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C++ RenderWindow::removeAllViewports方法代码示例

本文整理汇总了C++中ogre::RenderWindow::removeAllViewports方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderWindow::removeAllViewports方法的具体用法?C++ RenderWindow::removeAllViewports怎么用?C++ RenderWindow::removeAllViewports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ogre::RenderWindow的用法示例。


在下文中一共展示了RenderWindow::removeAllViewports方法的6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: destroy

	void BaseManager::destroy()
	{
		destroyScene();

		destroyPointerManager();

		destroyInput();

		destroyGui();

		// очищаем сцену
		if (mSceneManager)
		{
			mSceneManager->clearScene();
			mSceneManager->destroyAllCameras();
			mSceneManager = nullptr;
			mCamera = nullptr;
		}

		if (mWindow)
		{
			mWindow->destroy();
			mWindow = nullptr;
		}

		if (mRoot)
		{
			Ogre::RenderWindow* window = mRoot->getAutoCreatedWindow();
			if (window)
				window->removeAllViewports();
			delete mRoot;
			mRoot = nullptr;
		}

	}
开发者ID:2asoft,项目名称:MMO-Framework,代码行数:35,代码来源:BaseManager.cpp

示例2: destroyBasisManager

void BasisManager::destroyBasisManager() // очищаем все параметры каркаса приложения
{

	destroyGui();

	// очищаем сцену
	if (mSceneMgr) {
		mSceneMgr->clearScene();
		mSceneMgr->destroyAllCameras();
		mSceneMgr = 0;
	}

	destroyInput(); // удаляем ввод

	if (mWindow) {
		mWindow->destroy();
		mWindow = 0;
	}

	if (mRoot) {
		Ogre::RenderWindow * mWindow = mRoot->getAutoCreatedWindow();
		if (mWindow) mWindow->removeAllViewports();
		delete mRoot;
		mRoot = 0;
	}

}
开发者ID:MyGUI,项目名称:mygui-historical,代码行数:27,代码来源:BasisManager.cpp

示例3: destroyBasisManager

void BasisManager::destroyBasisManager() // очищаем все параметры каркаса приложения
{

	// раскручиваем все стейты
	while ( ! mStates.empty()) {
		mStates.back()->exit();
		mStates.pop_back();
	}

	if (mGUI) {
		mGUI->shutdown();
		delete mGUI;
		mGUI = nullptr;
	}

	// очищаем сцену
	if (mSceneMgr) {
		mSceneMgr->clearScene();
		mSceneMgr->destroyAllCameras();
		mSceneMgr = 0;
	}

	// удаляем ввод
	if (mInput) {
		mInput->destroyInput();
		delete mInput;
		mInput = 0;
	}

	if (mWindow) {
		mWindow->destroy();
		mWindow = 0;
	}

	if (mRoot) {
		Ogre::RenderWindow * mWindow = mRoot->getAutoCreatedWindow();
		if (mWindow) mWindow->removeAllViewports();
		delete mRoot;
		mRoot = 0;
	}

}
开发者ID:venkatarajasekhar,项目名称:viper,代码行数:42,代码来源:BasisManager.cpp

示例4: _SetActive

void BaseScene::_SetActive()
{
	Ogre::RenderWindow* win = GameApplication::GetSingletonPtr()->GetWindow();
	win->removeAllViewports();
	mViewport = win->addViewport(mCamera);
	mViewport->setBackgroundColour(m_BackgroundColor);
	mCamera->setAspectRatio((float)mViewport->getActualWidth() / (float)mViewport->getActualHeight());

	mKeyboard->setEventCallback(this);
	mMouse->setEventCallback(this);
	mRoot->addFrameListener(this);

	if(!m_bSceneCreated)
	{
		CreateScene();
		m_bSceneCreated = true;
	}

	SetActive();
}
开发者ID:woyaofacai,项目名称:FairyFightFiend,代码行数:20,代码来源:GameScene.cpp

示例5: shutdown

	void BaseManager::shutdown()
	{
		mPreLuaScript.clear();
		mPreLuaLocation.clear();
		mPreLoad.clear();

		destroyScene();

		destroyPointerManager();

		destroyInput();

		destroyGui();

		mSceneManager->destroyQuery( mSceneQuery );
		mSceneQuery = nullptr;

		destroySceneManager();

