		{
			bool trying = true;
			lastGoal = newGoal;
			while (trying)
			{
				newGoal = rand() % g->getNumNodes();
				//newGoal = 800;
				for (int i = 0; i < g->getNumNodes(); i++)
					if (g->getadjacencyMatrix()[newGoal][i] > 0)
						trying = false;
			}
			e.m_path = Solver::solve(g->getNumNodes(), g->getadjacencyMatrix(), g->getPos(), lastGoal, newGoal);
			e.m_path = dfs.smoothPath(e.m_path, obstacles);

			lala.m_path = Solver::solve(g->getNumNodes(), g->getadjacencyMatrix(), g->getPos(), lastGoal, newGoal);
			lala.m_path = dfs.smoothPath(e.m_path, obstacles);
			newPath = false;
		}
		
		e.update(dt);
		lala.update(dt);

		e.draw(m, 7, vec4(1,1,1,1));
		lala.draw(m, 7, vec4(0,1,1,0));
		
		for (int j = 0; j < obstacles.size(); j++)
		{

			draw_rect(m, rect(obstacles[j]), vec4(0, 0, 1, 0));
		}

		for (int i = 1; i < e.m_path.size(); i++) //draw path
		{
			draw_line(m, line(e.m_path[i - 1], e.m_path[i]), vec4(0, 1, 0, 0));
		}

		if (e.m_targetIndex == e.m_path.size())
		{
			e.m_targetIndex = 0;
			newPath = true;
		}



	}
	//delete g;
	//closes the game loop
	closeContext(w);
}
示例#5
0
int main()
{


    // creates a window and GLES context
    if (makeContext() != 0)
        exit(-1);

    // all the shaders have at least texture unit 0 active so
    // activate it now and leave it active
    glActiveTexture(GL_TEXTURE0);

    flareTex = loadPNG("resources/textures/cloud.png");
	
	
    width = getDisplayWidth();
    height = getDisplayHeight();

    glViewport(0, 0, getDisplayWidth(), getDisplayHeight());

    // initialises glprint's matrix, shader and texture
    initGlPrint(getDisplayWidth(), getDisplayHeight());
    font1=createFont("resources/textures/font.png",0,256,16,16,16);
    initSprite(getDisplayWidth(), getDisplayHeight());
	

    fileid = 0;	
    loadfile();
    for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
    }
    /*for (int i=0; i<max_targets; i++) {
        targets[i].x=rand_range(0,getDisplayWidth());
        targets[i].y=rand_range(0,getDisplayHeight());
	targets[i].flares = 0;
    }*/

    /*for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
	flares[i].target = (int)rand_range(0,max_targets);
	targets[flares[i].target].flares ++;
    }*/


    // we don't want to draw the back of triangles
    // the blending is set up for glprint but disabled
    // while not in use
    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glClearColor(0, 0.5, 1, 1);

    // count each frame
    int num_frames = 0;

    // set to true to leave main loop
    bool quit = false;
    
// get a pointer to the key down array
    keys = getKeys();
	int* mouse = getMouse();

    while (!quit) {		// the main loop

        doEvents();	// update mouse and key arrays

        if (keys[KEY_ESC])
            quit = true;	// exit if escape key pressed
        if (keys[KEY_SPACE])
            relocate_targets();	// exit if escape key pressed
        if (keys[KEY_RETURN])
            reassign_flares();	// exit if escape key pressed
        if (keys[KEY_S] && !lastkeys[KEY_S])
            save();	// exit if escape key pressed
        if (keys[KEY_CURSL] && !lastkeys[KEY_CURSL]){
            fileid--;
	    if (fileid <0) fileid = 0;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_CURSR] && !lastkeys[KEY_CURSR]){
            fileid++;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_C]){
            max_targets = 1;	// exit if escape key pressed
	    reassign_flares();    
	}
	lastkeys[KEY_S] = keys[KEY_S];
	lastkeys[KEY_CURSL] = keys[KEY_CURSL];
	lastkeys[KEY_CURSR] = keys[KEY_CURSR];
	
	mx = mouse[0];
	my = mouse[1];
	if(mouse[2] != 0){
		spawn_target(mx,my);
	}

	for (int i=0; i<RE_MULTIPLY; i++){
		random_events();
	}
	
	think();
        
        render();	// the render loop

        usleep(1600);	// no need to run cpu/gpu full tilt

    }

    closeContext();		// tidy up

    return 0;
}
void RendererWidget::closeEvent(QCloseEvent*)
{
    closeContext();
}
示例#7
0
int main()
{




    lightDir.x=0.5;
    lightDir.y=.7;
    lightDir.z=-0.5;
    kmVec3Normalize(&lightDir,&lightDir);

    // creates a window and GLES context
    if (makeContext() != 0)
        exit(-1);

    // all the shaders have at least texture unit 0 active so
    // activate it now and leave it active
    glActiveTexture(GL_TEXTURE0);

