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C++ WorldState类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中WorldState的典型用法代码示例。如果您正苦于以下问题:C++ WorldState类的具体用法?C++ WorldState怎么用?C++ WorldState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了WorldState类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: CreateCamera

void CreateCamera(int width, int height, vector3df position, vector3df target)
{
  //Build camera
  ISceneManager* sm = g_GameGraph->GetSceneManager();
  WorldState* worldState =
      static_cast<WorldState*> (g_GameGraph->GetWorldState());
  HexMap* hm = worldState->GetCurrentMap();

  if (NULL != sm)
  {
    if (NULL != hm)
    {
      ICameraSceneNode* orthoCam = sm->addCameraSceneNode(
          sm->getRootSceneNode(), position, target);

      matrix4 projMat;
      projMat.buildProjectionMatrixOrthoLH(width, height, -5, 5);
      orthoCam->setProjectionMatrix(projMat, true);
      orthoCam->bindTargetAndRotation(true);
      if (orthoCam->isOrthogonal())
      {
        CameraAnimator* cameraAnim = new CameraAnimator(position, width,
            height, hm->GetMapDimensions().Height,
            hm->GetMapDimensions().Width, worldState->GetHero(),
            hm->GetCoordinateTranslator());
        orthoCam->addAnimator(cameraAnim);
        cameraAnim->drop();
        cameraAnim = NULL;

        if (width > height)
        {
          LOGI("Creating a landscape camera.");
          landscapeCamera = orthoCam;
        }
        else
        {
          LOGI("Creating a portrait camera");
          portraitCamera = orthoCam;
        }
      }
      else
      {
        LOGE("The created camera is not orthoganol, something is wrong with the perspective matrix.");
      }
    }
    else
    {
      LOGE("The hex map created in the WorldState is NULL.");
    }
  }
  else
  {
    LOGE("The scene manager cannot be loaded from the device.");
  }
}
开发者ID:rmaloney77,项目名称:destroy-the-core,代码行数:55,代码来源:Game.cpp


示例2: calculateH

    int GOAPAstar::calculateH(WorldState from, WorldState to)
    {
        auto care = to.GetCare();
        auto diff = ( ( from.GetFlags() & care ) ^ ( to.GetFlags() & care ) );
        
        int distance = 0;

        for (int i = 0; i < StateType::STATE_NUM; ++i)
            if ( ( diff & ( 1LL << i ) ) != 0 )
                ++distance;

        return distance;
    }
开发者ID:Bmackenzie,项目名称:GOAP-Implementation,代码行数:13,代码来源:GOAPAstar.cpp


示例3: if

void WaveManager::InsertEnemy()
{
    WorldState* w = WorldState::Instance();
    Enemy* foe;
    Enemy* foe2;
    
    // Si hay dos rutas duplicamos los enemigos en cada ruta
    
    if(vEnemies.at(waveCounter-1).at(enemyCounter) == 1){ // Enemigo tipo 1
        foe= EntityFactory::CreateEnemyOne(*w->vPath->at(0));
        if(WorldState::Instance()->doublePath){
            foe2= EntityFactory::CreateEnemyOne(*w->vPathAux->at(0));
            foe2->alternativeRoute = true;
        }
    }
    else if(vEnemies.at(waveCounter-1).at(enemyCounter) == 2){ // Tipo 2
        foe= EntityFactory::CreateEnemyTwo(*w->vPath->at(0));
        if(WorldState::Instance()->doublePath){
            foe2= EntityFactory::CreateEnemyTwo(*w->vPathAux->at(0));
            foe2->alternativeRoute = true;
        }
    }
    else{
        foe= EntityFactory::CreateEnemyThree(*w->vPath->at(0));
        if(WorldState::Instance()->doublePath){
            foe2= EntityFactory::CreateEnemyThree(*w->vPathAux->at(0));
            foe2->alternativeRoute = true;
        }
    }
        
    w->AddColisionableEntity(foe);
    w->AddEnemy(foe);	
    
    if(WorldState::Instance()->doublePath){
        w->AddColisionableEntity(foe2);
        w->AddEnemy(foe2);
    }
    
