示例#1
0
    foreach (QScreen *screen, QGuiApplication::screens()) {

       /* pixelHeight = screen->virtualGeometry().height();
        pixelWidth = screen->virtualGeometry().width();
        physicalDPI = screen->physicalDotsPerInch();
        */
       // qDebug() << "  Orientation:" << Orientation(screen->orientation());
        setPixelHeight(screen->virtualGeometry().height());
        setPixelWidth(screen->virtualGeometry().width());
        setPhysicalDPI(screen->physicalDotsPerInch());

      //  qDebug() << pixelHeight << pixelWidth << physicalDPI;
    }
示例#2
0
///////////////////////////////////////////////////////////////////////////////
/// @fn hapticAPI::hapticAPI(const hapticPtr& plugin, const FB::BrowserHostPtr host)
///
/// @brief  Constructor for your JSAPI object.  You should register your methods, properties, and events
///         that should be accessible to Javascript from here.
///
/// @see FB::JSAPIAuto::registerMethod
/// @see FB::JSAPIAuto::registerProperty
/// @see FB::JSAPIAuto::registerEvent
///////////////////////////////////////////////////////////////////////////////
hapticAPI::hapticAPI(const hapticPtr& plugin, const FB::BrowserHostPtr& host) : m_plugin(plugin), m_host(host)
{
    registerMethod("echo",      make_method(this, &hapticAPI::echo));
    registerMethod("testEvent", make_method(this, &hapticAPI::testEvent));

	//Register JHaptic library properties
	registerProperty("numDevice",		make_property(this, &hapticAPI::getNumDevice));
	registerProperty("initialized",		make_property(this, &hapticAPI::getStatus));
	registerProperty("deviceType",		make_property(this, &hapticAPI::getDeviceType));
	registerProperty("maxForce",		make_property(this, &hapticAPI::getMaxForce));
	registerProperty("workspaceSize",	make_property(this, &hapticAPI::getWorkspaceSize));
	registerProperty("position",		make_property(this, &hapticAPI::getPosition));
	registerProperty("pixel",			make_property(this, &hapticAPI::getPixelWidth));


	//Register JHaptic library methods
	registerMethod("startDevice",	make_method(this, &hapticAPI::startDevice));
	registerMethod("stopDevice",	make_method(this, &hapticAPI::stopDevice));
	registerMethod("sendForce",		make_method(this, &hapticAPI::sendForce));
	registerMethod("setContext",	make_method(this, &hapticAPI::setContext));




    // Read-write property
    registerProperty("testString",
                     make_property(this,
                        &hapticAPI::get_testString,
                        &hapticAPI::set_testString));

    // Read-only property
    registerProperty("version",
                     make_property(this,
                        &hapticAPI::get_version));

	//State variables initialization
	initialized			 =	false;
	deviceID			 =  getNumDevice()-1;
	InitializedString	 =	"Initialized";
	NotInitializedString =	"Not initialized";
	ConnectionString	 =	"Connection opened";
	DisconnectionString	 =	"Connection closed";

	setPixelWidth();
}
示例#3
0
TTFB_NewsArticle::TTFB_NewsArticle(Shader * _shader, std::string _play, int _score) :
	NodeUI(nullptr),
	soundPlayed(false),
	scale(1.0f)
{

	if(_score <= ONE_STAR) {
		_score = 1;
	}else if(_score > ONE_STAR && _score < THREE_STARS){
		_score = 2;
	}else {
		_score = 3;
	}

	if(_play == SPAMALOT) {
		switch(_score) {
			case 1: 
				article = TTFB_ResourceManager::scenario->getTextureSampler("spamalot_one_star")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("spamalot_one_star_sound")->sound;
				break;
			case 2:
				article = TTFB_ResourceManager::scenario->getTextureSampler("spamalot_two_stars")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("spamalot_two_stars_sound")->sound;
				break;
			case 3:
				article = TTFB_ResourceManager::scenario->getTextureSampler("spamalot_three_stars")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("spamalot_three_stars_sound")->sound;
				break;
			default:
				throw "Bad score";
		}
	}else if(_play == GRINCH) {
		switch(_score) {
			case 1: 
				article = TTFB_ResourceManager::scenario->getTextureSampler("grinch_one_star")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("grinch_one_star_sound")->sound;
				break;
			case 2:
				article = TTFB_ResourceManager::scenario->getTextureSampler("grinch_two_stars")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("grinch_two_stars_sound")->sound;
				break;
			case 3:
				article = TTFB_ResourceManager::scenario->getTextureSampler("grinch_three_stars")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("grinch_two_stars_sound")->sound;
				break;
			default:
				throw "Bad score";
		}
	}else if(_play == DRACULA) {
		switch(_score) {
			case 1: 
				article = TTFB_ResourceManager::scenario->getTextureSampler("dracula_one_star")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("dracula_one_star_sound")->sound;
				break;
			case 2:
				article = TTFB_ResourceManager::scenario->getTextureSampler("dracula_two_stars")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("dracula_two_stars_sound")->sound;
				break;
			case 3:
				article = TTFB_ResourceManager::scenario->getTextureSampler("dracula_three_stars")->textureSampler->texture;
				sound   = TTFB_ResourceManager::scenario->getAudio("dracula_three_stars_sound")->sound;
				break;
			
			default:
				throw "Bad score";
		}
	}else {
		throw "Bad play name";
	}

	container = new Transform();

	container->addChild(this);

	background->mesh->pushTexture2D(article);
	setPixelWidth(800);
	setPixelHeight(1000);
	firstParent()->translate(-350, -650, 0.f);

}