GuiDashboard::GuiDashboard(const qint32& _userRole, const QString& _config) : DashboardBase(_config), m_changePasswdWindow (new GuiPreferences(_userRole, Preferences::ChangePassword)), m_widget (new QSplitter()), m_chart(new PieChart(QRectF(2, 2, CHART_WIDTH, CHART_HEIGHT), m_widget.get())), m_lelfSplitter (new QSplitter()), m_rightSplitter (new QSplitter()), m_viewPanel (new QTabWidget()), m_browser (new WebKit()), m_map (new GraphView(m_cdata)), m_tree (new SvNavigatorTree(m_cdata)), m_msgConsole(new MsgConsole()), m_trayIcon(new QSystemTrayIcon(QIcon(":images/built-in/icon.png"))), m_sourceSelectionBox(new QComboBox()), m_msgPane(new QTabWidget()) { m_viewPanel->addTab(m_map.get(), tr("Map")); m_viewPanel->setTabIcon(ConsoleTab, QIcon(":images/hierarchy.png")); m_viewPanel->addTab(m_browser.get(), tr("Web Browser")); m_viewPanel->setTabIcon(BrowserTab, QIcon(":images/web.png")); m_widget->addWidget(m_lelfSplitter.get()); m_widget->addWidget(m_rightSplitter.get()); m_lelfSplitter->addWidget(m_tree.get()); m_lelfSplitter->addWidget(m_chart.get()); m_lelfSplitter->setOrientation(Qt::Vertical); m_rightSplitter->addWidget(m_viewPanel.get()); m_rightSplitter->addWidget(builtMsgPane()); m_rightSplitter->setOrientation(Qt::Vertical); addEvents(); }
GuiPreferences::GuiPreferences(qint32 _userRole, qint32 _formType) : Preferences(), m_dialog(new QDialog()), m_mainLayout(new QGridLayout(m_dialog)), m_userRole(_userRole), m_formType(_formType), m_cancelBtn(new QPushButton(tr("&Close"))), m_cancelled(false) { switch (_formType) { case Preferences::ChangeMonitoringSettings: createPreferenceWindow(); break; case Preferences::ChangePassword: case Preferences::ForceChangePassword: createChangePasswordForm(); break; case Preferences::ShowAbout: organizeAbortWindow(); break; case Preferences::BasicLoginForm: loadBasicLoginForm(); break; case NoForm: break; default: break; } addEvents(); }
void CModelAdd::simpleCall() { if (!mpModel) { fatalError(); } if (!mmModel) { fatalError(); } keyMap[mmModel->getKey()] = mpModel->getKey(); std::string name = "model_2"; // temporary we do not take care about naming conflicts. // : "model_2" is the appendix for the names of compartments and reactions, // comming form the second model bool progress = addCompartments(name) && addMetabolites(name) && addModelValues(name) && addCompartmentsExpressions() && addMetabolitesExpressions() && addModelValuesExpressions() && addReactions(name) && addEvents(name); if (!progress) { CCopasiMessage(CCopasiMessage::ERROR, MCModelMerging + 1); return; } mpModel->compileIfNecessary(NULL); }
TouchTrailLayer::TouchTrailLayer() { setTouchEnabled(true); _bladeSparkle = ParticleSystemQuad::create("blade_sparkle.plist"); _bladeSparkle->stopSystem(); this->addChild(_bladeSparkle); addEvents(); }
void SvCreator::load(const QString& _path) { loadMenu(); addEvents(); loadFile(_path); setWindowTitle(tr("%1 Editor - %2").arg(APP_NAME).arg(m_activeConfig)); showStatusMsg(tr("Loaded."), false); show(); }
PollSet::PollSet() : sockets_changed_(false) { if ( create_signal_pair(signal_pipe_) != 0 ) { ROS_FATAL("create_signal_pair() failed"); ROS_BREAK(); } addSocket(signal_pipe_[0], boost::bind(&PollSet::onLocalPipeEvents, this, _1)); addEvents(signal_pipe_[0], POLLIN); }
void Scheduler::rebuildList() { sorter->clear(); sorter->init(Sim->N() + 1); for (Particle& part : Sim->particles) addEvents(part); rebuildSystemEvents(); }
void EventWatcherFrame::OnButtonAddClick(wxCommandEvent& WXUNUSED(event)) { wxString s; if (GetMultilineTextFromUser(this, _("Add Events for Monitoring"), s, _("You can add multiple events by adding one per line."), _("Add Events"))) { addEvents(s); defineMonitoredEvents(); } }