    
    // Actualizamos contadores y comprobamos la situación
    enemyCounter++;     
    
    if(enemyCounter == vEnemies.at(waveCounter-1).size()){ // Fin de Racha
        state = Wave::State::Waiting;
        
        enemyCounter=0;
        
        if(waveCounter == vEnemies.size()) // Fin de Vector de Rachas
            state = Wave::State::Finished;
    }
}
开发者ID:alexjoverm,项目名称:GaTe,代码行数:51,代码来源:WaveManager.cpp


示例4: Load

void Load(int resolutionWidth, int resolutionHeight)
{
  //The game is being freshly initialized, create a default graph.
  if (NULL == g_GameGraph)
  {
    srand(time(NULL));

    g_GameGraph = new GameGraph(g_Device, g_Driver, g_OhrResourceManager);
    g_GameGraph->SetResolutionWidth(resolutionWidth);
    g_GameGraph->SetResolutionHeight(resolutionHeight);

    //TODO: This is for testing, should actually display a title screen and prompt user
    //for action loading world either from a save file or creating anew.
    WorldState* worldState = new WorldState();
    RunningState* runningState = new RunningState();
    g_GameGraph->SetWorldState(worldState);
    g_GameGraph->AddGameState("running", runningState);
    g_GameGraph->SetCurrentState(runningState);
    worldState->OnEnter(g_GameGraph);
    runningState->OnEnter(g_GameGraph);
  }
  else
  {
    //The game graph has already been loaded. Update its resolution settings and
    //tell it to reload with the new device and driver.
    g_GameGraph->SetResolutionWidth(resolutionWidth);
    g_GameGraph->SetResolutionHeight(resolutionHeight);
    g_GameGraph->Reload(g_Device, g_Driver);
  }

  //Initialze SceneManager position
  g_GameGraph->GetSceneManager()->getRootSceneNode()->setPosition(
      vector3df(0.0f, 0.0f, 0.0f));

  vector3df position(0.000000f, 0.000000f, -4.000000f);
  vector3df target(0.000000f, 0.000000f, -1.000000f);

  //Create portrait and landscape camera
  CreateCamera(resolutionWidth, resolutionHeight, position, target);

  //Select the appropriate one for use
  if (resolutionWidth > resolutionHeight)
  {
    g_GameGraph->GetSceneManager()->setActiveCamera(landscapeCamera);
  }
  else
  {
    g_GameGraph->GetSceneManager()->setActiveCamera(portraitCamera);
  }
}
开发者ID:rmaloney77,项目名称:destroy-the-core,代码行数:50,代码来源:Game.cpp


示例5: renderLoop

	void renderLoop(sf::Window & window)
	{
		sf::Clock time;
		WorldState state;
		
		while (state.isRunning())
		{
			this->handleEvents(window, state);
			state.timeStep( time.getElapsedTime().asSeconds() );
			engine.display(state);
			window.display();
		}
		window.close();
	}
开发者ID:mimaun,项目名称:Computer-Graphics,代码行数:14,代码来源:main.cpp


示例6: cardRow

std::string VAL::EndGameWorldStateFormatter::asString(const VecInt& gameHistory, WorldState & ws,
		const VecVecVecKey& kb) {
	ostringstream os;
	int scoreIndex = proc->getFunctionId("score");

	int cardCount = proc->typeCardinalities[proc->typeNameIds["card"]];
//	int slotCount = proc->typeCardinalities[proc->typeNameIds["slot"]];

	VecInt cardRow(cardCount, -1);
	NumScalar p1Score = ws.getFluentValue(scoreIndex, 1);
	NumScalar p2Score = ws.getFluentValue(scoreIndex, 2);
	os << "Score 1: " << p1Score << " Score 2: " << p2Score << "\n";
	//assert((unsigned)cardCount <= gameHistory.size());
	if ((unsigned) cardCount < gameHistory.size()) {
		for (unsigned i = 1; i <= (int) cardRow.size(); i++) {
			int index = gameHistory[i];
			VecInt args = proc->operatorIndexToVector(index);
//		os << proc->getOperatorName(args[0]) << " " << proc->asString(args) << "\n";
			cardRow[i - 1] = args[3] + 1; // c0=1 c1=2, etc.
		}
	}
	os << proc->asString(cardRow, LIST) << "\n";

	return os.str();

