void MediaControlsApple::hideClosedCaptionTrackList() { if (!m_closedCaptionsContainer || !m_closedCaptionsContainer->isShowing()) return; m_closedCaptionsContainer->hide(); // Buttons in the controls panel may now be interactive. m_panel->removeInlineStyleProperty(CSSPropertyPointerEvents); EventListener& listener = eventListener(); m_closedCaptionsContainer->removeEventListener(eventNames().wheelEvent, &listener, true); document().removeEventListener(eventNames().clickEvent, &listener, true); removeEventListener(eventNames().clickEvent, &listener, true); }
void SkeletonAnimation::onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount) { switch (type) { case SP_ANIMATION_START: if (startListener) startListener(trackIndex); break; case SP_ANIMATION_END: if (endListener) endListener(trackIndex); break; case SP_ANIMATION_COMPLETE: if (completeListener) completeListener(trackIndex, loopCount); break; case SP_ANIMATION_EVENT: if (eventListener) eventListener(trackIndex, event); break; } }
void MediaControlsApple::showClosedCaptionTrackList() { if (!m_closedCaptionsContainer || m_closedCaptionsContainer->isShowing()) return; m_closedCaptionsContainer->show(); // Ensure the controls panel does not receive any events while the captions // track list is visible as all events now need to be captured by the // track list. m_panel->setInlineStyleProperty(CSSPropertyPointerEvents, CSSValueNone); EventListener& listener = eventListener(); m_closedCaptionsContainer->addEventListener(eventNames().wheelEvent, &listener, true); // Track click events in the capture phase at two levels, first at the document level // such that a click outside of the <video> may dismiss the track list, second at the // media controls level such that a click anywhere outside of the track list hides the // track list. These two levels are necessary since it would not be possible to get a // reference to the track list when handling the event outside of the shadow tree. document().addEventListener(eventNames().clickEvent, &listener, true); addEventListener(eventNames().clickEvent, &listener, true); }
int main(int , char**) { int width = 1280, height = 760; Display mainWindow(width, height, "DEngine"); //mainWindow.ShowCursor(false); mainWindow.WrapMouse(false); glm::vec3 lightPosition(-4.0f, 8.0f, -6.0f); Light sun(lightPosition, glm::vec3(1.0f, 1.0f, 1.0f), DIRECTIONAL_LIGHT); Camera camera(glm::vec3(0.0f, 2.0f, 1.0f)); camera.SetCameraMode(FLY); Shader simpleProgram; simpleProgram.LoadShaders("./SHADERS/SOURCE/NoNormal_vs.glsl", "./SHADERS/SOURCE/NoNormal_fs.glsl"); Shader skyBoxShaders; skyBoxShaders.LoadShaders("./SHADERS/SOURCE/skyBox_vs.glsl", "./SHADERS/SOURCE/skyBox_fs.glsl"); Shader shadowShaders; shadowShaders.LoadShaders("./SHADERS/SOURCE/ShadowDepth_vs.glsl", "./SHADERS/SOURCE/ShadowDepth_fs.glsl"); EventListener eventListener(&mainWindow, &camera, &simpleProgram); SkyBox sky; sky.LoadCubeMap("./Models/skybox"); Model box; box.LoadModelFromFile(".