本文整理汇总了C++中WorldState::setSize方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldState::setSize方法的具体用法?C++ WorldState::setSize怎么用?C++ WorldState::setSize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WorldState
的用法示例。
在下文中一共展示了WorldState::setSize方法的2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:
Program4()
{
getWindowContext();
WorldState state;
render.init(state);
previousPos = glm::vec2(0);
buttonDown[0]=false;
buttonDown[1]=false;
buttonDown[2]=false;
render.reshape(RESOLUTION, RESOLUTION);
state.setSize(RESOLUTION, RESOLUTION);
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();
}
}
示例2: handleEvents
void handleEvents(WorldState & state, RenderEngine & render)
{
bool shiftDown = sf::Keyboard::isKeyPressed(sf::Keyboard::LShift) ||sf::Keyboard::isKeyPressed(sf::Keyboard::RShift);
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::MouseButtonPressed)
{
previousPos = glm::vec2(Event.mouseButton.x, Event.mouseButton.y);
if(Event.mouseButton.button == sf::Mouse::Left && !shiftDown)
buttonDown[0] = 1;
if(Event.mouseButton.button == sf::Mouse::Right)
buttonDown[1] = true;
if(Event.mouseButton.button == sf::Mouse::Middle)
buttonDown[2] = true;
if(Event.mouseButton.button == sf::Mouse::Left && shiftDown)
buttonDown[2] = true;
}
if (Event.type == sf::Event::MouseButtonReleased)
{
if(Event.mouseButton.button == sf::Mouse::Left && !shiftDown)
buttonDown[0] = false;
if(Event.mouseButton.button == sf::Mouse::Right)
buttonDown[1] = false;
if(Event.mouseButton.button == sf::Mouse::Middle)
buttonDown[2] = false;
if(Event.mouseButton.button == sf::Mouse::Left && shiftDown)
buttonDown[2] = false;
lastUpdate = timer.getElapsedTime().asSeconds();
}
if (Event.type == sf::Event::Resized) {
render.reshape( Event.size.width, Event.size.height );
state.setSize( Event.size.width, Event.size.height );
}
}
lastUpdate = timer.getElapsedTime().asSeconds();
bool needsUpdate = lastUpdate > TIME_BETWEEN_UPDATES;
if (needsUpdate)
{
glm::ivec2 newPos = glm::ivec2(sf::Mouse::getPosition(*App).x, sf::Mouse::getPosition(*App).y);
if(buttonDown[0])
state.updateRotate(previousPos, newPos);
if(buttonDown[1])
state.updateXYTranslate(previousPos, newPos);
if(buttonDown[2])
state.updateZTranslate(previousPos, newPos);
lastUpdate = timer.restart().asSeconds();
previousPos = newPos;
}
}