}
开发者ID:mdrichar,项目名称:POGDDL,代码行数:26,代码来源:WorldStateFormatter.cpp


示例7: handleEvents

 void handleEvents(sf::Window & window, WorldState & state)
 {
     sf::Event event;
     while (window.pollEvent(event))
     {
         // Close window : exit
         if (event.type == sf::Event::Closed)
             state.setRunning(false);
         
         // Escape key : exit
         if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
             state.setRunning(false);
         
         if (event.type == sf::Event::MouseMoved) {
             state.updateMousePos(event.mouseMove.x, event.mouseMove.y);
         }
     }
 }
开发者ID:mimaun,项目名称:Rose,代码行数:18,代码来源:main.cpp


示例8: btCapsuleShape

void BulletManager::createPlayerBody()
{
	btCollisionShape* bodyShape = new btCapsuleShape(.3f,2.0f);
	WorldState *worldState = (WorldState *) GameState::GAMESTATE;
	Camera *camera = worldState->getPhysicsManager()->getWorldCameras()->getPlayerCamera();
	btTransform bodyTransform;
	bodyTransform.setIdentity();
	float *translate = camera->getEye();
	bodyTransform.setOrigin(btVector3(translate[0],translate[1]-0.79f,translate[2]));
	btScalar mass(10.);
	btVector3 localInertia(0,0,0);
	bodyShape->calculateLocalInertia(mass,localInertia);
	btDefaultMotionState* myMotionState = new btDefaultMotionState(bodyTransform);
	btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,bodyShape,localInertia);
	m_playerBody = new btRigidBody(rbInfo);
	m_playerBody->setAngularFactor(0);
	m_dynamicsWorld->addRigidBody(m_playerBody);
}
开发者ID:Argo15,项目名称:ArgoVox,代码行数:18,代码来源:BulletManager.cpp


示例9: GLBox

    GLBox()
    {
        //sf::err().rdbuf(NULL); //hide errors
        
#ifdef __APPLE__
        //int nullFD = open("/dev/null", O_WRONLY);
        //int oldFD = dup(2); // Duplicate the old file descriptor, so it can be restored
        //dup2(nullFD, 2); // Redirect
#endif
        
        sf::VideoMode mode(RESOLUTION, RESOLUTION, 32);
#ifdef __linux__
        sf::ContextSettings settings(32, 0, 0, 3, 3);
#else
        sf::ContextSettings settings(0, 0, 0, 3, 3);
#endif
        sf::Window window(mode, "glver", sf::Style::Default, settings);
        float ver = getVer();
        
#ifdef __APPLE__
        //dup2(oldFD, 2); // Redirect back
        //close(oldFD); // Not needed anymore
#endif
        
        if( ver < 1.0f ) {
            printf("OpenGL is not supported.\n");
            exit(1);
        }
        printf("OpenGL version %.1f is supported.\n", ver);
        
        
        sf::Clock time;
        WorldState state;
        graphicsInit();
        
        while (state.isRunning())
        {
            this->handleEvents(window, state);
            state.timeStep( time.getElapsedTime().asSeconds() );
            display(state);
            window.display();
        }
        window.close();
    }
开发者ID:mimaun,项目名称:Rose,代码行数:44,代码来源:main.cpp


示例10: handleEvents

	void handleEvents(WorldState & state, RenderEngine & render)
	{
		sf::Event event;
		
		while (window->pollEvent(event))
		{
			if (event.type == sf::Event::Closed)
				state.setRunning(false);
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
				state.setRunning(false);
			
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'r'))
				state.toggleModelRotate();
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'q'))
				state.toggleIncreaseVelocity();
			
			if(event.type == sf::Event::Resized) {
				resize(event.size.width, event.size.height);
			}

			if(event.type == sf::Event::MouseButtonPressed)
			{
				state.lastClickPos[0] = event.mouseButton.x;
				state.lastClickPos[1] = (state.currentRes[1]-event.mouseButton.y);
				state.lastFrameDragPos[0] = event.mouseButton.x;
				state.lastFrameDragPos[1] = (state.currentRes[1]-event.mouseButton.y);
				state.mouseButtonDown = true;
			}

