LobbyGUI::LobbyGUI(const Hikari::FlashDelegate& hovercraftChange, const Hikari::FlashDelegate& mapChange, const Hikari::FlashDelegate& onChat, const Hikari::FlashDelegate& onStart, const Hikari::FlashDelegate& onLeave, const Hikari::FlashDelegate& botsValue, const Hikari::FlashDelegate& playerMax) {
		//Show the background
		mBackground = new BasicOverlay("Background_LB", "background.swf", GUIManager::getSingletonPtr()->getResolutionWidth(), GUIManager::getSingletonPtr()->getResolutionHeight(), Hikari::Center, 1);
		mBackground->setExactFit(true);
		addOverlay("Background__LB", mBackground);
		
		//Lets make the buttons first, calculate their size
		int height = GUIManager::getSingletonPtr()->getResolutionHeight() / 5; //We want to fill the entire screen
		float scale = (height * 1.0f) / 320.0f;
		int width = (int) (445 * scale);
		
		//mPickCar = new MenuButton("Change\nHovercraft", "pickCarBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, -(3 * (height / 2))));
		//mSingleplayerButton->bind("press", Hikari::FlashDelegate(this, &MainMenu::onSingleplayer));;
		//mPickChar = new MenuButton("Change\nCharacter", "pickCharBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, -(height / 2)));
		mLeave = new MenuButton("Leave Lobby", "leaveBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, (2 * (height / 2))));
		mLeave->bind("press", onLeave);
		mStart = new MenuButton("Start", "startBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, (4 * (height / 2))));
		mStart->bind("press", onStart);

		//addOverlay("pickCarBtn", mPickCar);
		//addOverlay("pickCharBtn", mPickChar);
		addOverlay("leaveBtn", mLeave);

		int lobbyWidth = GUIManager::getSingletonPtr()->getResolutionWidth() - width; //The maximum width we have
		scale = (lobbyWidth * 1.0f) / 1500.0f;
		int lobbyHeight = (int) (scale * 1000);

		//Now show the lobby itself
		mLobbyOverlay = new LobbyOverlay(hovercraftChange, mapChange, onChat, botsValue, playerMax, "lobbyVisual", "lobby.swf", lobbyWidth, lobbyHeight, Hikari::BottomLeft);
		addOverlay("lobbyVisual", mLobbyOverlay);
	}
Beispiel #2
0
void MainMenuState::load()
{
	mBackground.setTexture(mResourceCollection.getTexture("Assets/Menu/Main Menu.png"));

	addOverlay(new MainMenu(MAIN_MENU, mResourceCollection, this));
	addOverlay(new MainMenuDebug(MAIN_MENU_DEBUG, mResourceCollection, this));
	addOverlay(new PlatformLevelSelectMenu(PLATFORM_SELECT, mResourceCollection, this));
	addOverlay(new PuzzleSelectMenu(PUZZLE_SELECT, mResourceCollection, this));

	mMusic.openFromFile("Assets/Sound/MainMenuMusic.ogg");
	mMusic.setLoop(false);
}
void OverlayText::convert(EisImage *image) {
	if (ui->overlayCheckBox->isChecked()) {
		emit progress(50);
		addOverlay(image->getImage(), ui->Text->text());
	}
	emit progress(100);
}
Beispiel #4
0
int FWScript::o2_loadMask22() {
	byte param = getNextByte();

	debugC(5, kCineDebugScript, "Line: %d: addOverlay22(%d)", _line, param);
	addOverlay(param, 22);
	return 0;
}
Beispiel #5
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void CellItem::updatePixmap()
{
    QList<QGraphicsItem*> children = childItems();
    qDeleteAll(children);

    QList<QString> spriteKeys = s_stateNames[m_state];
    setSpriteKey(spriteKeys[0]);
    for(int i=1; i<spriteKeys.count(); i++)
        addOverlay(spriteKeys[i]);
    if(m_state == KMinesState::Revealed)
    {
        if(m_digit != 0)
            addOverlay(s_digitNames[m_digit]);
        else if(m_hasMine)
        {
            if(m_exploded)
                addOverlay(QStringLiteral( "explosion" ));
            addOverlay(QStringLiteral( "mine" ));
        }
    }
}
Beispiel #6
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void PlatformState::load()
{
	mWorld = new BoxWorld(b2Vec2(0, 10));
	
	mLevel = new LevelManager(mLevelName, &mResourceCollection);
	mLevel->genCollision(mWorld, mLightSolver);
	
	mStats = new StatManager;

	addOverlay(new DialogueOverlay(DIALOGUE, mResourceCollection, *mWorld, *this));

	reset();
	mLevel->getSoundLayer(mMusicVector, mResourceCollection);
	mLevel->getAnimationLayer(mAnimations, mResourceCollection);

