本文整理汇总了C++中IW_CALLSTACK函数的典型用法代码示例。如果您正苦于以下问题:C++ IW_CALLSTACK函数的具体用法?C++ IW_CALLSTACK怎么用?C++ IW_CALLSTACK使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了IW_CALLSTACK函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: IW_CALLSTACK
void Mouse::setBScared(bool bScared)
{
IW_CALLSTACK("Mouse::setBScared");
this->bScared = bScared;
this->fShininess = 50;
}
示例2: MenuButton
LevelNavigationButton::LevelNavigationButton(CIwSVec2 menuPosition, CIwSVec2 offset, CIwSVec2 size, bool mainMenu) : MenuButton()
{
IW_CALLSTACK("LevelNavigationButton::LevelNavigationButton");
this->i2Size = size;
this->i2RegionSize = size;
this->i2Offset = offset;
this->i2Position = menuPosition + this->i2Offset;
this->brBoundingBox = BoundingRectangle(this->i2Position, this->i2Size);
this->sName = "levelnavigationbutton";
if(mainMenu == true)
{
this->tTextureList.push_back(ImageManager::getImage("kittyplay"));
this->tTextureList.push_back(ImageManager::getImage("kittyplay2"));
}
else
{
this->tTextureList.push_back(ImageManager::getImage("kittysidebutton_levels"));
this->tTextureList.push_back(ImageManager::getImage("kittysidebutton_levels2"));
}
this->sSoundList.push_back(SoundManager::getSound("menu2"));
this->sSoundList.push_back(SoundManager::getSound("menu8"));
ClassTracker::addUnit(this);
}
示例3: IW_CALLSTACK
void FontManager::ShutDown()
{
IW_CALLSTACK("FontManager::ShutDown");
tiFontLibrary.clear();
IwGxFontTerminate();
}
示例4: ShinyUnit
Mouse::Mouse(CIwSVec2 i2Position): ShinyUnit()
{
IW_CALLSTACK("Mouse::Mouse");
this->iAIHole = 10;
this->bUpdate = false;
this->bDead = false;
this->bScared = false;
this->f2Velocity = CIwFVec2(0.101f, 0);
this->tTextureList.push_back(ImageManager::getImage("mouse"));
this->tTextureList.push_back(ImageManager::getImage("mouseleft"));
this->sSoundList.push_back(SoundManager::getSound("mouse1"));
this->sSoundList.push_back(SoundManager::getSound("mouse2"));
this->sSoundList.push_back(SoundManager::getSound("mouse3"));
this->sSoundList.push_back(SoundManager::getSound("mouse4"));
this->i2Position = i2Position;
this->f2AbsPosition = CIwFVec2((float)this->i2Position.x, (float)this->i2Position.y);
this->i2InitialPosition = i2Position;
this->sName = "mouse";
this->fShininess = 6;
this->bIsMoving = true;
this->brBoundingBox = BoundingRectangle(this->getPosition(), this->getSize(), CIwSVec2((int)(this->i2Size.x * 0.3f), (int)(this->i2Size.y * 0.3f)), true);
this->csPlayWith = CatState::MOUSEPLAYING;
ClassTracker::addUnit(this);
}
示例5: m_bCaptured
CCEGLView::CCEGLView()
: m_bCaptured(false)
, m_bAccelState(false)
, m_Key(s3eKeyFirst)
{
IW_CALLSTACK("CCEGLView::CCEGLView");
IwGLInit();
setFrameSize((float)IwGLGetInt(IW_GL_WIDTH), (float)IwGLGetInt(IW_GL_HEIGHT));
// Determine if the device supports multi-touch
m_isMultiTouch = s3ePointerGetInt(S3E_POINTER_MULTI_TOUCH_AVAILABLE) ? true : false;
// For multi-touch devices we handle touch and motion events using different callbacks
if (m_isMultiTouch)
{
s3ePointerRegister(S3E_POINTER_TOUCH_EVENT, &MultiTouchEventHandler, this);
s3ePointerRegister(S3E_POINTER_TOUCH_MOTION_EVENT, &MultiMotionEventHandler, this);
}
else
{
// Register pointer touch button event handler
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, &TouchEventHandler, this);
// Register pointer motion button event handler
s3ePointerRegister(S3E_POINTER_MOTION_EVENT, &MotionEventHandler, this);
}
// Register keyboard event handler
// s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, &KeyEventHandler, this);
// s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, &CharEventHandler, this);
}
示例6: IW_CALLSTACK
void CCEGLView::end()
{
IW_CALLSTACK("CCEGLView::end");
if (m_isMultiTouch)
{
s3ePointerUnRegister(S3E_POINTER_TOUCH_EVENT, &MultiTouchEventHandler);
s3ePointerUnRegister(S3E_POINTER_TOUCH_MOTION_EVENT, &MultiMotionEventHandler);
}
else
{
s3ePointerUnRegister(S3E_POINTER_BUTTON_EVENT, &TouchEventHandler);
s3ePointerUnRegister(S3E_POINTER_MOTION_EVENT, &MotionEventHandler);
}
// s3eKeyboardUnRegister(S3E_KEYBOARD_KEY_EVENT, &KeyEventHandler);
// s3eKeyboardUnRegister(S3E_KEYBOARD_KEY_EVENT, &CharEventHandler);
if (IwGLIsInitialised())
IwGLTerminate();
s3eDeviceRequestQuit() ;
delete this;
}
示例7: IW_CALLSTACK
// maps pages number to its background for the levelnavigation
// these values will eventually need to be changed
void BackgroundManager::loadBackground(int pageNum)
{
IW_CALLSTACK("BackgroundManager::LoadBackground");
string backgroundName ="";
CIwArray<string> extras = CIwArray<string>();
switch (pageNum)
{
case 0:
backgroundName = "mountains";