			if(event.type == sf::Event::MouseButtonReleased)
				state.mouseButtonDown = false;

			if(event.type == sf::Event::MouseMoved && state.mouseButtonDown)
			{
				state.cursorDragAmount[0] += state.lastFrameDragPos[0] - event.mouseMove.x;
				state.cursorDragAmount[1] += state.lastFrameDragPos[1] - (state.currentRes[1]-event.mouseMove.y);
				state.lastFrameDragPos[0] = event.mouseMove.x;
				state.lastFrameDragPos[1] = (state.currentRes[1]-event.mouseMove.y);
			}

			if(event.type == sf::Event::MouseWheelMoved)
			{
				state.zoomCamera(event.mouseWheel.delta);
				state.cursorScrollAmount += event.mouseWheel.delta;
			}

			if(event.type == sf::Event::MouseMoved)
			{
				state.cursorAbsolutePos[0] = event.mouseMove.x;
				state.cursorAbsolutePos[1] = (state.currentRes[1]-event.mouseMove.y);
			}

			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Up))
				state.zoomCamera(1);
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Down))
				state.zoomCamera(-1);

		}
	}
开发者ID:triznakj,项目名称:Graphics_Final,代码行数:59,代码来源:main.cpp


示例11: nodeInClosed

    int GOAPAstar::nodeInClosed(WorldState ws)
    {
        for (uint i = 0, n = _closed.size(); i < n; ++i)
        {
            if (_closed[i].ws.GetFlags() == ws.GetFlags())
                return i;
        }

        return -1;
    }
开发者ID:Bmackenzie,项目名称:GOAP-Implementation,代码行数:10,代码来源:GOAPAstar.cpp


示例12: nodeInOpened

    int GOAPAstar::nodeInOpened(WorldState ws)
    {
        for (uint i = 0, n = _open.size(); i < n; ++i)
        {
            if (_open[i].ws.GetFlags() == ws.GetFlags())
                return i;
        }

        return -1;
    }
开发者ID:Bmackenzie,项目名称:GOAP-Implementation,代码行数:10,代码来源:GOAPAstar.cpp


示例13: Program4

	Program4()
	{
		getWindowContext();

		WorldState state;
		render.init(state);
		
		previousPos = glm::vec2(0);
		buttonDown[0]=false;
		buttonDown[1]=false;
		buttonDown[2]=false;
		
		sf::Clock c;
		float lastFrame = c.restart().asSeconds();
		float lastPrint = lastFrame;
		float targetFrameTime = 1.0f/(float)TARGET_FPS;
		
		while (state.isRunning())
		{			
			App->setActive();
			float currentTime = c.getElapsedTime().asSeconds();
			float sinceLastFrame = currentTime - lastFrame;
			float sleepTime = targetFrameTime - sinceLastFrame;
			if(sleepTime > 0)
				sf::sleep(sf::seconds(sleepTime));
			
			currentTime = c.getElapsedTime().asSeconds();
			lastFrame = currentTime;
			float sinceLastPrint = currentTime - lastPrint;
            
			handleEvents(state, render);
			state.timeStep(currentTime);
            
			if(sinceLastPrint > PRINT_FPS_INTERVAL) {
				lastPrint = currentTime;
				state.printFPS();
			}
            
			render.display(state);
			App->display();
		}
	}
开发者ID:porterjc,项目名称:Graphics-Final-Project,代码行数:42,代码来源:main.cpp