	/*Level 'theme' music*/
	mFirstSong = new sf::Music;
	mFirstSong->openFromFile("Assets/Sound/" + mLevelName + ".ogg");
	mFirstSong->setLoop(false);
	mFirstSong->setVolume(100);

	/*Ambience sound*/
	mAmbience = new sf::Music;
	mAmbience->openFromFile("Assets/Sound/" + mLevelName + "_ambience.ogg");
	mAmbience->setLoop(false);

	addOverlay(new DeathOverlay(DEATH_SCREEN, mResourceCollection, *this));
	addOverlay(new HUDOverlay(HUD, *mStats, mResourceCollection));
	addOverlay(new PauseMenu(PAUSE, mResourceCollection, this));
	addOverlay(new LevelFadeIn(FADE_IN));
	addOverlay(new LevelFadeOut(FADE_OUT));
}
void DigikamImageView::addRejectionOverlay(ImageDelegate* delegate)
{
#ifdef HAVE_KFACE
    FaceRejectionOverlay* const rejectionOverlay = new FaceRejectionOverlay(this);

    connect(rejectionOverlay, SIGNAL(rejectFaces(QList<QModelIndex>)),
            this, SLOT(removeFaces(QList<QModelIndex>)));

    addOverlay(rejectionOverlay, delegate);
#else
    Q_UNUSED(delegate);
#endif /* HAVE_KFACE */
}
Beispiel #8
0
void setupObject(byte objIdx, uint16 param1, uint16 param2, uint16 param3, uint16 param4) {
	g_cine->_objectTable[objIdx].x = param1;
	g_cine->_objectTable[objIdx].y = param2;
	g_cine->_objectTable[objIdx].mask = param3;
	g_cine->_objectTable[objIdx].frame = param4;

	if (g_cine->getGameType() == Cine::GType_OS) {
		resetGfxEntityEntry(objIdx);
	} else { // Future Wars
		if (removeOverlay(objIdx, 0)) {
			addOverlay(objIdx, 0);
		}
	}
}
void DigikamImageView::addAssignNameOverlay(ImageDelegate* delegate)
{
#ifdef HAVE_KFACE
    AssignNameOverlay* const nameOverlay = new AssignNameOverlay(this);
    addOverlay(nameOverlay, delegate);

    connect(nameOverlay, SIGNAL(confirmFaces(QList<QModelIndex>,int)),
            this, SLOT(confirmFaces(QList<QModelIndex>,int)));

    connect(nameOverlay, SIGNAL(removeFaces(QList<QModelIndex>)),
            this, SLOT(removeFaces(QList<QModelIndex>)));
#else
    Q_UNUSED(delegate);
#endif /* HAVE_KFACE */
}
Beispiel #10
0
//-------------------------------------------------------------------------------------
//Main function for the setup runs all different setup sequences
bool OGREBase::setup(void)
{
	createRoot();
	loadConfig();
	addOverlay();
	if (!generateRenderWindow()) return false;
	createSceneBase();
	createScene();
	createCamera();
	createViewports();
	startOIS();
	initSDKTray();
	finalTouch();

	return true;
}
Beispiel #11
0
void modifyObjectParam(byte objIdx, byte paramIdx, int16 newValue) {
	// Operation Stealth checks object index range, Future Wars doesn't.
	if (g_cine->getGameType() == Cine::GType_OS && objIdx >= NUM_MAX_OBJECT)
		return;

	switch (paramIdx) {
	case 1:
		g_cine->_objectTable[objIdx].x = newValue;
		break;
	case 2:
		g_cine->_objectTable[objIdx].y = newValue;
		break;
	case 3:
		g_cine->_objectTable[objIdx].mask = newValue;

		if (g_cine->getGameType() == Cine::GType_OS) { // Operation Stealth specific
			resetGfxEntityEntry(objIdx);
		} else { // Future Wars specific
			if (removeOverlay(objIdx, 0)) {
				addOverlay(objIdx, 0);
			}
		}
		break;
	case 4:
		g_cine->_objectTable[objIdx].frame = newValue;
		break;
	case 5:
		// TODO: Test if this really breaks the newspaper machine on the airport in Operation Stealth.
		if (g_cine->getGameType() == Cine::GType_FW && newValue == -1) {
			g_cine->_objectTable[objIdx].costume = g_cine->_globalVars[0];
		} else {
			g_cine->_objectTable[objIdx].costume = newValue;
		}
		break;
	case 6:
		g_cine->_objectTable[objIdx].part = newValue;
		break;
	}
}
Beispiel #12
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void CButton::addTextOverlay( const std::string &Text, EFonts font, SDL_Color color)
{
	OBJ_CONSTRUCTION_CAPTURING_ALL;
	addOverlay(new CLabel(pos.w/2, pos.h/2, font, CENTER, color, Text));
	update();
}
Beispiel #13
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void ShowfotoThumbnailBar::installOverlays()
{
    addOverlay(new ShowfotoCoordinatesOverlay(this));
}