//--------------------------------------------------------------------------- #include #pragma hdrstop #include "Unit1.h" //--------------------------------------------------------------------------- #pragma package(smart_init) #pragma link "GLBaseClasses" #pragma link "GLCadencer" #pragma link "GLCoordinates" #pragma link "GLCrossPlatform" #pragma link "GLObjects" #pragma link "GLScene" #pragma link "GLTimeEventsMgr" #pragma link "GLWin32Viewer" #pragma resource "*.dfm" TForm1 *Form1; //--------------------------------------------------------------------------- __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { } //--------------------------------------------------------------------------- void __fastcall TForm1::Timer1Timer(TObject *Sender) { Caption = "Events" + Format(" Time: %.4f", ARRAYOFCONST ((GLCadencer1->CurrentTime))); GLSceneViewer1->ResetPerformanceMonitor(); } //--------------------------------------------------------------------------- void __fastcall TForm1::GLTimeEventsMGR1Events0Event(TTimeEvent *event) { Cube1->RollAngle = (float)event->ElapsedTime*180/3; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLTimeEventsMGR1Events1Event(TTimeEvent *event) { Cube2->RollAngle = (float)event->TickCount/499*180; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLTimeEventsMGR1Events2Event(TTimeEvent *event) { Cube3->RollAngle = 90; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLTimeEventsMGR1Events3Event(TTimeEvent *event) { Cube1->RollAngle = (float)event->TickCount/4*90; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLTimeEventsMGR1Events4Event(TTimeEvent *event) { Cube2->RollAngle = (float)event->TickCount/20*90; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLTimeEventsMGR1Events5Event(TTimeEvent *event) { Cube3->RollAngle = (float)event->TickCount/200*90; } //---------------------------------------------------------------------------