void DeviceGraphicsDX11Renderer::openDisplay (DTuint width, DTuint height, void *data) { //LOG_MESSAGE << "Vendor: " << //::glGetString(GL_VENDOR); //LOG_MESSAGE << "Renderer: " << //::glGetString(GL_RENDERER); //LOG_MESSAGE << "Version: " << //::glGetString(GL_VERSION); //LOG_MESSAGE << "Extensions: " << //::glGetString(GL_EXTENSIONS); // Extract all of the extra data OpenDisplayData *odata = reinterpret_cast<OpenDisplayData*>(data); _d3dDevice = odata->d3dDevice; _d3dContext = odata->d3dContext; _swapChain = odata->swapChain; _renderTargetView = odata->renderTargetView; _depthStencilView = odata->depthStencilView; _swapCallback = odata->swapCallback; _current_render_target_view = _renderTargetView.Get(); _current_depth_stencil_view = _depthStencilView.Get(); getRenderParameters(); changeDisplay(width,height); DeviceGraphics::openDisplay(width, height, data); }
void taskLayer::testMessage(Ref * message) { BaseSprite * sprite = dynamic_cast<BaseSprite *> (message); std::string name = sprite->getM_name(); ValueMap taskMap = DataXML::getInstence()->getTask(); for (auto taskName : taskMap) { std::string taskKey = taskName.first.c_str(); if (name == taskKey) { for(auto v :allCondition){ std::string key = v.first.c_str(); if (name == key && allCondition.at(name).asInt() < taskMap.at(name).asInt()) { //增加吃到道具数量达到任务要求后的处理!!!!!!!!!!!!!!!!!!!!别忘了 int number = allCondition.at(name).asInt() + 1; allCondition[key] = number; //更改Label显示,更换黄匡 changeDisplay(name); } } } } }
void initVideoData(void) { int i; gScreen = (Visual*) malloc(sizeof(Visual)); gViewportType = getSettingi("display_type"); { Visual *d = gScreen; d->w = getSettingi("width"); d->h = getSettingi("height"); d->vp_x = 0; d->vp_y = 0; d->vp_w = d->w; d->vp_h = d->h; d->onScreen = -1; d->textures = (unsigned int*) malloc(game_textures * sizeof(unsigned int)); } gPlayerVisuals = (PlayerVisual*) malloc(MAX_PLAYERS * sizeof(PlayerVisual)); loadModels(); for(i = 0; i < eHUDElementCount; i++) { gpHUD[i] = NULL; } changeDisplay(-1); }
void Switches_Process(void){ //------------------------------------------------------------------------------ //=========================================================================== // Function name: Switches_Process // // Description: Handle and debounce switch 1 and 2 // // Passed : no variables passed // Locals: no variables declared // Returned: no values returned // Globals: waitCount, buttOne, buttTwo // Calls: lcd_clear, changeDisplay // // Author: Joseph Jarriel // Date: Sep 2014 // Compiler: Built with IAR Embedded Workbench Version (6.10.5) // ========================================================================== //------------------------------------------------------------------------------ if ((!(P4IN & SW1)) && (waitCount > TIME_UP)){ waitCount = RESTART; lcd_clear(); //buttOne = !buttOne; buttOne++; changeDisplay(); } if ((!(P4IN & SW2)) && (waitCount > TIME_UP)) { waitCount = RESTART; //lcd_clear(); //buttTwo = !buttTwo; move(5); } //------------------------------------------------------------------------------ }
int c_startGame(lua_State *L) { game2->mode = GAME_SINGLE; game_ResetData(); video_ResetData(); changeDisplay(-1); nebu_System_ExitLoop(RETURN_GAME_LAUNCH); return 0; }
int c_video_restart(lua_State *L) { initGameScreen(); shutdownDisplay( gScreen ); setupDisplay( gScreen ); updateCallbacks(); changeDisplay(-1); return 0; }
void reshape(int x, int y) { if(x < game->settings->height || x < game->settings->width) initGameScreen(); if(x > game->settings->width ) game->screen->vp_x = (x - game->settings->width) / 2; if(y > game->settings->height ) game->screen->vp_y = (y - game->settings->height) / 2; changeDisplay(); }
