Esempio n. 1
0
__task void initTask(void){
	
	
	//sem init
	os_sem_init(&semIncMin, 0);
	os_sem_init(&semKeyPress, 0);
	os_sem_init(&semIncHour, 0);
	os_sem_init(&semIncSec, 0);
	
	
	initTexts();
		
	//mutex init
	os_mut_init(&mutTime);
	os_mut_init(&mut_msg_ptr);
	os_mut_init(&mut_msg_offset);
	
	
	//task init
	os_tsk_create(taskSerial, 0x82);
	os_tsk_create(clock_task, 0x90);
	os_tsk_create(taskIncHour, 0x7F);
	os_tsk_create(taskIncMin, 0x80);
	os_tsk_create(taskIncSec, 0x81);
	disTaskId = os_tsk_create(updateDisplay, 0x10);
	keyTaskId = os_tsk_create(key_task, 0x7E);
	joyTaskId = os_tsk_create(joy_task, 0x7D);
	
	//display stuff...
	os_evt_set(DIS_EVT_MSG_PTR, disTaskId);
	
	//end
	os_tsk_delete_self();
}
Esempio n. 2
0
void Graphical_UI::setup(){
    initTexts();    

    ParameterServer* ps = ParameterServer::instance();

    // create widgets for image and map display
    std::string visual_topic = ps->get<std::string>("topic_image_mono");
    QString vl("Waiting for visual image on topic<br/><i>\""); vl += visual_topic.c_str(); vl += "\"</i>";
    visual_image_label = new QLabel(vl);
    formatImageLabel(visual_image_label);

    std::string depth_topic = ps->get<std::string>("topic_image_depth");
    QString dl("Waiting for depth image on topic<br/><i>\""); dl += depth_topic.c_str(); 
    dl += "\"</i><br/>";

    depth_image_label = new QLabel(dl);
    formatImageLabel(depth_image_label);

    feature_image_label = new QLabel(tr("<i>Waiting for feature image...</i>"));
    formatImageLabel(feature_image_label);
    
    feature_flow_image_label = new QLabel(*mouseHelpText);
    formatImageLabel(feature_flow_image_label);

    QSplitter* hsplitter = new QSplitter(Qt::Horizontal);
    hsplitter->addWidget(visual_image_label);
    hsplitter->addWidget(depth_image_label);
    hsplitter->addWidget(feature_image_label);
    hsplitter->addWidget(feature_flow_image_label);

    // setup the layout:
    // use a splitter as main widget
    vsplitter = new QSplitter(Qt::Vertical);
    setCentralWidget(vsplitter);

    // add glviewer as top item to splitter
    if(ps->get<bool>("use_glwidget")) {
      glviewer = new GLViewer(this);//displays the cloud in 3d
      vsplitter->addWidget(glviewer);
    }

    vsplitter->addWidget(hsplitter);

    createMenus();

    setupStatusbar();

    setMinimumSize(600, 290);
    resize(1000, 700);
}
CreditsState::CreditsState(Font f, TextureManager* tM) {
	font = f;
	
	texManager = tM;

	phase = 0;

	initTexts();
	initSprites(texManager);

	objects.emplace_back(new Player(texManager, &bullets, 3, 80.f, 470.f));
	objects.emplace_back(new Enemy(texManager, &bullets, 1, 1200.f, 90.f, 0.f, 0.f));

	objects[PLAYER]->setShooting(true);
}
Game::Game(): window(sf::VideoMode(640, 480), "SFML Game Development"),
              fonts("fonts/"), world(window) {
    initVariables();
    loadFonts();
    initTexts();
}
void PauseMenuScene::init(SDL_Window* w, SDL_Surface* s, SDL_Renderer* r, int ts, std::pair<int, int> dm, TTF_Font* gF)
{
	Scene::init(w, s, r, ts, dm, gF);
	initTexts();
}