/*! Отображает в окне выбраный список рекордов */ void stats::show_records() { QString statistics; //Процент побед QString records; //Рекорды if(ui.rb_noob->isChecked()) {//выбран нуб - тип = 0 statistics = QString().setNum(proc_wins[0]); records = showStat(0); } else if(ui.rb_lover->isChecked()) {//выбран любитель - тип = 1 statistics = QString().setNum(proc_wins[1]); records = showStat(1); } else if(ui.rb_proff->isChecked()) {//выбран профи - тип = 2 statistics = QString().setNum(proc_wins[2]); records = showStat(2); } else {// выбран особый режим - тип 3 statistics = QString().setNum(proc_wins[3]); records = showStat(3); } //Отображение инфомрации ui.lbl_stats->setText("Процент побед: " + statistics + "%"); ui.lbl_record->setText(records); }
// 处理输入槽 void WdgGuess::processInput(const QString &text) { int i; Q_UNUSED(text); // 未使用的参数,避免产生编译警告 QLineEdit *edit = (QLineEdit *)sender(); // 得到信号的发送者 if (!edit) return; // 查找信号的发送者是哪一个编辑框 for (i = 0; i < nrNum && edit == editNum[times][i]; i++) {} if (i == nrNum) return; // 未找到,返回 // 查找本行内有没有未输入的编辑框 for (i = 0; i < nrNum && !editNum[times][i]->text().isEmpty(); i++) {} if (i == nrNum) { // 没有未输入的编辑框,说明本次尝试已结束 endThisTime(); // 结束本次尝试 if (showStat()) { // 显示统计结果,如果成功 victory(); // 成功 return; } times++; // 尝试次数增加 if (times == nrTimes) { // 如果尝试次数达到限定次数,说明失败 failed(); // 失败 return; } else { beginThisTime(); // 开始本次尝试(尝试次数已增加) } } else { // 还有未输入的编辑框 editNum[times][i]->setFocus(); // 将焦点放在未输入的编辑框上 } }
int main(int argc, char **argv) { sqlite3 *db; int rc; const char *zTab; const char *zCmd; if( argc<2 ) usage(argv[0]); rc = sqlite3_open(argv[1], &db); if( rc ) { fprintf(stderr, "Cannot open %s\n", argv[1]); exit(1); } if( argc==2 ) { sqlite3_stmt *pStmt; int cnt = 0; pStmt = prepare(db, "SELECT b.sql" " FROM sqlite_master a, sqlite_master b" " WHERE a.name GLOB '*_segdir'" " AND b.name=substr(a.name,1,length(a.name)-7)" " ORDER BY 1"); while( sqlite3_step(pStmt)==SQLITE_ROW ) { cnt++; printf("%s;\n", sqlite3_column_text(pStmt, 0)); } sqlite3_finalize(pStmt); if( cnt==0 ) { printf("/* No FTS3/4 tables found in database %s */\n", argv[1]); } return 0; } if( argc<4 ) usage(argv[0]); zTab = argv[2]; zCmd = argv[3]; nExtra = argc-4; azExtra = argv+4; if( strcmp(zCmd,"big-segments")==0 ) { listBigSegments(db, zTab); } else if( strcmp(zCmd,"doclist")==0 ) { if( argc<7 ) usage(argv[0]); showDoclist(db, zTab); } else if( strcmp(zCmd,"schema")==0 ) { showSchema(db, zTab); } else if( strcmp(zCmd,"segdir")==0 ) { showSegdirMap(db, zTab); } else if( strcmp(zCmd,"segment")==0 ) { if( argc<5 ) usage(argv[0]); showSegment(db, zTab); } else if( strcmp(zCmd,"segment-stats")==0 ) { showSegmentStats(db, zTab); } else if( strcmp(zCmd,"stat")==0 ) { showStat(db, zTab); } else if( strcmp(zCmd,"vocabulary")==0 ) { showVocabulary(db, zTab); } else { usage(argv[0]); } return 0; }
void MainWindow::createActions() { openAct = new QAction("&Open", this); connect(openAct, SIGNAL(triggered()), this, SLOT(openImageFile())); exitAct = new QAction("E&xit", this); connect(exitAct, SIGNAL(triggered()), this, SLOT(close())); aboutAct = new QAction("&About", this); connect(aboutAct, SIGNAL(triggered()), this, SLOT(about())); statAct = new QAction("&Stat", this); connect(statAct, SIGNAL(triggered()), this, SLOT(showStat())); }