		//清除内部帧监听器
		//必须在destroyScene等后面被施放
		delete mInputFilter;
		mInputFilter = nullptr;

		if (mRoot)
		{
			Ogre::RenderWindow* window = mRoot->getAutoCreatedWindow();
			if (window)
				window->removeAllViewports();
			OGRE_DELETE mRoot;
			mRoot = nullptr;
		}

		if( mCoutSource ){
			//删除mCoutSource,不要过早删除它。
			delete mCoutSource;
			mCoutSource = nullptr;
		}
	}
开发者ID:JohnCrash,项目名称:iRobot,代码行数:39,代码来源:BaseManager.cpp

示例6: WinMain


//.........这里部分代码省略.........
			// This is often use to change the general feeling of a whole scene.
			Ogre::ColourValue lAmbientColour(0.1f, 0.7f, 0.3f, 0.3f);
			lFirstPass->setAmbient(lAmbientColour);

			// specular colour, is the colour of the 'little light reflection'
			// that you can see on some object. For example, my bald head skin
			// reflect the sun. This make a 'round of specular lighting'.
			// Set this to black if you don't want to see it.
			Ogre::ColourValue lSpecularColour(0.2f, 1.0f, 0.6f, 0.6f);
			lFirstPass->setSpecular(lSpecularColour);

			// Shininess is the 'inverse of specular color splattering' coefficient.
			// If this is big (e.g : 64) you get a very tiny dot with a quite strong color (on round surface).
			// If this is 0, you get a simple color layer (the dot has become very wide).
			Ogre::Real lShininess = 34.0f;
			lFirstPass->setShininess(lShininess);
		}

	//end material tests

	//System Creator
	std::string systemDefinition[10] = {"15000,0,0,false,false,false,700000,0", "300,0,0,false,false,barren,2500,1",
		"300,x,y,false,co2,barren,6000,2", "300,x,y,h2o,n2/o2,gaia,6300,3", "300,x,y,false,co2,mars,3400,4",
		"300,x,y,false,h2/he,gasgiant,71000,5", "300,x,y,false,h2/he,gasgiant,60000,6", "300,x,y,false,h2/he,gasgiant,25001,7",
		"300,x,y,false,h2/he,gasgiant,25000,8", "300,x,y,false,n-ice,ice,1100,9"};

	StarSystem sol = StarSystem::StarSystem(sceneMgr, systemDefinition);

	//Star Creator
	/*
	{
	int x = 0;
	int y = 0;
	int kelvin = 15000;
	CelestialBody newstar = CelestialBody::CelestialBody(kelvin, 100, systemNode, sceneMgr, x, y);
	}

	// Spectrum testing and multi star generation.
	
	int time = 200;
	int x = -500;
	int y = 500;

	for ( int count = 1; count <= time; count++){
	
		int kelvin = count * (40000/time);
		Star newstar = Star::Star(kelvin, 100, systemNode, sceneMgr, x, y);
		x += 20;

		if (count % 10 == 0) {
			y -= 20;
			x = -500;
		}
	}
	*/

	// I move the SceneNode back 15 so that it is visible to the camera.
	float PositionOffset = 0.0;
	float distance = -2000.0;

	systemNode->translate(0, PositionOffset, distance);
	
	camera->lookAt(Ogre::Vector3(0,0,distance));

	while (sim->getCurrentState() != SHUTDOWN) {
		
		sol.rotateOrbits();
		
		handler->capture();

		ogre->renderOneFrame();

		// run the message pump (uncomment for Eihort)
		Ogre::WindowEventUtilities::messagePump();
	}

	{
		window->removeAllViewports();
	}
	{
		sceneMgr->destroyAllCameras();
		sceneMgr->destroyAllManualObjects();
		sceneMgr->destroyAllEntities();
		sceneMgr->destroyAllLights();
		systemNode->removeAndDestroyAllChildren();
	}

	{
		Ogre::ResourceGroupManager& lRgMgr = Ogre::ResourceGroupManager::getSingleton();
		lRgMgr.destroyResourceGroup(lNameOfResourceGroup);
	}

	// clean up after ourselves
	delete pDlg;
	delete handler;
	delete sim;
	delete ogre;

	return 0;
}
开发者ID:Elilasol,项目名称:Client,代码行数:101,代码来源:main.cpp


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