bool InGameLayer::init() { Layer::init(); //获取屏幕宽度大小 Size winSize = Director::getInstance()->getVisibleSize(); Size ballSize = this->getContentSize(); //创建背景图 Sprite* background = Sprite::create("backMain.jpg"); this->addChild(background); background->setAnchorPoint(Point::ZERO); //创建黄色球 yBall = Sprite::create("mouse_1.png"); this->addChild(yBall); yBall->setPosition(winSize.width - 100,winSize.height - 500); //创建时间计时文本 char chTxt[1024]; sprintf(chTxt,"%d",timeCount); timeTxt = LabelAtlas::create(chTxt,"farAwayCount_38x45.png", 38,45,'0'); this->addChild(timeTxt); timeTxt->setPosition(10,winSize.height - timeTxt->getContentSize().height); //创建小球 createBalls(50); //添加侦听 addEvents(); //添加播放暂停按钮 MenuItemImage* pauseItem = MenuItemImage::create( "pause.png","pause.png", CC_CALLBACK_1(InGameLayer ::pauseCallBack,this)); pauseMenu = Menu::create(pauseItem,NULL); this->addChild(pauseMenu,1); pauseMenu->setPosition(winSize.width - 100,winSize.height - 40); MenuItemImage* replayItem = MenuItemImage::create( "play.png","play.png", CC_CALLBACK_1(InGameLayer ::replayCallBack,this)); Menu* replayMenu = Menu::create(replayItem,NULL); this->addChild(replayMenu,1); replayMenu->setPosition(winSize.width - 50,winSize.height - 40); //遮造物 Sprite* mask = Sprite::create("progressBar1.png"); //被遮物 timeBar = Sprite::create("progressBar.png"); ClippingNode* clip = ClippingNode::create(mask); clip->addChild(timeBar); this->addChild(clip); clip->setPosition(winSize.width / 2,winSize.height - 15); return true; }
void Scheduler::rebuildList() { sorter->clear(); //The plus one is because system events are stored in the last heap; sorter->resize(Sim->N+1); eventCount.clear(); eventCount.resize(Sim->N+1, 0); BOOST_FOREACH(const Particle& part, Sim->particleList) addEvents(part); sorter->init(); rebuildSystemEvents(); }
void EventWatcherFrame::OnButtonLoadClick(wxCommandEvent& WXUNUSED(event)) { wxFileDialog fd(this, _("Select file to load"), "", "", _("Text files (*.txt)|*.txt|All files (*.*)|*.*"), wxFD_OPEN | wxFD_CHANGE_DIR); if (wxID_OK != fd.ShowModal()) return; wxFFile f(fd.GetPath()); if (!f.IsOpened()) { wxMessageBox(_("Cannot open file."), _("Error"), wxOK|wxICON_ERROR); return; } wxBusyCursor wait; wxString s; f.ReadAll(&s); f.Close(); addEvents(s); defineMonitoredEvents(); }
void Player::initPlayerPosition() { cocos2d::Size size = cocos2d::Director::getInstance()->getOpenGLView()->getDesignResolutionSize(); int x = 0, y = 0; switch (m_id) { case PLAYER_POSITION::WEST: x = size.width/ 19; y = size.height / 3.2; for (int i = 0; i < MAX_IN_HAND_CARDS; i++) { #ifdef DEBUG_AI auto card = m_cardDeck->getCard(m_inHandCards[i]); card->setCardPosition(x, y + (i * PLAYER_CARD_OFFSET)); card->setVisible(true); card->addEvents(); #else auto cardCover = m_cardDeck->getCardCover(m_inHandCards[i]); cardCover->setVisible(true); cardCover->setPosition(x, y + (i * PLAYER_CARD_OFFSET)); auto card = m_cardDeck->getCard(m_inHandCards[i]); card->setPosition(x, y + (i * PLAYER_CARD_OFFSET)); setPlayerName("West"); #endif } break; case PLAYER_POSITION::EAST: x = size.width/1.0538 ; y = size.height / 3.2; for (int i = 0; i < MAX_IN_HAND_CARDS; i++) { #ifdef DEBUG_AI auto card = m_cardDeck->getCard(m_inHandCards[i]); card->setCardPosition(x, y + (i * PLAYER_CARD_OFFSET)); card->setVisible(true); card->addEvents(); #else auto cardCover = m_cardDeck->getCardCover(m_inHandCards[i]); cardCover->setVisible(true); cardCover->setPosition(x, y + (i * PLAYER_CARD_OFFSET)); auto card = m_cardDeck->getCard(m_inHandCards[i]); card->setPosition(x, y + (i * PLAYER_CARD_OFFSET)); #endif setPlayerName("East"); } break; case PLAYER_POSITION::NORTH: x = size.width / 2.5; y = size.height/1.08; for (int i = 0; i < MAX_IN_HAND_CARDS; i++) { #ifdef DEBUG_AI auto card = m_cardDeck->getCard(m_inHandCards[i]); card->setCardPosition(x + (i * PLAYER_CARD_OFFSET), y); card->setVisible(true); card->addEvents(); #else auto cardCover = m_cardDeck->getCardCover(m_inHandCards[i]); cardCover->setVisible(true); cardCover->setPosition(x + (i * PLAYER_CARD_OFFSET), y); auto card = m_cardDeck->getCard(m_inHandCards[i]); card->setPosition(x + (i * PLAYER_CARD_OFFSET), y); #endif setPlayerName("North"); } break; case PLAYER_POSITION::SOUTH: x = size.width / 2.5; y = size.height / 13; for (int i = 0; i < MAX_IN_HAND_CARDS; i++) { Card* card = m_cardDeck->getCard(m_inHandCards[i]); card->setCardPosition(x + (i * PLAYER_CARD_OFFSET), y); card->setVisible(true); card->enableTouch(true); } setPlayerName("Shakuni"); break; } }
bool LevelTwo::init() { if (!Layer::init()) { return false; } preloadAudio(); //playAudio(); //Audio stuff created here. //CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("audio/main.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("audio/main.mp3", true); //GameState initial setting. //m_gameState = GameStates::PlaceGunTower; //Listeners for touch events created. auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesBegan = CC_CALLBACK_2(LevelTwo::onTouchesBegan, this); listener->onTouchesMoved = CC_CALLBACK_2(LevelTwo::onTouchesMoved, this); listener->onTouchesEnded = CC_CALLBACK_2(LevelTwo::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); bool dir; bool jump = true; bool removeTraps = false; bool addPlatfroms = false; //Edge body created. Adding screen Boundry. /*auto edgeBody = PhysicsBody::createEdgeBox(visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 1); auto edgeNode = Node::create(); edgeNode->setPosition(Point(2000 / 2 + origin.x, 2000 / 2 + origin.y)); edgeNode->setPhysicsBody(edgeBody); this->addChild(edgeNode); */ //Pause Button Creation auto pauseItem = MenuItemImage::create("GameScreen/Pause_Button.png", "GameScreen/Pause_Button(Click).png", CC_CALLBACK_1(LevelTwo::activatePauseScene, this)); //Set Pause button position pauseItem->setPosition(Point(pauseItem->getContentSize().width - (pauseItem->getContentSize().width / 4) + 20, visibleSize.height - pauseItem->getContentSize().height + (pauseItem->getContentSize().width / 4) - 20)); pauseItem->setScale(2); //Attach the pause button to the screen auto menu = Menu::create(pauseItem, NULL); menu->setPosition(Point::ZERO); this->addChild(menu, 10); //......................................................................................... //DPad //LeftButton to move the player. auto leftbutton = ui::Button::create("GameScreen/leftButtonIdle.png", "GameScreen/leftbuttonActive.png"); leftbutton->setPosition(Vec2(origin.x + visibleSize.width / 10, origin.y + visibleSize.height / 6)); leftbutton->setScale(2); leftbutton->addTouchEventListener([&](Ref* sender, ui::Widget::TouchEventType type) { switch (type) { case ui::Widget::TouchEventType::BEGAN: //handleTouch(this); //player->getPhysicsBody()->applyForce(Vec2(1000, 0)); //player->getPhysicsBody()->setDynamic(true); dir = true; if (player1Selected == true) { player->pMovement(player, dir); } if (player2Selected == true) { player2->p2Movement(player2, dir); } break; case ui::Widget::TouchEventType::ENDED: player->getPhysicsBody()->setVelocity(Vec2(0, 0)); player2->getPhysicsBody()->setVelocity(Vec2(0, 0)); break; default: break; } }); this->addChild(leftbutton, 10); //RightButton to move