Exemple #1
0
/** \fn ChannelBase::StoreInputChannels(const InputMap&)
 *  \brief Sets starting channel for the each input in the input map.
 *  \param input Map from cardinputid to input params.
 */
void ChannelBase::StoreInputChannels(const InputMap &inputs)
{
    MSqlQuery query(MSqlQuery::InitCon());
    InputMap::const_iterator it = inputs.begin();
    for (; it != inputs.end(); ++it)
    {
        if ((*it)->name.isEmpty() || (*it)->startChanNum.isEmpty())
            continue;

        query.prepare(
            "UPDATE cardinput "
            "SET startchan = :STARTCHAN "
            "WHERE cardinputid = :CARDINPUTID");
        query.bindValue(":STARTCHAN",   (*it)->startChanNum);
        query.bindValue(":CARDINPUTID", it.key());

        if (!query.exec() || !query.isActive())
            MythDB::DBError("StoreInputChannels", query);
    }
}
Exemple #2
0
////////////////////////////////////////////////////////////
///Entrypoint of application 
//////////////////////////////////////////////////////////// 
int main()
{
	gui.setScale(16);
	gui.m_debug = true;


	bool updateGUI = true;

	registerInputs();

	// Create the main window 
	sf::RenderWindow window(sf::VideoMode(g_screenW, g_screenH, 32), "Tower Of Hanoi");

	// Start game loop 
	while (window.isOpen())
	{
		// Process events 
		sf::Event Event;
		while (window.pollEvent(Event))
		{
			// Close window : exit 
			if (Event.type == sf::Event::Closed)
				window.close();

			// Escape key : exit 
			if ((Event.type == sf::Event::KeyPressed) && ((Event.key.code == g_keyboard.Escape) || (Event.key.code == g_keyboard.BackSpace)/*Alt+F4 support here*/))
				window.close();

#pragma region Input
		//Update all keys
		for (InputMap::iterator mStart = buttons.begin(), mIter = mStart, mEnd = buttons.end(); mIter != mEnd; ++mIter)
		{
 			mIter->second.update();
		}

		//Check all keys, take actions, figure out if we need to update the GUI
		if (*buttons[LEFT])			{ updateGUI = game.moveLeft(); }
		if (*buttons[RIGHT])		{ updateGUI = game.moveRight(); }
		if (*buttons[UP])			{ updateGUI = game.moveUp(); }
		if (*buttons[DOWN])			{ updateGUI = game.moveDown(); }
		if (*buttons[ACTION])		{ updateGUI = game.actionButton(); }
		
		if (*buttons[SCALEUP])		{ updateGUI = gui.setScale(gui.getScale() + 1); }
		if (*buttons[SCALEDOWN])	{ updateGUI = gui.setScale(gui.getScale() - 1); }
		
		if (*buttons[NUM0])			{ updateGUI = game.returnDisc(); }
		if (*buttons[NUM1])			{ updateGUI = game.handleDisc(0); }
		if (*buttons[NUM2])			{ updateGUI = game.handleDisc(1); }
		if (*buttons[NUM3])			{ updateGUI = game.handleDisc(2); }
		if (*buttons[NUM4])			{ updateGUI = game.handleDisc(3); }
		if (*buttons[NUM5])			{ updateGUI = game.handleDisc(4); }
		if (*buttons[NUM6])			{ updateGUI = game.handleDisc(5); }
		if (*buttons[NUM7])			{ updateGUI = game.handleDisc(6); }
		if (*buttons[NUM8])			{ updateGUI = game.handleDisc(7); }
		if (*buttons[NUM9])			{ updateGUI = game.handleDisc(8); }
#pragma endregion
		}

		// Draw loop
		if (updateGUI)
		{
			window.clear(g_clearCol);
			gui.drawGame(window, game);
			window.display();
			updateGUI = false;
		}
	}

	return EXIT_SUCCESS;
}