    // The obj shapes and their textures are loaded
    cubeTex = loadPNG("resources/textures/dice.png");
    loadObj(&cubeObj, "resources/models/cube.gbo",
            "resources/shaders/textured.vert", "resources/shaders/textured.frag");


    shipTex = loadPNG("resources/textures/shipv2.png");
    loadObjCopyShader(&shipObj,"resources/models/ship.gbo",&cubeObj);

    alienTex = loadPNG("resources/textures/alien.png");
    loadObjCopyShader(&alienObj, "resources/models/alien.gbo", &cubeObj);

    shotTex = loadPNG("resources/textures/shot.png");
    loadObjCopyShader(&shotObj, "resources/models/shot.gbo", &cubeObj);

    expTex = loadPNG("resources/textures/explosion.png");





    playerPos.x = 0;
    playerPos.y = 0;
    playerPos.z = 0;

    kmMat4Identity(&view);

    pEye.x = 0;
    pEye.y = 2;
    pEye.z = 4;
    pCenter.x = 0;
    pCenter.y = 0;
    pCenter.z = -5;
    pUp.x = 0;
    pUp.y = 1;
    pUp.z = 0;

    kmMat4LookAt(&view, &pEye, &pCenter, &pUp);

    // projection matrix, as distance increases
    // the way the model is drawn is effected
    kmMat4Identity(&projection);
    kmMat4PerspectiveProjection(&projection, 45,
                                (float)getDisplayWidth() / getDisplayHeight(), 0.1, 100);

    glViewport(0, 0, getDisplayWidth(), getDisplayHeight());

    // these two matrices are pre combined for use with each model render
    kmMat4Assign(&vp, &projection);
    kmMat4Multiply(&vp, &vp, &view);

    // initialises glprint's matrix shader and texture
    initGlPrint(getDisplayWidth(), getDisplayHeight());

	font1=createFont("resources/textures/font.png",0,256,16,16,16);
	font2=createFont("resources/textures/bigfont.png",32,512,9.5,32,48);

    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_BLEND);	// only used by glprintf
    glEnable(GL_DEPTH_TEST);

    struct timeval t, ta, t1, t2;	// fps stuff
    gettimeofday(&t1, NULL);
    int num_frames = 0;

    bool quit = false;

    mouse = getMouse();
    keys = getKeys();

    resetAliens();

    for (int n = 0; n < MAX_PLAYER_SHOTS; n++) {
        playerShots[n].alive = false;
    }


    initPointClouds("resources/shaders/particle.vert",
                    "resources/shaders/particle.frag",(float)getDisplayWidth()/24.0);


    for (int n = 0; n < MAX_ALIENS; n++) {
        aliens[n].explosion=createPointCloud(40);
        resetExposion(aliens[n].explosion); // sets initials positions
    }



    while (!quit) {		// the main loop

        doEvents();	// update mouse and key arrays

        // mask of 4 is right mouse
        if (keys[KEY_ESC])
            quit = true;

        glClearColor(0, .5, 1, 1);

        // render between two gettimeofday calls so
        // we can sleep long enough to roughly sync
        // to ~60fps but not on the pi!

        // TODO find something a tad more elegent

        long i;
        gettimeofday(&t, NULL);
        i = t.tv_sec * 1e6 + t.tv_usec;

//        render();
        float rad;		// radians rotation based on frame counter

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        frame++;
        rad = frame * (0.0175f * 2);

        kmMat4Identity(&model);
        kmMat4Translation(&model, playerPos.x, playerPos.y, playerPos.z);

        playerCroll +=
            (PIDcal(playerRoll, playerCroll, &playerPre_error, &playerIntegral)
             / 2);
        kmMat4RotationPitchYawRoll(&model, 0, 3.1416, playerCroll * 3);	//

        kmMat4Assign(&mvp, &vp);
        kmMat4Multiply(&mvp, &mvp, &model);

        kmMat4Assign(&mv, &view);
        kmMat4Multiply(&mv, &mv, &model);

        glBindTexture(GL_TEXTURE_2D, shipTex);
        drawObj(&shipObj, &mvp, &mv, lightDir, viewDir);

        glPrintf(50 + sinf(rad) * 16, 240 + cosf(rad) * 16,
                 font2,"frame=%i fps=%3.2f", frame, lfps);

        kmVec3 tmp;

        playerFireCount--;

        if (keys[KEY_LCTRL] && playerFireCount < 0) {

            struct playerShot_t *freeShot;
            freeShot = getFreeShot();
            if (freeShot != 0) {
                playerFireCount = 15;
                freeShot->alive = true;
                kmVec3Assign(&freeShot->pos, &playerPos);
            }
        }

        for (int n = 0; n < MAX_PLAYER_SHOTS; n++) {
            if (playerShots[n].alive) {
                playerShots[n].pos.z -= .08;
                if (playerShots[n].pos.z < -10)
                    playerShots[n].alive = false;

                kmMat4Identity(&model);
                kmMat4Translation(&model, playerShots[n].pos.x,
                                  playerShots[n].pos.y,
                                  playerShots[n].pos.z);
                kmMat4RotationPitchYawRoll(&model, rad * 4, 0,
                                           -rad * 4);

                kmMat4Assign(&mvp, &vp);
                kmMat4Multiply(&mvp, &mvp, &model);