void reshape(int x, int y) { if(x < getSettingi("height") || x < getSettingi("width")) initGameScreen(); if(x > getSettingi("width") ) gScreen->vp_x = (x - getSettingi("width")) / 2; if(y > getSettingi("height") ) gScreen->vp_y = (y - getSettingi("height")) / 2; changeDisplay(-1); }
void keyboardPause(int state, int key, int x, int y) { if(state == NEBU_INPUT_KEYSTATE_UP) return; switch(key) { case 27: nebu_System_ExitLoop(eSRC_Pause_Escape); break; case SYSTEM_KEY_F1: changeDisplay(0); break; case SYSTEM_KEY_F2: changeDisplay(1); break; case SYSTEM_KEY_F3: changeDisplay(2); break; case SYSTEM_KEY_F4: changeDisplay(3); break; // somehow, this breaks the 'keys' array, and saving // at the end of the game fails // case SYSTEM_KEY_F5: saveSettings(); return; case SYSTEM_KEY_F10: nextCameraType(); break; case SYSTEM_KEY_F11: doBmpScreenShot(gScreen); break; case SYSTEM_KEY_F12: doPngScreenShot(gScreen); break; case SYSTEM_KEY_UP: console_Seek(-1); break; case SYSTEM_KEY_DOWN: console_Seek(1); break; case SYSTEM_KEY_TAB: // nebu_System_ExitLoop(RETURN_MENU_PROMPT); break; default: if(game->pauseflag == PAUSE_GAME_FINISHED) { game_ResetData(); video_ResetData(); } else { game->pauseflag = PAUSE_GAME_RUNNING; nebu_System_ExitLoop(eSRC_Game_Unpause); } /* lasttime = SystemGetElapsedTime(); */ break; } }
void SymbolView::HandleContextMenu(QPoint) { QMenu *pmenu = new QMenu(); QAction* viewAct; viewAct = pmenu->addAction( tr("Display Icons only")); viewAct->setCheckable(true); viewAct->setChecked(delegate->iconOnly()); connect(viewAct, SIGNAL(triggered()), this, SLOT(changeDisplay())); pmenu->exec(QCursor::pos()); delete pmenu; }
void Slot::setDisplayList(std::vector<Object*> value) { displayList.resize(value.size()); int i = value.size(); while(i --) { displayList[i] = value[i]; } if(_displayIndex >= 0) { _displayIndex = -1; changeDisplay(_displayIndex); } }
void Slot::setDisplayList(const std::vector<Object*> &value) { int i = value.size(); _displayList.resize(i); while(i --) { _displayList[i] = value[i]; } if(_displayIndex >= 0) { int displayIndexBackup = _displayIndex; _displayIndex = -1; changeDisplay(displayIndexBackup); } }
void Win32Window::updateSize() { RECT rcClient; BOOL ret = GetClientRect(m_hWnd, &rcClient); if(!ret || rcClient.right == rcClient.left || rcClient.bottom == rcClient.top) { LogWarning << "Ignoring bad window size: (" << rcClient.left << ", " << rcClient.top << ") -- (" << rcClient.right << ", " << rcClient.bottom << ")"; } Vec2i newSize = Vec2i(rcClient.right - rcClient.left, rcClient.bottom - rcClient.top); if(newSize != size_) { onResize(newSize.x, newSize.y); changeDisplay(0); } }
void Slot::setDisplayList(const std::vector<std::pair<void*, DisplayType>> &displayList, bool disposeExisting) { if (_displayIndex < 0) { _isShowDisplay = true; _displayIndex = 0; } if (disposeExisting) { disposeDisplayList(); _childArmature = nullptr; _display = nullptr; } // copy _displayList = displayList; int displayIndexBackup = _displayIndex; _displayIndex = -1; changeDisplay(displayIndexBackup); }
void ShapeView::HandleContextMenu(QPoint) { QMenu *pmenu = new QMenu(); if (this->count() != 0) { QListWidgetItem* it = currentItem(); if (it != NULL) { QAction* delAct = pmenu->addAction( tr("Delete selected Shape")); connect(delAct, SIGNAL(triggered()), this, SLOT(delOne())); } QAction* delAAct = pmenu->addAction( tr("Delete all Shapes")); connect(delAAct, SIGNAL(triggered()), this, SLOT(deleteAll())); pmenu->addSeparator(); } QAction* viewAct = pmenu->addAction( tr("Display Icons only")); viewAct->setCheckable(true); viewAct->setChecked(delegate->iconOnly()); connect(viewAct, SIGNAL(triggered()), this, SLOT(changeDisplay())); pmenu->exec(QCursor::pos()); delete pmenu; }
