void PopStar::gotoStartLayer() { getPopStarDataMgr().setScore(0); getPopStarDataMgr().setLevel(1); changeLayer( gameLayer, StartLayer::create() ); }
void PopStar::gotoNextLevel() { int level = getPopStarDataMgr().getLevel() + 1; getPopStarDataMgr().setLevel(level); changeLayer( gameLayer, GameLevel::create() ); }
void NeuralNetwork::stopBuilding() { lastLayerIndex=layerIndex; init=false; //lastLayer=currentLayer; //printf("LLI %d \n",lastLayerIndex); changeLayer(); //printf("LI %d \n",layerIndex); }
void NeuralNetwork::computeLayer() { //printf("computing layer: %d size =%d \n",layerIndex,layers.at(layerIndex).size()); for(int i=0;i<(int)layers.at(layerIndex).size();i++){ //printf("atENUM %d \n",layers.at(layerIndex).at(i)->function); layers.at(layerIndex).at(i)->compute(); } if(layerIndex==lastLayerIndex){outputUndefined=false;} changeLayer(); }
void QgsLayerPropertiesWidget::layerTypeChanged() { QgsSymbolLayerV2* layer = mLayer; if ( !layer ) return; QString newLayerType = cboLayerType->itemData( cboLayerType->currentIndex() ).toString(); if ( layer->layerType() == newLayerType ) return; // get creation function for new layer from registry QgsSymbolLayerV2Registry* pReg = QgsSymbolLayerV2Registry::instance(); QgsSymbolLayerV2AbstractMetadata* am = pReg->symbolLayerMetadata( newLayerType ); if ( am == NULL ) // check whether the metadata is assigned return; // change layer to a new (with different type) QgsSymbolLayerV2* newLayer = am->createSymbolLayer( QgsStringMap() ); if ( newLayer == NULL ) return; updateSymbolLayerWidget( newLayer ); emit changeLayer( newLayer ); }
void GameLevel::onTimeUp(float delta) { changeLayer( this, PopStarLayer::create() ); }
void StartLayer::onClickMenu(CCObject* obj) { changeLayer( this, GameLevel::create() ); }
void QgsLayerPropertiesWidget::reloadLayer() { emit changeLayer( mLayer ); }