extras.push_back("cloud");
extras.push_back("bird");
extras.push_back("bird");
extras.push_back("bird");
extras.push_back("bird");
break;
case 1:
backgroundName = "industrial";
extras.push_back("gear");
break;
case 2:
backgroundName = "demoneyes";
extras.push_back("spiral");
break;
}
this->loadBackground(backgroundName, extras);
}
示例8: IW_CALLSTACK
void LevelNavigationButton::update(uint64 time)
{
IW_CALLSTACK("LevelNavigationButton::update");
this->iTime = time;
this->iTimePassed += time;
if(this->bPressed == true)
{
this->iTextureIndex = 1;
}
else
{
this->iTextureIndex = 0;
}
if(this->bUpdate == true)
{
if(GameState::getState() == GameState::MAINMENU)
{
SoundManager::playSound(this->sSoundList[1]);
}
else
{
SoundManager::playSound(this->sSoundList[0]);
}
GameState::setState(GameState::LEVELNAVIGATION);
this->bUpdate = false;
}
}
示例9: m_pDelegate
CCEGLView::CCEGLView()
: m_pDelegate(NULL)
, m_fScreenScaleFactor(1.0)
, m_bNotHVGA(false)
, m_bCaptured(false)
, m_bAccelState(false)
, m_Key(s3eKeyFirst)
{
IW_CALLSTACK("CCEGLView::CCEGLView");
IwGLInit();
m_sSizeInPixel.width = IwGLGetInt(IW_GL_WIDTH);
m_sSizeInPixel.height = IwGLGetInt(IW_GL_HEIGHT);
m_pSet = new CCSet;
m_pTouch = new CCTouch;
// Register pointer touch button event handler
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, &TouchEventHandler, this);
// Register pointer motion button event handler
s3ePointerRegister(S3E_POINTER_MOTION_EVENT, &MotionEventHandler, this);
// Register keyboard event handler
s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, &KeyEventHandler, this);
}
示例10: IW_CALLSTACK
//-----------------------------------------------------------------------------
// CIwRenderSlotClear
//-----------------------------------------------------------------------------
void CIwRenderSlotClear::Render()
{
IW_CALLSTACK("CIwRenderSlotClear::Render")
// Clear backbuffer
IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);
}
示例11: IW_CALLSTACK
TransitionManager::~TransitionManager()
{
IW_CALLSTACK("TransitionManager::~TransitionManager");
IwGxClear();
IwGxFlush();
Destroy();
}
示例12: LethalUnit
Scythe::Scythe(CIwSVec2 i2Position): LethalUnit()
{
IW_CALLSTACK("Scythe::Scythe");
this->tTextureList.push_back(ImageManager::getImage("scythe"));
this->tTextureList.push_back(ImageManager::getImage("bloodyscythe"));
this->sSoundList.push_back(SoundManager::getSound("scythe_kill"));
this->sSoundList.push_back(SoundManager::getSound("swoosh3"));
this->iSoundIndex = 5;
this->i2Position = i2Position;
this->sName="scythe";
this->brBoundingBox = BoundingRectangle(this->i2Position, this->i2Size, CIwSVec2((int)(this->i2Size.x * 0.7f), (int)(this->i2Size.y * 0.7f)));
this->bUpdate = false;
this->bIsMoving = true;
this->bDrawn = false;
this->mRot = CIwMat2D();
this->iLength = 0;
this->fAngularAcceleration = 0;
this->fAngularVel = 0;
this->fAngle = 0;
this->iCapDeathCount = 1000;
this->DarkGreen.Set(46, 139, 87, 255);
this->LightGreen.Set(0, 255, 127, 255);
this->green = IwRandMinMax(0 , 255);
this->up = true;
ClassTracker::addUnit(this);
}
示例13: IW_CALLSTACK
//-----------------------------------------------------------------------------
// Finished parsing the object
//-----------------------------------------------------------------------------
void GUIElement::ParseClose( CIwTextParserITX* apParser )
{
#ifdef IW_BUILD_RESOURCES
IW_CALLSTACK( "GUIElement::ParseClose" );
// Nesting level needs decreasing first
s_FrameDepth--;
// Get parent object from parser stack if we're still nested
if( s_FrameDepth )
{
GUIElement* lpParent = reinterpret_cast<GUIElement*>( apParser->GetObject( -1 ) );
IwAssertMsg( GUI, lpParent, ( "GUIElement %s declared without a parent", DebugGetName() ) );
if( lpParent )
{
// Check parent really is a frame!
IwAssertMsg( GUI, lpParent->TestFlags( GF_FRAME ), ( "GUIElement %s not declared within a GUIFrame", DebugGetName() ) );
m_pParent = reinterpret_cast<GUIFrame*>( lpParent );
m_pParent->AddChild( this );
}
}
else
{
// Top level object, add to resource manager
if( !strcmp( GetClassName(), "GUITemplate" ) )
IwGetResManager()->AddRes( RESTYPE_GUITEMPLATE, this );
else
IwGetResManager()->AddRes( RESTYPE_GUIELEMENT, this );
}
#endif
}
示例14: IW_CALLSTACK
void StartBox::update(uint64 time)
{
IW_CALLSTACK("StartBox::update");
this->iTime = time;
this->iTimePassed += time;
}
示例15: IW_CALLSTACK
//-----------------------------------------------------------------------------
CIwRenderManager::~CIwRenderManager()
{
IW_CALLSTACK("CIwRenderManager::~CIwRenderManager")
DestroySlots();
IW_SINGLETON_CLEAR(RenderManager);
}