the player. auto rightbutton = ui::Button::create("GameScreen/rightButtonIdle.png", "GameScreen/rightbuttonActive.png"); rightbutton->setPosition(Vec2(origin.x + visibleSize.width / 6, origin.y + visibleSize.height / 6)); rightbutton->setScale(2); rightbutton->addTouchEventListener([&](Ref* sender, ui::Widget::TouchEventType type) { switch (type) { case ui::Widget::TouchEventType::BEGAN: //handleTouch(this); //player->getPhysicsBody()->applyForce(Vec2(1000, 0)); dir = false; if (player1Selected == true) { player->pMovement(player, dir); } if (player2Selected == true) { player2->p2Movement(player2, dir); } break; case ui::Widget::TouchEventType::ENDED: player->getPhysicsBody()->setVelocity(Vec2(0, 0)); player2->getPhysicsBody()->setVelocity(Vec2(0, 0)); break; default: break; } }); this->addChild(rightbutton, 10); int stop; //JumpButton to move the player. auto jumpbutton = ui::Button::create("GameScreen/jumpButtonIdle.png", "GameScreen/jumpButtonActive.png"); jumpbutton->setPosition(Vec2(origin.x + visibleSize.width - 100, origin.y + visibleSize.height / 6)); jumpbutton->setScale(2); jumpbutton->addTouchEventListener([&](Ref* sender, ui::Widget::TouchEventType type) { switch (type) { case ui::Widget::TouchEventType::BEGAN: //handleTouch(this); CCLOG("Jump button has been pressed"); //player->getPhysicsBody()->applyForce(Vec2(1000, 0)); if (player1Selected == true) { CCLOG("I've entered the jump if statement!"); player->pJump(p1Jumped, player); p1Jumped = true; playJumpSound = true; } if (player2Selected == true) { CCLOG("I've entered the jump if statement!"); player2->p2Jump(p2Jumped, player2); p2Jumped = true; playJumpSound = true; } break; case ui::Widget::TouchEventType::ENDED: break; default: break; } }); this->addChild(jumpbutton, 10); addEvents(); /*TowerBase * base = TowerBase::create(Vec2(ptr->m_towerBaseX[i], ptr->m_towerBaseY[i]), m_gameState); m_towerBases.push_back(base); spritebatch->addChild(base, -5);*/ //Player select auto p1Select = MenuItemImage::create("GameScreen/p1Idle.png", "GameScreen/p1Select.png", CC_CALLBACK_0(LevelTwo::playerOneSelected, this)); p1Select->setScale(2); p1Select->setPosition(Vec2((origin.x + visibleSize.width / 2) - 20, origin.y + visibleSize.height / 10)); //this->addChild(p1Select, 5); auto p2Select = MenuItemImage::create("GameScreen/p2Idle.png", "GameScreen/p2Select.png", CC_CALLBACK_0(LevelTwo::playerTwoSelected, this)); p2Select->setScale(2); p2Select->setPosition(Vec2((origin.x + visibleSize.width / 2) + 20, origin.y + visibleSize.height / 10)); auto selectMenu = Menu::create(p1Select, p2Select, NULL); selectMenu->setPosition(Point::ZERO); this->addChild(selectMenu, 5); //Player Stuff Just testing stuff. Cut me some slack, Man! //Player One creation g and attachment ot the scene //Check player.cpp for Physics details. player = Player::create(); player->setPosition(Vec2(20, 400)); this->addChild(player, 0); //Same comment applies for player two as player one! player2 = Player2::create(); player2->setPosition(Vec2(70, 400)); this->addChild(player2, 0); //BackGround addBackGroundSprite(visibleSize, origin); //Create the Tower base. I'll be repurposing these for my level bases! //Needs to be done urgently! createPlatforms(); createTraps(); //createEndGame(); createEndGameJack(); createEndGameJill(); createButton(); createRemovablePlats(); createFlameEmiiter(); //Camera stuff......................................... auto camScene = Camera::create(); camScene->setCameraFlag(CameraFlag::USER1); //HUD layer auto hud = Layer::create(); hud->addChild(p2Select, 10); hud->addChild(p1Select, 10); //hud->addChild(selectMenu, 