本文整理汇总了C++中Timer::Connect方法的典型用法代码示例。如果您正苦于以下问题:C++ Timer::Connect方法的具体用法?C++ Timer::Connect怎么用?C++ Timer::Connect使用的例子?那么恭喜您, 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Timer
的用法示例。
在下文中一共展示了Timer::Connect方法的1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: init
int init() {
// --- ezeket kell osszeszedni egy initwindowban
const int screenWidth = m_window.getRealWidth(), screenHeight = m_window.getRealHeight();
const int VSYNC_ENABLED = 1, FULL_SCREEN = 0;
this->render.Initialize(screenWidth, screenHeight, VSYNC_ENABLED, this->m_window.getHWnd(), FULL_SCREEN);
// init file loader
this->m_file_loader = new FileAssetFactory("./../assets/");
// --------------------------------------------------
// -- camera
CameraRef camera = new Camera;
//camera->SetPosition(0.0f, 0.0f, -10.0f);
//camera->SetLookTo(0, 0, -1);
// -- texture
TextureResRef texture = new TextureRes();
texture = this->Load<TextureRes>(new TextureFromBitmap("normap", "textures/Normap.jpg"));
// -- texture sampler
m_textureSampler = new TextureSampler();
m_textureSampler->Initialize(render);
// -- load shader
m_vertexShader = Load<ShaderRes>(new VertexShaderLoader("vShader", "shaders/vertex.hlsl", ""));
m_fragmentShader = Load<ShaderRes>(new PixelShaderLoader("pShader", "shaders/textured.hlsl", ""));
// -- load music
music = Load<MusicRes>(new MusicBassLoader("alpha_c_-_euh.ogg"));
// -- precalc
this->DoPrecalc();
// -- precalc utan egybol allitsuk be a synctrackert
// Setup syctracker
timer = new Timer();
timer->Initialize(music, music->Get()->GetLengthms(), 180, 8);
timer->Connect();
valTracker = new ValueTracker(timer);
// -- model
ModelRef model = new Model;
model->SetMaterial(new Material());
model->GetMaterial()->AddTexture(texture, "diffuse");
model = new Model(new Mesh());
model->SetName("cube");
model->GetMesh()->AddPointer("POSITION", GrafkitData::cubeVertexSize, GrafkitData::cubeVertices);
model->GetMesh()->AddPointer("TEXCOORD", GrafkitData::cubeTextureUVsSize, GrafkitData::cubeTextureUVs);
model->GetMesh()->AddPointer("NORMAL", GrafkitData::cubeVertexSize, GrafkitData::cubeNormals);
model->GetMesh()->SetIndices(GrafkitData::cubeVertexCount, GrafkitData::cubeIndicesCount, GrafkitData::cubeIndices);
model->GetMesh()->Build(render, m_vertexShader);
// -- setup scene
scene = new Scene();
this->cameraActor = new Actor(); cameraActor->AddEntity(camera);
this->modelActor = new Actor(); modelActor->AddEntity(model);
/*
Alap right-handed koordinatarendszer szerint osszerakunk egy keresztet
Ezeket adjuk hozza a belso kockahoz
*/
float3 cica[] = {
{ 1, 0, 0 }, /* Jobb */{ -1, 0, 0 }, /* Bal */
{ 0, 1, 0 }, /* fent */{ 0,-1, 0 }, /* lent */
{ 0, 0, -1 }, /* elol */{ 0, 0, 1 }, /* hatul */
};
char *names[] = { "r", "l", "u", "d", "f", "b" }; /*right, left, up, down, front, back*/
this->trk_rotate_root = valTracker->newFloat3Track("root", "r", "rpy");
// size_t i = 5;
for (size_t i = 0; i < 6; i++)
{
ActorRef actor = new Actor();
actor->AddEntity(model);
modelActor->AddChild(actor);
modelActors[i] = actor;
float3 v = cica[i];
v.x *= 3;
v.y *= 3;
v.z *= 3;
actor->Matrix().Translate(v);
this->trk_rotate[i] = valTracker->newFloat2Track("b", names[i], "rpy");
}
ActorRef rootActor = new Actor();
cameraActor->Matrix().Translate(0,0,-10);
rootActor->AddChild(cameraActor);
rootActor->AddChild(modelActor);
//.........这里部分代码省略.........