示例14: Find

	/**
	*Draws this block to the screen
	*
	*@param state = The current world state, which we pass to the underlying rendering function
	*/
	void BlockEntity::Render(WorldState& curWorldState)
	{
		auto values = Find("value");
		if (values->Get<int>(mState))
		{
			std::string color = Find("BlockColor")->Get<std::string>();
			if (color == "Blue")
			{
				mRenderer.RenderOnScreen(*(curWorldState.GetWorld()->GetWindow()), TetrominoRender::TextureType::BlueBlock, sf::Vector2f(mX, mY));
			}
			else if (color == "Green")
			{
				mRenderer.RenderOnScreen(*(curWorldState.GetWorld()->GetWindow()), TetrominoRender::TextureType::GreenBlock, sf::Vector2f(mX, mY));
			}
			else if (color == "Pink")
			{
				mRenderer.RenderOnScreen(*(curWorldState.GetWorld()->GetWindow()), TetrominoRender::TextureType::PinkBlock, sf::Vector2f(mX, mY));
			}
			else if (color == "Purple")
			{
				mRenderer.RenderOnScreen(*(curWorldState.GetWorld()->GetWindow()), TetrominoRender::TextureType::PurpleBlock, sf::Vector2f(mX, mY));
			}
			else if (color == "Yellow")
			{
				mRenderer.RenderOnScreen(*(curWorldState.GetWorld()->GetWindow()), TetrominoRender::TextureType::YellowBlock, sf::Vector2f(mX, mY));
			}
			else if (color == "Orange")
			{
				mRenderer.RenderOnScreen(*(curWorldState.GetWorld()->GetWindow()), TetrominoRender::TextureType::OrangeBlock, sf::Vector2f(mX, mY));
			}
		}
	}
开发者ID:CalWLee,项目名称:FIEATetris,代码行数:37,代码来源:BlockEntity.cpp


示例15: updateDynamicsWorld

void BulletManager::updateDynamicsWorld(float nSpeed)
{
	Profiler::getInstance()->startProfile("Update Dynamics World");
	// move camera
	WorldState *worldState = (WorldState *) GameState::GAMESTATE;
	WorldCamera *camera = worldState->getPhysicsManager()->getWorldCameras()->getPlayerCamera();
	float nOldEye[3];
	nOldEye[0] = camera->getEyeX();
	nOldEye[1] = camera->getEyeY();
	nOldEye[2] = camera->getEyeZ();
	if (InputManager::getInstance()->isKeyDown('w'))
	{
		camera->moveForward(nSpeed*0.1f);
	}
	if (InputManager::getInstance()->isKeyDown('s'))
	{
		camera->moveBackward(nSpeed*0.1f);
	}
	if (InputManager::getInstance()->isKeyDown('a'))
	{
		camera->moveLeft(nSpeed*0.1f);
	}
	if (InputManager::getInstance()->isKeyDown('d'))
	{
		camera->moveRight(nSpeed*0.1f);
	}
	float *nNewEye = camera->getEye();
	m_playerBody->activate(true);
	m_playerBody->setLinearVelocity(100.0f*btVector3(nNewEye[0]-nOldEye[0],-0.04f,nNewEye[2]-nOldEye[2]));

	// check physics
	m_dynamicsWorld->stepSimulation(1.f/60.f,10);

	// update camera
	btVector3 camPos = m_playerBody->getWorldTransform().getOrigin();
	camera->setPosition(camPos[0],camPos[1]+0.8,camPos[2]);
	Profiler::getInstance()->endProfile();
}
开发者ID:Argo15,项目名称:ArgoVox,代码行数:38,代码来源:BulletManager.cpp


示例16: getPossibleStateTransitions

    void GOAPAstar::getPossibleStateTransitions(GOAPlanner *ap, WorldState state)
    {
        _transitions.clear();

        for (auto &pair : ap->_actions)
        {
            auto action = pair.second;

            auto pre = action.GetPreWorld();
            auto care = pre.GetCare();
            bool met = (pre.GetFlags() & care) == (state.GetFlags() & care);

            if (met)
            {
                // compute the future world
                WorldState to = state;
                to.ApplyAction(action);

                // add the action and the future world to the transitions array
                _transitions.emplace_back(std::make_pair(action, to));
            }
        }
    }
开发者ID:Bmackenzie,项目名称:GOAP-Implementation,代码行数:23,代码来源:GOAPAstar.cpp


示例17: Update

	/**
	The update function of ActionAdopt calls the setSector method of
	the entity that contains this action on the provided target sector.
	This should produce the behavior of orphaning the entity and moving it
	into a new sector

	@param curState the current worldstate to reference during update
	*/
	void ActionAdopt::Update(const WorldState& curState)
	{
		//Double check to ensure that our target sector isn't the one
		//that our containing entity already exists in
		std::string targetName = Find("Target")->Get<std::string>();
		Sector* curSector = curState.GetSector();
		if (targetName == curSector->Name())
		{
			return;
		}

		//Grab the entity that contains us
		Entity* curEntity = curState.GetEntity();
		
