MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); // Maximize the window showMaximized(); //Show welcome message ui->statusBar->showMessage("Bienvenue sur BOMBERMAN.", 15000); // Linking buttons to action triggered connect(ui->actionDemarrerPartieSolo,SIGNAL(triggered()),this,SLOT(BeginPartySolo())); connect(ui->actionDemarrerPartieMulti,SIGNAL(triggered()),this,SLOT(BeginPartyMulti())); connect(ui->actionChargerPartieSolo,SIGNAL(triggered()),this,SLOT(LoadPartySolo())); connect(ui->actionChargerPartieMulti,SIGNAL(triggered()),this,SLOT(LoadPartyMulti())); connect(ui->actionSauvegarderPartieSolo,SIGNAL(triggered()),this,SLOT(SavePartySolo())); connect(ui->actionQuitter,SIGNAL(triggered()),this,SLOT(Quit())); connect(ui->actionCommandes_de_jeu,SIGNAL(triggered()),this,SLOT(GameControls())); connect(ui->actionAffichage,SIGNAL(triggered()),this,SLOT(DisplaySetting())); connect(ui->actionAudio,SIGNAL(triggered()),this,SLOT(AudioSetting())); connect(ui->actionAide,SIGNAL(triggered()),this,SLOT(Help())); connect(ui->actionA_propos,SIGNAL(triggered()),this,SLOT(Credits())); connect(ui->actionAffichageStatistics,SIGNAL(triggered()),this,SLOT(Statistics())); }
void InputController::HandleInput(const float frameTime) { // Populate the key state from the game system. IDiceInvaders::KeyStatus keystate; Game::GetInstance().GetSystem().getKeyStatus(keystate); bool gameOver = GameState::GetInstance().IsGameOver(); // We want to process game controls if it's still running ... if ( !gameOver ) { GameControls(keystate, frameTime); } // ... otherwise we listen for space bar to exit the game. else { GameOverScreen(keystate); } }