void MainWindow::createActions() { openAct = new QAction("&Open", this); connect(openAct, SIGNAL(triggered()), this, SLOT(openAndReadFile())); exitAct = new QAction("E&xit", this); connect(exitAct, SIGNAL(triggered()), this, SLOT(close())); aboutAct = new QAction("&About", this); connect(aboutAct, SIGNAL(triggered()), this, SLOT(about())); statAct = new QAction("&Stat", this); connect(statAct, SIGNAL(triggered()), this, SLOT(showStat())); resetAct = new QAction("&Reset position", this); resetAct->setStatusTip("Reset the position"); connect(resetAct, SIGNAL(triggered()), this, SLOT(reset())); reseteffectAct = new QAction("&Reset", this); reseteffectAct->setStatusTip("Reset all material"); connect(reseteffectAct, SIGNAL(triggered()), this, SLOT(reseteffect())); //ANIMATION----------------------------------------------------- animationShownAct = new QAction("&Shown", this); animationShownAct->setStatusTip("Show animation"); animationShownAct->setCheckable(true); connect(animationShownAct, SIGNAL(triggered()), this, SLOT(showAnimation())); animationHiddenAct = new QAction("&Hidden", this); animationHiddenAct->setStatusTip("Hide animation"); animationHiddenAct->setCheckable(true); connect(animationHiddenAct, SIGNAL(triggered()), this, SLOT(hideAnimation())); animationGroup = new QActionGroup(this); animationGroup->addAction(animationShownAct); animationGroup->addAction(animationHiddenAct); animationHiddenAct->setChecked(true); //COLOR----------------------------------------------------- color0Act = new QAction("&No light",this); color0Act->setStatusTip("No light"); color0Act->setCheckable(true); connect(color0Act, SIGNAL(triggered()), this, SLOT(color0())); color1Act = new QAction("&Red",this); color1Act->setStatusTip("Red"); color1Act->setCheckable(true); connect(color1Act, SIGNAL(triggered()), this, SLOT(color1())); color2Act = new QAction("&Green",this); color2Act->setStatusTip("Green"); color2Act->setCheckable(true); connect(color2Act, SIGNAL(triggered()), this, SLOT(color2())); color3Act = new QAction("&Blue",this); color3Act->setStatusTip("Blue"); color3Act->setCheckable(true); connect(color3Act, SIGNAL(triggered()), this, SLOT(color3())); color10Act = new QAction("&White",this); color10Act->setStatusTip("White"); color10Act->setCheckable(true); connect(color10Act, SIGNAL(triggered()), this, SLOT(color10())); colorGroup = new QActionGroup(this); colorGroup->addAction(color0Act); colorGroup->addAction(color1Act); colorGroup->addAction(color2Act); colorGroup->addAction(color3Act); colorGroup->addAction(color10Act); color10Act->setChecked(true); //EFFECT----------------------------------------------------- effect0Act = new QAction("&No effect",this); effect0Act->setStatusTip("No effect"); effect0Act->setCheckable(true); connect(effect0Act, SIGNAL(triggered()), this, SLOT(effect0())); effect1Act = new QAction("&Ambient",this); effect1Act->setStatusTip("Ambient"); effect1Act->setCheckable(true); connect(effect1Act, SIGNAL(triggered()), this, SLOT(effect1())); effect2Act = new QAction("&Diffuse",this); effect2Act->setStatusTip("Diffuse"); effect2Act->setCheckable(true); connect(effect2Act, SIGNAL(triggered()), this, SLOT(effect2())); effect10Act = new QAction("&All",this); effect10Act->setStatusTip("All effect"); effect10Act->setCheckable(true); connect(effect10Act, SIGNAL(triggered()), this, SLOT(effect10())); effectGroup = new QActionGroup(this); effectGroup->addAction(effect0Act); effectGroup->addAction(effect1Act); effectGroup->addAction(effect2Act); effectGroup->addAction(effect10Act); effect10Act->setChecked(true); //AMBIENT----------------------------------------------------- ambient0Act = new QAction("&No Ambient",this); ambient0Act->setStatusTip("No Ambient"); ambient0Act->setCheckable(true); connect(ambient0Act, SIGNAL(triggered()), this, SLOT(ambient0())); ambient1Act = new QAction("&Ambient",this); ambient1Act->setStatusTip("Ambient"); ambient1Act->setCheckable(true); connect(ambient1Act, SIGNAL(triggered()), this, SLOT(ambient1())); ambient2Act = new QAction("&Ambient Color",this); ambient2Act->setStatusTip("Ambient Color"); ambient2Act->setCheckable(true); connect(ambient2Act, SIGNAL(triggered()), this, SLOT(ambient2())); ambientGroup = new QActionGroup(this); ambientGroup->addAction(ambient0Act); ambientGroup->addAction(ambient1Act); ambientGroup->addAction(ambient2Act); ambient0Act->setChecked(true); //DIFFUSE----------------------------------------------------- diffuse0Act = new QAction("&No Diffuse",this); diffuse0Act->setStatusTip("No Diffuse"); diffuse0Act->setCheckable(true); connect(diffuse0Act, SIGNAL(triggered()), this, SLOT(diffuse0())); diffuse1Act = new QAction("&Diffuse",this); diffuse1Act->setStatusTip("Diffuse"); diffuse1Act->setCheckable(true); connect(diffuse1Act, SIGNAL(triggered()), this, SLOT(diffuse1())); diffuseGroup = new QActionGroup(this); diffuseGroup->addAction(diffuse0Act); diffuseGroup->addAction(diffuse1Act); diffuse0Act->setChecked(true); //SPECULAR----------------------------------------------------- specular0Act = new QAction("&No Specular",this); specular0Act->setStatusTip("No Specular"); specular0Act->setCheckable(true); connect(specular0Act, SIGNAL(triggered()), this, SLOT(specular0())); specular1Act = new QAction("&Specular",this); specular1Act->setStatusTip("Specular"); specular1Act->setCheckable(true); connect(specular1Act, SIGNAL(triggered()), this, SLOT(specular1())); specularGroup = new QActionGroup(this); specularGroup->addAction(specular0Act); specularGroup->addAction(specular1Act); specular0Act->setChecked(true); //SPECULAR----------------------------------------------------- shininess0Act = new QAction("&No Shininess",this); shininess0Act->setStatusTip("No Shininess"); shininess0Act->setCheckable(true); connect(shininess0Act, SIGNAL(triggered()), this, SLOT(shininess0())); shininess1Act = new QAction("&Low Shininess",this); shininess1Act->setStatusTip("Low Shininess"); shininess1Act->setCheckable(true); connect(shininess1Act, SIGNAL(triggered()), this, SLOT(shininess1())); shininess2Act = new QAction("&High Shininess",this); shininess2Act->setStatusTip("High Shininess"); shininess2Act->setCheckable(true); connect(shininess2Act, SIGNAL(triggered()), this, SLOT(shininess2())); shininessGroup = new QActionGroup(this); shininessGroup->addAction(shininess0Act); shininessGroup->addAction(shininess1Act); shininessGroup->addAction(shininess2Act); shininess0Act->setChecked(true); //EMISSION----------------------------------------------------- emission0Act = new QAction("&No Emission",this); emission0Act->setStatusTip("No Emission"); emission0Act->setCheckable(true); connect(emission0Act, SIGNAL(triggered()), this, SLOT(emission0())); emission1Act = new QAction("&Emission",this); emission1Act->setStatusTip("eEmission"); emission1Act->setCheckable(true); connect(emission1Act, SIGNAL(triggered()), this, SLOT(emission1())); emissionGroup = new QActionGroup(this); emissionGroup->addAction(emission0Act); emissionGroup->addAction(emission1Act); emission0Act->setChecked(true); //SHADING------------------------------------------------- shading0Act = new QAction("&No shading", this); shading0Act->setStatusTip("No shading"); shading0Act->setCheckable(true); connect(shading0Act, SIGNAL(triggered()), this, SLOT(shading0())); shading1Act = new QAction("&Flat shading", this); shading1Act->setStatusTip("Flat shading"); shading1Act->setCheckable(true); connect(shading1Act, SIGNAL(triggered()), this, SLOT(shading1())); shading2Act = new QAction("&Smooth shading", this); shading2Act->setStatusTip("Smooth shading"); shading2Act->setCheckable(true); connect(shading2Act, SIGNAL(triggered()), this, SLOT(shading2())); shadingGroup = new QActionGroup(this); shadingGroup->addAction(shading0Act); shadingGroup->addAction(shading1Act); shadingGroup->addAction(shading2Act); shading0Act->setChecked(true); //NORMAL---------------------------------------------------- normal0Act = new QAction("&No normal",this); normal0Act->setStatusTip("No normal"); normal0Act->setCheckable(true); connect(normal0Act, SIGNAL(triggered()), this, SLOT(normal0())); normal1Act = new QAction("&normal",this); normal1Act->setStatusTip("Has normal"); normal1Act->setCheckable(true); connect(normal1Act, SIGNAL(triggered()), this, SLOT(normal1())); normalGroup = new QActionGroup(this); normalGroup->addAction(normal0Act); normalGroup->addAction(normal1Act); normal0Act->setChecked(true); }
~Engine() { clean(); showStat(); }
void checkFight(Room room, Personaggio *eroe){ switch (room.enemy) { case 1: printf("\nIn questa stanza e' presente la Cusimano "); if (flagCusy == 1){ printf("che non ha buone intenzioni.\n\n"); Personaggio Cusimano; Cusimano.nome = "La Cusimano"; generaStat(&Cusimano); Cusimano.vita = 100; startFIght(&Cusimano, *eroe); flagCusy = 0; } else{ printf("che e' in fin di vita,\n e ti lascia proseguire\n\n"); } break; case 2: if (flagFazio == 1){ printf("\nIn questa stanza e' presente il Prof. Fazio che ti Regala 50HP!\n"); flagFazio = 0; eroe->vita += 50; showStat(*eroe); getchar(); } break; case 3: if (flagVincent == 1){ char ans; int luck; printf("\nIn questa stanza e' presente la Stagliano' che ti chiede di seguirla nel suo ufficio\n" "...per parlare...\n" "Vuoi seguirla? (S/N)"); scanf("%c", &ans); if (ans == 'S' || ans == 's'){ luck = rand() % 2; switch (luck) { case 0: system(clear); getchar(); printf("..."); getchar(); printf("\nSi sentono dei gemiti..."); getchar(); printf("\nVai via soddisfatto e con 50 HP in piu'!"); eroe->vita += 50; getchar(); break; case 1: system(clear); printf("La Stagliano' chiude la porta a chiave..."); getchar(); printf("\n..."); getchar(); printf("\nOh no! La Stagliano' in realta' e' Vincent! E adesso siete soli, chiusi nel suo ufficio!"); getchar(); printf("\nVai via con 25 HP in meno ed uno strano dolore al fondoschiena!"); eroe->vita -= 25; getchar(); break; default: break; } } } fflush(stdin); system(clear); flagVincent = 0; break; //case 3 default: break; } // Switch principale } //Chiusura funzione