		//Grab the world
		World* curWorld = curState.GetWorld();

		//Set up the sector
		Datum* targetDatum = curWorld->Sectors()->Find(targetName);
		if (targetDatum == nullptr || targetDatum->GetType() != Datum::TABLE)
		{
			throw std::exception("Sector could not be found");
		}
		else		
		{
			Sector* targetSector = targetDatum->Get<Scope*>()->As<Sector>();
			if (targetSector == nullptr)
			{
				throw std::exception("Malformed sector");
			}
			else
			{
				curEntity->SetSector(targetSector);
				return;
			}
		}
	}
开发者ID:CalWLee,项目名称:FIEATetris,代码行数:45,代码来源:ActionAdopt.cpp


示例18: MayDangerousIfTackle

bool Tackler::MayDangerousIfTackle(const PlayerState & tackler, const WorldState & world_state)
{
	if (tackler.GetTackleProb(false) < FLOAT_EPS && tackler.GetTackleProb(true) < FLOAT_EPS) { //不可铲
		return false;
	}

	const Vector tackler_pos = tackler.GetPos();
	const Vector ball_pos = world_state.GetBall().GetPos();
	const Vector ball_2_tackler = ball_pos - tackler_pos;
	const double ball_dist2 = ball_2_tackler.Mod2();
	const AngleDeg ball_dir = ball_2_tackler.Dir();

	for (unsigned i = 0; i < world_state.GetPlayerList().size(); ++i) {
		const PlayerState & opp = *world_state.GetPlayerList()[i];

		if (!opp.IsAlive()) continue; //dead
		if (opp.GetUnum() * tackler.GetUnum() > 0) continue; //not opp
		if (opp.IsIdling()) continue; //idling
		if (!opp.IsKickable()) continue; //not kickable

		//cond. 1. opp no dashing -- 无从知晓,这里认为对手一定会dash
		//cond. 2. ball near -- 球离自己更近,不构成危险情况
		Vector opp_2_tackler = opp.GetPos() - tackler_pos;
		if (opp_2_tackler.Mod2() > ball_dist2) continue;
		//cond. 3. behind or big y_diff -- 对手在自己与球连线方向上在自己身后或错开位置太大,不构成危险情况
		opp_2_tackler = opp_2_tackler.Rotate(-ball_dir);
		if (opp_2_tackler.X() < 0.0 || std::fabs( opp_2_tackler.Y() ) > opp.GetPlayerSize() + tackler.GetPlayerSize()) continue;
		//cond. 4. over body_diff -- 对手身体角度跟自己与球连线方向的夹角大于90度,不构成危险情况
		AngleDeg body_diff = std::fabs( GetNormalizeAngleDeg( opp.GetBodyDir() - ball_dir ) );
		if (body_diff > 90.0) continue;

		return true;
	}

	return false;
}
开发者ID:antiphoton,项目名称:wrighteaglebase,代码行数:36,代码来源:Tackler.cpp


示例19: satisfied

	bool Goal::satisfied(const WorldState& worldState)
	{
		bool satisfied = true;

		for (const auto& state : mConditions)
		{
			if (worldState.at(state.first) != state.second)
			{
				satisfied = false;
				break;
			}
		}

		return satisfied;
	}
开发者ID:Catchouli,项目名称:Planning,代码行数:15,代码来源:Goal.cpp


示例20: handleEvents

	void handleEvents(WorldState & state, RenderEngine & render)
	{
		sf::Event event;
		
		while (App->pollEvent(event))
		{
			if (event.type == sf::Event::Closed)
				state.setRunning(false);
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
				state.setRunning(false);
			
            if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'q'))
                state.setShadingMode(0);
            if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'w'))
                state.setShadingMode(1);
            if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'e'))
                state.setShadingMode(2);
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'r'))
                state.toggleModelRotate();
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 't'))
                state.toggleLightRotate();
		}
	}
开发者ID:porterjc,项目名称:Graphics-Final-Project,代码行数:23,代码来源:main.cpp



注:本文中的WorldState类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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上一篇:
C++ WorldStateBuilder类代码示例发布时间:2022-05-31
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C++ WorldSocket类代码示例发布时间:2022-05-31
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