void LabelPointsBySectionImageToolBoxAction::createMainCommandWidget() { QVBoxLayout *vb=new QVBoxLayout(); select = new QPushButton("Select Point"); select->setCheckable(true); connect(select,SIGNAL(toggled(bool)),this,SLOT(selectionPointButtonClick(bool))); vb->addWidget(select); QHBoxLayout *hb=new QHBoxLayout(); QPushButton *updatePB = new QPushButton("update"); connect(updatePB,SIGNAL(clicked()),this,SLOT(updateData())); QPushButton *reloadPB = new QPushButton("reload"); connect(reloadPB,SIGNAL(clicked()),this,SLOT(reloadData())); QPushButton *loadfilePB = new QPushButton("load file"); connect(loadfilePB,SIGNAL(clicked()),this,SLOT(loadFileData())); QPushButton *savefilePB = new QPushButton("save file"); connect(savefilePB,SIGNAL(clicked()),this,SLOT(saveFileData())); hb->addWidget(updatePB); hb->addWidget(reloadPB); hb->addWidget(loadfilePB); hb->addWidget(savefilePB); vb->addLayout(hb); QGroupBox *gb = new QGroupBox("Main Commands"); gb->setLayout(vb); this->addWidget(gb); }
/*++ ******************************************************************************** FUNCTION: DESCRIPTION: ARGUMENTS: RETURNS: ******************************************************************************** --*/ int fNext(FINDHANDLE handle, FINDDATA *finddata) { struct dirent *dirEntry; struct stat statEntry; if (!handle) return 0; for (dirEntry = readdir(handle);dirEntry;dirEntry = readdir(handle)) if (fMatchs(finddata->pattern,dirEntry->d_name)) { strcpy(finddata->name, dirEntry->d_name); stat(finddata->name, &statEntry); switch (dirEntry->d_type) { case DT_DIR: finddata->attrib = FILE_ATTR_DIRECTORY; break; case DT_SOCK: finddata->attrib = FILE_ATTR_SOCK; break; case DT_LNK: finddata->attrib = FILE_ATTR_LINK; break; case DT_REG: default: finddata->attrib = 0; break; } saveFileData(statEntry, finddata); return 1; } return 0; }
//The primary conroller for the game. Using the progress value passed in, //the function knows what the current stat of the game is. Currently, there //is nothing after progress value = 3, and the game isn't saved after the fight //ends, but this can be changed/expanded void playGame(Hero* heroes, char* playerName, Boss* boss, int progress, int choice) { //Added flavor if(progress > 0) { printf("\nWelcome back %s.\n\n", playerName); } //holds what the last thing done was. int initialprogress = progress; Hero* chosenHeroes; Shop* s; //another check for how the data is laid out. This is so we can immediately print out //heroes if we have already selected heroes. if(progress > 1) { chosenHeroes = heroes; } switch(progress) { //initial player identification case 0: playerName = getPlayerName(); choice = chooseSaveFile(); saveFileData(choice, choiceToFile(choice-1), NULL, playerName, 1); //hero selection case 1: chosenHeroes = pickHeroes(heroes); saveFileData(choice, choiceToFile(choice-1), chosenHeroes, playerName, 2); free(heroes); //equip heroes with items case 2: //shop s = loadShop(); goShopping(chosenHeroes, s); saveFileData(choice, choiceToFile(choice-1), chosenHeroes, playerName, 3); //fight the boss (a boss? Maybe find some way to get more than one boss in there?) case 3: boss = loadBoss(); int result = fight(boss, chosenHeroes); result == 0 ? printf("You won! Congrats!\n") : printf("Oh no, you lost! Reload to try again.\n"); //If you're in here, it's probably to delete this line first printf("\n\n**********CONGRATS! YOU MADE IT TO THE END OF 2050!*************\n\n"); freeHeroesAndItems(chosenHeroes); freeBossTree(boss->root); free(boss); break; default: //What? printf("Something fatal happened with the progress value. Check gamestate.txt.\n"); break; } //I don't actually remember why I did this, but it works. //I think because if it's a save file, it's freed elsewhere? if(initialprogress == 0) { free(playerName); } return; }
int main(int argc, char **argv) { if(argc<2) { printf( "MAUtil::MAFS Bundle tool\n\n" "This tool is used to build a binary image of a folder on a desktop computer.\n\n" "Usage:\n" "bundle <parameters>\n\n" "Parameters:\n" " -in <input file or folder> the input files or folders to add to the\n" " image (multiple -in directives may be added).\n" " -out <output file> the name of the image to be created (only one).\n" " -toUpper/-toLower change case of all file names to upper or lower\n" " case.\n\n" "Example:\n" " bundle -in data -out anotherworld.bun -toLower\n" ); } for(int i = 1; i < argc; i++) { if(strcmp(argv[i], "-in")==0) { i++; if(i>=argc) { printf("not enough parameters for -in"); return 1; } inFiles.push_back(argv[i]); } else if(strcmp(argv[i], "-out")==0) { if(outFile) { printf("cannot have multiple out files."); return 1; } i++; if(i>=argc) { printf("not enough parameters for -out"); return 1; } outFile = fopen(argv[i], "wb"); } else if(strcmp(argv[i], "-toUpper")==0) { changeCase = 1; } else if(strcmp(argv[i], "-toLower")==0) { changeCase = 2; } else { printf("invalid argument"); return 1; } } if(inFiles.size()==0) return 1; if(!outFile) return 1; VolumeEntry* root = new VolumeEntry; root->name = "Root"; root->type = 0; // directory for(size_t i = 0; i < inFiles.size(); i++) { File file(inFiles[i]); if(file.isDirectory()) { parseDirectory(file, root); } else { VolumeEntry *child = new VolumeEntry; root->children.push_back(child); parse(file, child); } } fseek(outFile, START_OF_VOLUME_ENTRIES, SEEK_SET); saveVolumeEntries(root); saveFileData(); writeHeader(); fclose(outFile); return 0; }
void playGame(Hero* heroes, char* playerName, Boss* boss, int progress, int choice) { //Added flavor if(progress > 0) { printf("\nWelcome back %s.\n\n", playerName); } //holds what the last thing done was. int initialprogress = progress; Hero* chosenHeroes; Shop* s; //another check for how the data is laid out. This is so we can immediately print out //heroes if we have already selected heroes. if(progress > 1) { chosenHeroes = heroes; } switch(progress) { //initial player identification case 0: playerName = getPlayerName(); choice = chooseSaveFile(); saveFileData(choice, choiceToFile(choice-1), NULL, playerName, 1); //hero selection case 1: chosenHeroes = pickHeroes(heroes); saveFileData(choice, choiceToFile(choice-1), chosenHeroes, playerName, 2); free(heroes); //equip heroes with items case 2: //shop s = loadShop(); //Maybe? //testShop(s); goShopping(chosenHeroes, s); saveFileData(choice, choiceToFile(choice-1), chosenHeroes, playerName, 3); //fight the boss (a boss? Maybe find some way to get more than one boss in there?) case 3: printHeroes(chosenHeroes, NUMCHOSENHEROES); freeHeroesAndItems(chosenHeroes); //fight break; default: //What? printf("Something fatal happened with the progress value. Check gamestate.txt.\n"); break; } printf("\n\n**********Until Next Homework!*************\n\n"); //I don't actually remember why I did this, but it works. //I think because if it's a save file, it's freed elsewhere? if(initialprogress == 0) { free(playerName); } return; }