\\Models\\Box.obj"); box.TranslateModel(glm::vec3(0.0f, 2.0f, 0.0f)); box.meshes[0].AddTexture("./Models/textures/154.png", textureType::DIFFUSE_MAP); box.meshes[0].AddTexture("./Models/textures/154_norm.png", textureType::NORMAL_MAP); box.meshes[0].AddTexture("./Models/textures/154s.png", textureType::SPECULAR_MAP); box.TranslateModel(glm::vec3(0.0f, -0.5f, -2.0f)); Model floor; floor.LoadModelFromFile("./Models/Plane/plane.obj"); floor.meshes[0].AddTexture("./Models/textures/196.png", textureType::DIFFUSE_MAP); floor.meshes[0].AddTexture("./Models/textures/196_norm.png", textureType::NORMAL_MAP); floor.meshes[0].AddTexture("./Models/textures/196s.png", textureType::SPECULAR_MAP); floor.TranslateModel(glm::vec3(0.0f, -2.0f, 0.0f)); Clock clock; while (!mainWindow.isClosed) { eventListener.Listen(); clock.NewFrame(); //DRAWING SCENE TO SHADOWMAP //sun.StartDrawingShadows(shadowShaders.programID); // //glCullFace(GL_FRONT); ////nanosuit.Draw(&mainWindow, camera, &sun, shadowShaders); //box.Draw(&mainWindow, camera, &sun, shadowShaders); //floor.Draw(&mainWindow, camera, &sun, shadowShaders); // //sun.StopDrawingShadows(); // //glCullFace(GL_BACK); //glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //NORMAL DRAWING SCENE simpleProgram.UseProgram(); glUniformMatrix4fv(glGetUniformLocation(simpleProgram.programID, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(sun.shadowMatrix)); glUniform1f(glGetUniformLocation(simpleProgram.programID, "time"), clock.time); //glActiveTexture(GL_TEXTURE15); //glBindTexture(GL_TEXTURE_2D, sun.shadowTexture.textureID); //glUniform1i(glGetUniformLocation(simpleProgram.programID, "depth_map"), 15); floor.Draw(&mainWindow, camera, &sun, simpleProgram); box.Draw(&mainWindow, camera, &sun, simpleProgram); //sky.Draw(&mainWindow, camera, skyBoxShaders); camera.Update(clock.deltaTime); mainWindow.Update(); } return 0; }
//player move function //check if player can move to that location, if so whey yay they can move void Move(int &x,int &y,int xcen, int ycen,char Map[][MapMax]) { int c=Input(); if(!eventListener(x,y,xcen,ycen,Map,c)) { switch(c) { case KEY_UP: case 'w': if(MoveCheck(x,y,xcen,ycen,0,1,Map) == 0) //check if you can move to the next pos up y++; break; case KEY_DOWN: case 's': if(MoveCheck(x,y,xcen,ycen,0,-1,Map) == 0) //checks move down y--; break; case KEY_LEFT: case 'a': if(MoveCheck(x,y,xcen,ycen,-1,0,Map) == 0) //checks move left x--; break; case KEY_RIGHT: case 'd': if(MoveCheck(x,y,xcen,ycen,1,0,Map) == 0) //checks move right x++; break; case 'q': if(MoveCheck(x,y,xcen,ycen,-1,+1,Map) == 0 && (MoveCheck(x,y,xcen,ycen,0,+1,Map) == 0 || MoveCheck(x,y,xcen,ycen,-1,0,Map) == 0)) //check move NW { x--; y++; } break; case 'e': if(MoveCheck(x,y,xcen,ycen,+1,+1,Map) == 0 && (MoveCheck(x,y,xcen,ycen,0,+1,Map) == 0 || MoveCheck(x,y,xcen,ycen,+1,0,Map) == 0)) //check move NE { x++; y++; } break; case 'z': if(MoveCheck(x,y,xcen,ycen,-1,-1,Map) == 0 && (MoveCheck(x,y,xcen,ycen,0,-1,Map) == 0 || MoveCheck(x,y,xcen,ycen,-1,0,Map) == 0)) //check move SW { x--; y--; } break; case 'c': if(MoveCheck(x,y,xcen,ycen,+1,-1,Map) == 0 && (MoveCheck(x,y,xcen,ycen,0,-1,Map) == 0 || MoveCheck(x,y,xcen,ycen,+1,0,Map) == 0)) //check move SE { x++; y--; } break; case 'b': //Test Enter the Battle mode BattleMode = true; break; case 'n': DungeonMode = true; break; case '`': //Exit the game display play = false; break; case '~': //enable debug utility if(debug == false) debug = true; else debug = false; break; default: break; } } }