void keyGame(int state, int k, int x, int y) { int i; if(state == SYSTEM_KEYSTATE_DOWN) { switch (k) { /* case 'q': SystemExit(); return; */ case 27: game->pauseflag = PAUSE_GAME_SUSPENDED; nebu_System_ExitLoop(RETURN_GAME_ESCAPE); return; case ' ': game->pauseflag = PAUSE_GAME_SUSPENDED; nebu_System_ExitLoop(RETURN_GAME_PAUSE); return; case SYSTEM_KEY_F1: changeDisplay(0); return; case SYSTEM_KEY_F2: changeDisplay(1); return; case SYSTEM_KEY_F3: changeDisplay(2); return; case SYSTEM_KEY_F4: changeDisplay(3); return; // somehow, this breaks the 'keys' array, and saving // at the end of the game fails // case SYSTEM_KEY_F5: saveSettings(); return; case SYSTEM_KEY_F10: nextCameraType(); return; case SYSTEM_KEY_F11: doBmpScreenShot(gScreen); return; case SYSTEM_KEY_F12: doPngScreenShot(gScreen); return; case SYSTEM_KEY_F6: console_Seek(-1); return; case SYSTEM_KEY_F7: console_Seek(1); return; /* toggle lighting case SYSTEM_KEY_F6: setSettingi("light_cycles", !game->settings->light_cycles); return; */ } } for( i = 0; i < game->players; i++) { if(PLAYER_IS_ACTIVE(&game->player[i]) && !game->player[i].ai->active) { int key; if(state == SYSTEM_KEYSTATE_DOWN) { scripting_RunFormat("return settings.keys[%d].left", i + 1); scripting_GetIntegerResult( &key ); if(key == k) { createEvent(i, EVENT_TURN_LEFT); return; } scripting_RunFormat("return settings.keys[%d].right", i + 1); scripting_GetIntegerResult( &key ); if(key == k) { createEvent(i, EVENT_TURN_RIGHT); return; } } // deal with glance keys scripting_RunFormat("return settings.keys[%d].glance_left", i + 1); scripting_GetIntegerResult( &key ); if(key == k) { if(state == SYSTEM_KEYSTATE_DOWN) { // printf("glance left down\n"); game->player[i].camera->movement[CAM_PHI_OFFSET] = PI / 2.0f; } else { // printf("glance left up\n"); game->player[i].camera->movement[CAM_PHI_OFFSET] = 0; } return; } // deal with glance keys scripting_RunFormat("return settings.keys[%d].glance_right", i + 1); scripting_GetIntegerResult( &key ); if(key == k) { if(state == SYSTEM_KEYSTATE_DOWN) { // printf("glance right down\n"); game->player[i].camera->movement[CAM_PHI_OFFSET] = - PI / 2.0f; } else { // printf("glance right up\n"); game->player[i].camera->movement[CAM_PHI_OFFSET] = 0; } return; } // boost scripting_RunFormat("return settings.keys[%d].boost", i + 1); scripting_GetIntegerResult( &key ); if(key == k) { if(state == SYSTEM_KEYSTATE_DOWN) { // printf("boost down\n"); if(game->player[i].data->booster > getSettingf("booster_min")) game->player[i].data->boost_enabled = 1; } else { // printf("boost up\n"); game->player[i].data->boost_enabled = 0; } return; } // wallbuster scripting_RunFormat("return settings.keys[%d].bust", i + 1); scripting_GetIntegerResult( &key ); if(key == k) { if(state == SYSTEM_KEYSTATE_DOWN) { // printf("wall_buster down\n"); if(game->player[i].data->wall_buster > getSettingf("wall_buster_min")) game->player[i].data->wall_buster_enabled = 1; } else { // printf("wall_buster up\n"); game->player[i].data->wall_buster_enabled = 0; } return; } } } if(state == SYSTEM_KEYSTATE_DOWN) { displayMessage(TO_STDERR, "key '%s' (%d) is not bound", SystemGetKeyName(k), k); } }
void inputWidget::btn_clicked(int btn) { QString strKeyId; QString ch; strKeyId = allButtons.at(btn)->accessibleName(); bool isOk; int keyId = strKeyId.toInt(&isOk, 16); if(checkNotTextKey(keyId)){ if(keyId == Qt::Key_Enter) emit sendHide(); else if(keyId == Qt::Key_Backspace) { if(!isEnglish && !(this->lineEditInput->text().isEmpty())) { if(isPinyin) { pinyinStr.chop(1); this->lineEditInput->setText(pinyinStr); } else { wubinStr.chop(1); this->lineEditInput->setText(wubinStr); } } else QWSServer::sendKeyEvent(0,Qt::Key_Backspace,Qt::NoModifier,true,false); } else if(keyId == Qt::Key_Return) emit sendHide(); else if(keyId == Qt::Key_Delete) QWSServer::sendKeyEvent(0,Qt::Key_Delete,Qt::NoModifier,true,false); else if(keyId == Qt::Key_Left) QWSServer::sendKeyEvent(0,Qt::Key_Left,Qt::NoModifier,true,false); else if(keyId == Qt::Key_Right) QWSServer::sendKeyEvent(0,Qt::Key_Right,Qt::NoModifier,true,false); else if(keyId == Qt::Key_PageUp) { if(!isEnglish) changeDisplay(isEnglish); } else if(keyId == Qt::Key_PageDown) { if(!isEnglish) changeDisplay(!isEnglish); } return; } if(keyId == Qt::Key_Space) ch = " "; else ch = allButtons.at(btn)->text().trimmed(); if(!isEnglish) { if(checkNUMKey(keyId)) { int tmpNum=keyId-48; if(!