本文整理汇总了C++中LandscapeNode::SetFogColor方法的典型用法代码示例。如果您正苦于以下问题:C++ LandscapeNode::SetFogColor方法的具体用法?C++ LandscapeNode::SetFogColor怎么用?C++ LandscapeNode::SetFogColor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LandscapeNode
的用法示例。
在下文中一共展示了LandscapeNode::SetFogColor方法的3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: OnColorPropertyChanged
void LandscapePropertyControl::OnColorPropertyChanged(PropertyList *forList, const String &forKey, const Color& newColor)
{
if("property.material.fogcolor" == forKey)
{
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
landscape->SetFogColor(newColor);
}
PropertyListDelegate::OnColorPropertyChanged(forList, forKey, newColor);
}
示例2: OnColorPropertyChanged
void LandscapePropertyControl::OnColorPropertyChanged(PropertyList *forList, const String &forKey, const Color& newColor)
{
if("property.material.fogcolor" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (!landscape)
return;
landscape->SetFogColor(newColor);
}
if("property.landscape.texture.tilecolor0" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (!landscape)
return;
landscape->SetTileColor(LandscapeNode::TEXTURE_TILE0, newColor);
}
if("property.landscape.texture.tilecolor1" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (!landscape)
return;
landscape->SetTileColor(LandscapeNode::TEXTURE_TILE1, newColor);
}
if("property.landscape.texture.tilecolor2" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (!landscape)
return;
landscape->SetTileColor(LandscapeNode::TEXTURE_TILE2, newColor);
}
if("property.landscape.texture.tilecolor3" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (!landscape)
return;
landscape->SetTileColor(LandscapeNode::TEXTURE_TILE3, newColor);
}
PropertyListDelegate::OnColorPropertyChanged(forList, forKey, newColor);
}
示例3: SetupFog
void MaterialEditor::SetupFog(bool enabled, float32 dencity, const DAVA::Color &newColor)
{
for(int32 i = 0; i < (int32)materials.size(); ++i)
{
materials[i]->SetFog(enabled);
materials[i]->SetFogDensity(dencity);
materials[i]->SetFogColor(newColor);
}
if(workingScene)
{
EditorScene *editorScene = dynamic_cast<EditorScene *>(workingScene);
if(editorScene)
{
LandscapeNode *landscape = editorScene->GetLandscape(editorScene);
if (landscape)
{
landscape->SetFog(enabled);
landscape->SetFogDensity(dencity);
landscape->SetFogColor(newColor);
}
}
}
}