Ejemplo n.º 1
0
void KlondikeView::_LoadBitmaps()
{
	BString suits[] = {
		"spade",
		"heart",
		"club",
		"diamond"
	};

	// load images
	BString filename;
	for (short i = 0; i < CARDS_IN_SUIT; i++) {
		for (short j = 0; j < 4; j++) {
			filename = "";
			filename << "Artwork/" << i + 1 << "_" << suits[j] << ".png";
			fCards[j * CARDS_IN_SUIT + i]
				= BTranslationUtils::GetBitmap('rGFX', filename);
		}
	}
	fBack[0] = BTranslationUtils::GetBitmap('rGFX', "Artwork/back.png");
	fEmpty = BTranslationUtils::GetBitmap('rGFX', "Artwork/empty.png");

	// load audio
	fResources = be_app->AppResources();
	fShuffle = _LoadSound("Artwork/shuffle.wav");
	fFanfare = _LoadSound("Artwork/fanfare.wav");
	
	// cache multiple backs in a row
	for (short i = 1; i < CACHED_BACKS; i++) {
		fBack[i] = new BBitmap(BRect(0, 0, CARD_WIDTH - 1,
			CARD_HEIGHT + i * 18), fBack[0]->ColorSpace(), true);
		
		BView* fBackView = new BView(fBack[i]->Bounds(), NULL, 0, 0);
		BRect destRect = fBack[0]->Bounds();
		fBack[i]->AddChild(fBackView);
		fBack[i]->Lock();
		
		fBackView->SetDrawingMode(B_OP_COPY);
		fBackView->DrawBitmap(fBack[0], destRect);
		destRect.top = i * 18;
		destRect.bottom = destRect.top + CARD_HEIGHT;
		fBackView->DrawBitmap(fBack[0], destRect);
		
		fBackView->SetDrawingMode(B_OP_ALPHA);
		for (short j = 0; j < i + 1; j++) {
			destRect.top = j * 18;
			destRect.bottom = destRect.top + CARD_HEIGHT;
			fBackView->DrawBitmap(fBack[0], destRect);
		}
		fBackView->Sync();
		fBack[i]->Unlock();
	}

	Invalidate();
}
Ejemplo n.º 2
0
Node::NodeSP SceneLoader::_LoadElement(const QDomElement& og_element, Node::NodeSP dt_node)
{    
    QString name = og_element.nodeName();
    Node::NodeSP node = nullptr;

    if(name == SL_LIGHT)
    {
        node = _LoadLight(og_element, dt_node);                   //Light
    }
    else if(name == SL_CAMERA)
    {
        node = _LoadCamera(og_element, dt_node);                  //Camera
    }
    else if(name == SL_SOUND)
    {
        node = _LoadSound(og_element, dt_node);                   //Sound
    }
    else if(name == SL_NODE)
    {
        if(og_element.firstChildElement(SL_ENTITY).isNull() && og_element.firstChildElement(SL_PLANE).isNull())
        {
            node = _LoadNode(og_element, dt_node);                //Node
        }
        else
        {
            node = _LoadMesh(og_element, dt_node);                //Mesh
        }
    }
    return node;
}
Ejemplo n.º 3
0
    void SoundHubObject::InitResources()
    {
        PyObject* pysounds = gGame->SceneCall<PyObject*>( "LoadAllSounds" );

        PyObject
            *defname,
            *def,
            *pyfile,
            *ismusic;
        std::string file;
        Py_ssize_t unused = 0;
        while( PyDict_Next( pysounds, &unused, &defname, &def ) )
        {
            const char* name = (const char*)PyUnicode_1BYTE_DATA( defname );

            pyfile = PyObject_CallMethod( def, "Filename", nullptr );
            file = (const char*)PyUnicode_1BYTE_DATA( pyfile );
            Py_DECREF( pyfile );
            file = "resource/snd/" + file;

            ismusic = PyObject_GetAttrString( def, "music" );

            if( ismusic == Py_True )
                _LoadMusic( name, file.c_str() );
            else
                _LoadSound( name, file.c_str() );

            Py_DECREF( ismusic );
        }

        Py_DECREF( pysounds );
    }
Ejemplo n.º 4
0
void SoundComponent::SetSoundFileName(const QString& sound_file_name) {
    if(sound_file_name != mSoundFileName && IsInitialized()) {
        // we got a new sound; load it
        _LoadSound();
    }
    mSoundFileName = sound_file_name;
}
Ejemplo n.º 5
0
SoundComponent::SoundComponent(const QString& sound_file_name, const QString& name)
    : Component(name),
      mSoundFileName(sound_file_name) {
    _LoadSound();
}
Ejemplo n.º 6
0
void SoundPlayer::Initialize()
{
	if (SoundPlayer::singleton == nullptr)
	{
		SoundPlayer::singleton = new SoundPlayer();
		_LoadSound(SoundPlayer::singleton, SoundBufferArrowsFlying, "ArrowsFlying");
		_LoadSound(SoundPlayer::singleton, SoundBufferCavalryMarching, "CavalryMarching");
		_LoadSound(SoundPlayer::singleton, SoundBufferCavalryRunning, "CavalryRunning");
		_LoadSound(SoundPlayer::singleton, SoundBufferCommandAck, "CommandAck");
		_LoadSound(SoundPlayer::singleton, SoundBufferCommandMod, "CommandMod");
		_LoadSound(SoundPlayer::singleton, SoundBufferInfantryFighting, "InfantryFighting");
		_LoadSound(SoundPlayer::singleton, SoundBufferInfantryGrunting, "InfantryGrunting");
		_LoadSound(SoundPlayer::singleton, SoundBufferInfantryMarching, "InfantryMarching");
		_LoadSound(SoundPlayer::singleton, SoundBufferInfantryRunning, "InfantryRunning");
		_LoadSound(SoundPlayer::singleton, SoundBufferMatchlockFire1, "MatchlockFire1");
		_LoadSound(SoundPlayer::singleton, SoundBufferMatchlockFire2, "MatchlockFire2");
		_LoadSound(SoundPlayer::singleton, SoundBufferMatchlockFire3, "MatchlockFire3");
		_LoadSound(SoundPlayer::singleton, SoundBufferMatchlockFire4, "MatchlockFire4");
	}
}