Exemple #1
0
SkinnedSettings::SkinnedSettings(QWidget *parent) : QWidget(parent)
{
    m_ui.setupUi(this);
    m_ui.listWidget->setIconSize (QSize (105,34));
    m_skin = Skin::instance();
    m_reader = new SkinReader(this);
    connect(m_ui.skinReloadButton, SIGNAL (clicked()), SLOT(loadSkins()));
    readSettings();
    loadSkins();
    loadFonts();
    createActions();
    //setup icons
    m_ui.skinInstallButton->setIcon(QIcon::fromTheme("list-add"));
    m_ui.skinReloadButton->setIcon(QIcon::fromTheme("view-refresh"));
    m_ui.popupTemplateButton->setIcon(QIcon::fromTheme("configure"));
}
Exemple #2
0
void load(const std::string& name) {
    double brighten = 2.0;

    std::string dir = std::string(DATA_DIR + "quake2/players/") + name + "/";

    loadModels(dir);
    model.name = toUpper(name.substr(0, 1)) + name.substr(1, name.length() - 1);

    modelTexture.clear();
    weaponTexture = NULL;
    loadSkins(dir, brighten);
}
Exemple #3
0
gwMd2::gwMd2(const char *filePath){
	FILE *fp = fopen(filePath,"r");
	assert(fp);	
	header = loadHeader(fp);
	assert(header);
	skin = loadSkins(fp);
	assert(skin);
	texCoord = loadTexCoords(fp);
	assert(texCoord);
	triangle = loadTriangles(fp);
	assert(triangle);
	frame = loadFrames(fp);
	assert(frame);
	glcmds = loadGlCommands(fp);
	assert(glcmds);
	
	tex = new gwTexture(skin[textureId].name);
	assert(tex);
	
	fclose(fp);
}
Exemple #4
0
void S9xInitInputDevices()
{
	joypads[0] = 0;
	joypads[1] = 0;
	mouse.enabled = false;
	mouse.pressed = false;

#if CONF_ZEEMOTE
	ZeeInit();
#endif

	if (Config.joypad1Enabled) {
		joypads[0] = 0x80000000UL;
	}
	if (Config.joypad2Enabled) {
		joypads[1] = 0x80000000UL;
	}

	// Pretty print some information
	printf("Input: ");
	if (Config.joypad1Enabled) {
		printf("Player 1 (joypad)");
		if (Config.joypad2Enabled) {
			printf("+ player 2 (joypad)");
		}
	} else if (Config.joypad2Enabled) {
		printf("Player 2 (joypad)");
	} else {
		printf("Nothing");
	}
	printf("\n");

	// TODO Non-awful mouse & superscope support

	S9xInputScreenChanged();
  initialize_keymappings(&Config);
  loadSkins();
  updateOrientation();
  GL_InitTexture(IMAGE_WIDTH,IMAGE_HEIGHT);
}