本文整理汇总了C++中loading::Listener::removeWallpaper方法的典型用法代码示例。如果您正苦于以下问题:C++ Listener::removeWallpaper方法的具体用法?C++ Listener::removeWallpaper怎么用?C++ Listener::removeWallpaper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loading::Listener
的用法示例。
在下文中一共展示了Listener::removeWallpaper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: changeToInteriorCell
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
Nif::NIFFile::CacheLock lock;
MWBase::Environment::get().getWorld ()->getFader ()->fadeOut(0.5);
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
Loading::ScopedLoad load(loadingListener);
mRendering.enableTerrain(false);
std::string loadingInteriorText = "#{sLoadingMessage2}";
loadingListener->setLabel(loadingInteriorText);
CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
bool loadcell = (mCurrentCell == NULL);
if(!loadcell)
loadcell = *mCurrentCell != *cell;
if(!loadcell)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
world->moveObject(world->getPlayerPtr(), position.pos[0], position.pos[1], position.pos[2]);
float x = Ogre::Radian(position.rot[0]).valueDegrees();
float y = Ogre::Radian(position.rot[1]).valueDegrees();
float z = Ogre::Radian(position.rot[2]).valueDegrees();
world->rotateObject(world->getPlayerPtr(), x, y, z);
world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr());
world->getFader()->fadeIn(0.5f);
return;
}
std::cout << "Changing to interior\n";
// remove active
CellStoreCollection::iterator active = mActiveCells.begin();
// count number of cells to unload
int numUnload = 0;
while (active!=mActiveCells.end())
{
++active;
++numUnload;
}
// unload
int current = 0;
active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
unloadCell (active++);
++current;
}
int refsToLoad = cell->count();
loadingListener->setProgressRange(refsToLoad);
// Load cell.
std::cout << "cellName: " << cell->getCell()->mName << std::endl;
//Loading Interior loading text
loadCell (cell, loadingListener);
mCurrentCell = cell;
// adjust fog
mRendering.configureFog(*mCurrentCell);
// adjust player
playerCellChange (mCurrentCell, position);
// Sky system
MWBase::Environment::get().getWorld()->adjustSky();
mCellChanged = true;
MWBase::Environment::get().getWorld ()->getFader ()->fadeIn(0.5);
loadingListener->removeWallpaper();
}
示例2: changeCell
//.........这里部分代码省略.........
continue;
}
}
++active;
++numUnload;
}
active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
if ((*active)->getCell()->isExterior())
{
if (std::abs (X-(*active)->getCell()->getGridX())<=1 &&
std::abs (Y-(*active)->getCell()->getGridY())<=1)
{
// keep cells within the new 3x3 grid
++active;
continue;
}
}
unloadCell (active++);
}
int refsToLoad = 0;
// get the number of refs to load
for (int x=X-1; x<=X+1; ++x)
for (int y=Y-1; y<=Y+1; ++y)
{
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert ((*iter)->getCell()->isExterior());
if (x==(*iter)->getCell()->getGridX() &&
y==(*iter)->getCell()->getGridY())
break;
++iter;
}
if (iter==mActiveCells.end())
refsToLoad += MWBase::Environment::get().getWorld()->getExterior(x, y)->count();
}
loadingListener->setProgressRange(refsToLoad);
// Load cells
for (int x=X-1; x<=X+1; ++x)
for (int y=Y-1; y<=Y+1; ++y)
{
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert ((*iter)->getCell()->isExterior());
if (x==(*iter)->getCell()->getGridX() &&
y==(*iter)->getCell()->getGridY())
break;
++iter;
}
if (iter==mActiveCells.end())
{
CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
loadCell (cell, loadingListener);
}
}
// find current cell
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert ((*iter)->getCell()->isExterior());
if (X==(*iter)->getCell()->getGridX() &&
Y==(*iter)->getCell()->getGridY())
break;
++iter;
}
assert (iter!=mActiveCells.end());
mCurrentCell = *iter;
// adjust player
playerCellChange (mCurrentCell, position, adjustPlayerPos);
// Sky system
MWBase::Environment::get().getWorld()->adjustSky();
mCellChanged = true;
loadingListener->removeWallpaper();
}