                kmMat4Assign(&mv, &view);
                kmMat4Multiply(&mv, &mv, &model);

                glBindTexture(GL_TEXTURE_2D, shotTex);
                drawObj(&shotObj, &mvp, &mv, lightDir, viewDir);
            }
        }

        playerRoll = 0;
        if (keys[KEY_CURSL] && playerPos.x > -10) {
            playerPos.x -= 0.1;
            playerRoll = .2;
        }
        if (keys[KEY_CURSR] && playerPos.x < 10) {
            playerPos.x += 0.1;
            playerRoll = -.2;
        }
        pEye.x = playerPos.x * 1.25;

        pCenter.x = playerPos.x;
        pCenter.y = playerPos.y + 1;
        pCenter.z = playerPos.z;

        int deadAliens;

        deadAliens = 0;

        for (int n = 0; n < MAX_ALIENS; n++) {
            if (aliens[n].alive == true) {

                kmMat4Identity(&model);
                kmMat4Translation(&model, aliens[n].pos.x,
                                  aliens[n].pos.y, aliens[n].pos.z);
                kmMat4RotationPitchYawRoll(&model, -.4, 0, 0);

                kmMat4Assign(&mvp, &vp);
                kmMat4Multiply(&mvp, &mvp, &model);

                kmMat4Assign(&mv, &view);
                kmMat4Multiply(&mv, &mv, &model);

                glBindTexture(GL_TEXTURE_2D, alienTex);
                drawObj(&alienObj, &mvp, &mv, lightDir, viewDir);

                kmVec3 d;
                for (int i = 0; i < MAX_PLAYER_SHOTS; i++) {
                    kmVec3Subtract(&d, &aliens[n].pos,
                                   &playerShots[i].pos);
                    if (kmVec3Length(&d) < .7
                            && playerShots[i].alive) {
                        aliens[n].alive = false;
                        playerShots[i].alive = false;
                        aliens[n].exploding = true;
                        resetExposion(aliens[n].explosion);
                    }
                }
            } 

            if (aliens[n].alive != true && aliens[n].exploding != true) {
                    deadAliens++;
                
            }
        }

        if (deadAliens == MAX_ALIENS) {
            resetAliens();
        }

		// draw explosions after ALL aliens
        for (int n = 0; n < MAX_ALIENS; n++) {
			if (aliens[n].exploding==true) {
				kmMat4Identity(&model);
				kmMat4Translation(&model, aliens[n].pos.x,
								  aliens[n].pos.y, aliens[n].pos.z);

				kmMat4Assign(&mvp, &vp);
				kmMat4Multiply(&mvp, &mvp, &model);
				glBindTexture(GL_TEXTURE_2D, expTex);
				drawPointCloud(aliens[n].explosion, &mvp);
				aliens[n].explosion->tick=aliens[n].explosion->tick+0.05;
				if (aliens[n].explosion->tick>1.25) {
					aliens[n].exploding=false;                   	
				} else {
					// update the explosion
					
					for (int i=0; i<aliens[n].explosion->totalPoints; i++) {
				
						float t;
						t=aliens[n].explosion->tick;
						if (i>aliens[n].explosion->totalPoints/2) t=t/2.0;
						aliens[n].explosion->pos[i*3]=aliens[n].explosion->vel[i*3] * t;
						aliens[n].explosion->pos[i*3+1]=aliens[n].explosion->vel[i*3+1] * t;
						aliens[n].explosion->pos[i*3+2]=aliens[n].explosion->vel[i*3+2] * t;
				
					}
				}
			}
		}

        // move camera
        kmMat4LookAt(&view, &pEye, &pCenter, &pUp);

        kmMat4Assign(&vp, &projection);
        kmMat4Multiply(&vp, &vp, &view);

        kmVec3Subtract(&viewDir,&pEye,&pCenter);
        kmVec3Normalize(&viewDir,&viewDir);

        // dump values
        glPrintf(100, 280, font1,"eye    %3.2f %3.2f %3.2f ", pEye.x, pEye.y, pEye.z);
        glPrintf(100, 296, font1,"centre %3.2f %3.2f %3.2f ", pCenter.x, pCenter.y,
                 pCenter.z);
        glPrintf(100, 320, font1,"mouse %i,%i %i ", mouse[0], mouse[1], mouse[2]);
        glPrintf(100, 340, font1,"frame %i %i ", frame, frame % 20);



        swapBuffers();

        gettimeofday(&ta, NULL);
        long j = (ta.tv_sec * 1e6 + ta.tv_usec);

        i = j - i;
        if (i < 0)
            i = 1000000;	// pass through - slower that 60fps
        if (i < 16000)
            usleep(16000 - i);

        // every 10 frames average the time taken and store
        // fps value for later printing with glprintf
        if (++num_frames % 10 == 0) {
            gettimeofday(&t2, NULL);
            float dtf =
                t2.tv_sec - t1.tv_sec + (t2.tv_usec -
                                         t1.tv_usec) * 1e-6;
            lfps = num_frames / dtf;
            num_frames = 0;
            t1 = t2;
        }
    }

    closeContext();

    return 0;
}