本文整理汇总了C++中WorldState::toggleModelRotate方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldState::toggleModelRotate方法的具体用法?C++ WorldState::toggleModelRotate怎么用?C++ WorldState::toggleModelRotate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::toggleModelRotate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: 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);
}
}
示例2: 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();
}
}