void GameSequenceStateManager::setSequenceState(SequenceStates sq)
{
	switch (sq)
	{
	case levelOneProlougue:
		{
			_activeInGameSequence = sq;
			setCurrentScene(_activeInGameSequence);
		}
		break;
	case inWormhole:
		{
			_activeInGameSequence = sq;
			setCurrentScene(_activeInGameSequence);
		}
		break;
	case dropGenesis:
		{
			_activeInGameSequence = sq;
			setCurrentScene(_activeInGameSequence);
		}
		break;
	default:
		break;
	}
}
示例#2
0
文件: miniMap.cpp 项目: ASabina/qreal
void MiniMap::changeSource(int index)
{
	clear();
	if (index != -1) {
		setCurrentScene();
	} else {
		setScene(NULL);
	}
}
示例#3
0
void MainGLWidget::init()
{
    MainMenuScene *mainMenuScene = new MainMenuScene();
    setCurrentScene(mainMenuScene);

    // main loop
    QTimer *timer = new QTimer(this);
    connect(timer, SIGNAL(timeout()), this, SLOT(refresh()));
    timer->start(1000/60);
}
示例#4
0
文件: ofApp.cpp 项目: Entropy/Entropy
//--------------------------------------------------------------
void ofApp::setup()
{
	ofBackground(ofColor::black);

	// Add Scenes to the Manager.
	auto manager = entropy::GetSceneManager();
	auto scene = make_shared<entropy::scene::Lighting>();
	manager->addScene(scene);
	manager->setCurrentScene(scene->getName());
}
示例#5
0
	void GameEntitySystem::removeScene(int sceneIndex)
	{
		if(sceneIndex < 0 || sceneIndex > sceneList.size() - 1 || sceneList.size() < 2) return;

		int currentSceneIndex = getCurrentSceneIndex();

		if(currentSceneIndex == -1)
		{
			setCurrentScene(0);

			currentSceneIndex = 0;
		}

		int counter = 0;

		GameSceneList::iterator listIterator;

		for(listIterator = sceneList.begin(); listIterator != sceneList.end(); ++listIterator)
		{
			if(counter == sceneIndex)
			{
				entityList = &(*listIterator).entityList;

				removeAllEntities();

				sceneList.erase(listIterator);
				
				break;
			}

			counter++;
		}

		if(sceneIndex < currentSceneIndex)
		{
			setCurrentScene(currentSceneIndex - 1);
		}
		else
		{
			setCurrentScene(currentSceneIndex);
		}
	}
示例#6
0
void TestApp::changeCurrentScene(const std::string& sceneId_) {
    //try {
        std::string sceneId = sceneId_;
        if (sceneId == "default") {
            sceneId = SceneHandler::getDefaultSceneId();
        }
        SceneBase* scene = SceneHandler::getSceneHandler()->createScene(sceneId, mOgreRoot);
        if (scene == 0) {
            //error() << dc_funcinfo << "could not create scene " << sceneId;
            if (mScene) {
                // continue using current scene
                return;
            } else {
                if (sceneId == SceneHandler::getDefaultSceneId()) {
                    // use a fallback scene
                    sceneId = "general";
                }
                //warning() << dc_funcinfo << "trying fallback scene " << sceneId;
                scene = SceneHandler::getSceneHandler()->createScene(sceneId, mOgreRoot);
                if (!scene) {
                    //throw Exception("Could create neither default scene nor fallback scene");
                }
            }
        }

        if (!scene->initScene()) {
            //std::cerr << "Could not initialize the scene " << sceneId << std::endl;
            SceneHandler::getSceneHandler()->deleteScene(scene);
            return;
        } else {
            // force an initial update of Ogre scenenodes here
            //scene->updateOgreRepresentations(true);
        }
        if (scene) {
            setCurrentScene(scene);
        } else {
            //std::cerr << dc_funcinfo << "NULL scene created: don't know scene ID " << sceneId_ << std::endl;
        }
    //} catch (Exception e) {
    //    std::cerr   << "Unhandled exception reached main-program: \n"
    //            << e.getErrorMessage() <<std::endl;
    //    e.printBacktrace();
    //    exit(1);
    //}

}
示例#7
0
void MainGLWidget::enableLevelMode()
{
    LoadingScene *loadingScene = new LoadingScene();
    MainGLWidget::getInstance()->setCurrentScene(loadingScene);
    updateGL();

    this->isMainMenuMode = false;
    QVector3D p1(-5.0, 1.85, 5.0);
    Angle3D a1;
    Camera* camera = new Camera(&p1 , &a1);
    Level_A* level = new Level1();
    Player* player = new Player(new QVector3D(-5, 0, 5), camera, level, "player1");
    QPoint* point = new QPoint(width()/2, height()/2);
    LevelScene* levelScene = new LevelScene(camera, level, player, point);
    updateGL();
    this->setCursor(Qt::BlankCursor);
    setCurrentScene(levelScene);
}
示例#8
0
TupPaintArea::TupPaintArea(TupProject *project, QWidget * parent) : TupPaintAreaBase(parent, project->dimension()), k(new Private)
{
    #ifdef K_DEBUG
           T_FUNCINFO;
    #endif

    k->project = project;
    setBgColor(project->bgColor());
    k->currentSceneIndex = 0;
    k->deleteMode = false;
    k->menuOn = false;

    setCurrentScene(0);
    k->currentTool = tr("Pencil");

    if (graphicsScene()->scene())
        graphicsScene()->setCurrentFrame(0, 0);
}
示例#9
0
void AWidget::initializeGL()
{
    setCurrentScene(NULL);
    initializeGLFunctions();

    qglClearColor(Qt::black);

    //glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    initDefalutShaderProgram();
    initResources();
    m_timer.start(15, this);
}
示例#10
0
void AScene::activate()
{
    setCurrentScene(this);
}