(tmpNum>displayNumEnd-displayNumBegin || tmpNum==0)) { tmpNum=tmpNum+displayNumBegin-1; if(isPinyin) { // QSqlTableModel model(this->db); model->setTable("pinyin"); model->setFilter(QString("py like '%1'").arg(pinyinStr+"%")); model->setSort(0,Qt::AscendingOrder); model->select(); chineseStr=model->record(tmpNum).value("chn").toString(); } else { // QSqlTableModel model(this->db); model->setTable("wubi"); model->setFilter(QString("wb like '%1'").arg(wubinStr+"%")); model->setSort(0,Qt::AscendingOrder); model->select(); chineseStr=model->record(tmpNum).value("chn").toString(); } this->hzBtnPre->setDisabled(true); this->lhzBtnBack->setDisabled(true); this->lineEditInput->setText(""); this->labelInput->setText(""); displayNumBegin =0; displayNumEnd =0; emit sendString(chineseStr); } } else this->lineEditInput->setText(this->lineEditInput->text().trimmed()+ch); } else emit sendString(ch); }
void initGameStructures() { /* called only once */ /* default art names */ char *path; /* init game screen */ /* init players. for each player: */ /* init model */ /* init display */ /* init ai */ /* create data */ /* create trails */ /* create camera */ gDisplay *d; int i; /* int onScreen; */ /* Data *data; */ /* Camera *c; */ /* Model *m; */ AI *ai; Player *p; game->winner = -1; game->screen = (gDisplay*) malloc(sizeof(gDisplay)); d = game->screen; d->h = game->settings->height; d->w = game->settings->width; d->vp_x = 0; d->vp_y = 0; d->vp_w = d->w; d->vp_h = d->h; d->blending = 1; d->fog = 0; d->shademodel = GL_SMOOTH; d->wall = 1; d->onScreen = -1; d->textures = (unsigned int*) malloc(game_textures * sizeof(unsigned int)); //Setup display here setupDisplay(game->screen); game->players = PLAYERS; game->player = (Player *) malloc(MAX_PLAYERS * sizeof(Player)); for(i = 0; i < game->players; i++) { p = (game->player + i); p->model = (Model*) malloc(sizeof(Model)); p->display = (gDisplay*) malloc(sizeof(gDisplay)); p->ai = (AI*) malloc(sizeof(AI)); p->data = (Data*) malloc(sizeof(Data)); p->data->trails = (line*) malloc(MAX_TRAIL * sizeof(line)); p->camera = (Camera*) malloc(sizeof(Camera)); p->camera->type = (CameraType*) malloc(sizeof(CameraType)); /* init model & display & ai */ update_splash(splash, 0.3+i*.1, "init model"); initModel(p, i); ai = p->ai; if(game->settings->screenSaver) { ai->active = AI_COMPUTER; } else { switch(i) { case 0: ai->active = game->settings->ai_player1; break; case 1: ai->active = game->settings->ai_player2; break; case 2: ai->active = game->settings->ai_player3; break; case 3: ai->active = game->settings->ai_player4; break; default: fprintf(stderr, "player index #%d not caught!\n", i); ai->active = AI_NONE; } } ai->tdiff = 0; ai->moves = 0; ai->danger = 0; ai->lastx = 0; ai->lasty = 0; } /* load recognizer model */ update_splash(splash, 0.7, "loading recognizer"); path = getFullPath("recognizer.obj"); if(path != NULL) // recognizer = loadModel(path, RECOGNIZER_HEIGHT, 0); // recognizer = loadModel(path, 60, MODEL_NORMALIZE | MODEL_INVERT_NORMALS); recognizer = loadModel(path, 60, MODEL_NORMALIZE ); else { printf("fatal: could not load recognizer - exiting...\n"); exit(1); } free(path); changeDisplay(); game2->events.next = NULL; game2->mode = GAME_SINGLE; }
void ReceiveQuestion::createActions() { connect(ui->sendAnswerBtn,SIGNAL(released()),this,SLOT(answerSentSlot())); connect(timer,SIGNAL(timeout()),SLOT(changeDisplay())); // connect(this,SIGNAL(accepted()),this,SLOT(deleteLater()));////!!!!!!!!!!!!!!!!!!!!!!! }