10); hud->addChild(jumpbutton, 10); hud->addChild(rightbutton, 10); hud->addChild(leftbutton, 10); hud->addChild(menu, 10); hud->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(camScene); auto contactListener = EventListenerPhysicsContact::create(); contactListener->onContactBegin = CC_CALLBACK_1(LevelTwo::onContactBegin, this); this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this); cameraTarget = Sprite::create(); cameraTarget->setPosition(player->getPositionX(), player->getPositionY()); this->addChild(cameraTarget); camera = Follow::create(cameraTarget, Rect::ZERO); camera->retain(); this->runAction(camera); this->scheduleUpdate(); return true; }
/** * Constructor. * adds a single cuda event to the pool */ EventPool() { addEvents(1); currentEventIndex = 0; }
bool SubMenu::init(cocos2d::Scene *scene) { #ifdef USE_SCALE_FACTOR m_scaleFactorX = Board::getBoardInstance()->getScaleFactorX(); m_scaleFactorY = Board::getBoardInstance()->getScaleFactorY(); #endif m_board = Board::getBoardInstance(); //cocos2d::Size size = cocos2d::Director::getInstance()->getWinSize(); cocos2d::Size size = cocos2d::Director::getInstance()->getOpenGLView()->getDesignResolutionSize(); m_layerOption = cocos2d::LayerColor::create(cocos2d::Color4B(112, 138, 144, 125)); m_layerOption->setAnchorPoint(cocos2d::Point(0.0f, 0.0f)); #ifdef USE_SCALE_FACTOR m_layerOption->setScale(m_scaleFactorX, m_scaleFactorY); #endif m_layerNotification = cocos2d::LayerColor::create(cocos2d::Color4B(112, 138, 144, 125)); scene->addChild(m_layerOption, 200); scene->addChild(m_layerNotification, 200); m_layerOption->setVisible(false); m_layerNotification->setVisible(false); #ifdef USE_SCALE_FACTOR m_layerNotification->setScale(m_scaleFactorX, m_scaleFactorY); #endif m_backBtn = cocos2d::Sprite::create("sprite/backBtn.png"); m_backBtn->setPosition(size.width * 0.95, size.height * 0.94); m_layerOption->addChild(m_backBtn); m_menuBG = cocos2d::Sprite::create("sprite/MenuBG.png"); m_menuBG->setPosition(size.width / 2, size.height / 2); m_layerOption->addChild(m_menuBG); //Opetion Title auto label1 = cocos2d::LabelTTF::create("Options", "font/arial.ttf", 28); label1->setPosition(size.width * 0.08, size.height * 0.35); label1->setAnchorPoint(cocos2d::Point(0.0f, 0.0f)); m_menuBG->addChild(label1); m_restartBtn = cocos2d::Sprite::create("sprite/restartGameButton.png"); m_restartBtn->setPosition(size.width * 0.5, size.height * 0.6); m_layerOption->addChild(m_restartBtn); m_newGameBtn = cocos2d::Sprite::create("sprite/button.png"); m_newGameBtn->setPosition(size.width * 0.5, size.height * 0.5); m_layerOption->addChild(m_newGameBtn); m_notificationBG = cocos2d::Sprite::create("sprite/notificationBG.png"); m_notificationBG->setPosition(size.width / 2, size.height / 2); m_layerNotification->addChild(m_notificationBG); m_resultRestartGameBtn = cocos2d::Sprite::create("sprite/restartGameButton.png"); m_resultRestartGameBtn->setPosition((size.width / 2) * 0.74, (size.height / 2) * 0.72); m_layerNotification->addChild(m_resultRestartGameBtn); m_resultNewGameBtn = cocos2d::Sprite::create("sprite/button.png"); m_resultNewGameBtn->setPosition((size.width / 2) * 1.26, (size.height / 2) * 0.72); m_layerNotification->addChild(m_resultNewGameBtn); m_notificationLabel = cocos2d::LabelTTF::create(m_notification, "font/arial.ttf", 32); m_notificationLabel->setAnchorPoint(cocos2d::Point(0.0f, 0.0f)); m_notificationLabel->setPosition(size.width * 0.18, size.height * 0.2); m_notificationBG->addChild(m_notificationLabel); addEvents(); return false; }
void ofxCvEasyWarper::enable(){ if(bEnabled) return; addEvents(); bEnabled = true; }