KNHeaderButton::KNHeaderButton(QWidget *parent) : QWidget(parent) { //Set properties. setContentsMargins(0,0,0,0); //Set palette. configurePalette(); //Inital widgets. initialIcon(); initialText(); initialTimeLine(); }
KNHeaderButton::KNHeaderButton(QWidget *parent) : KNAnimeCheckedButton(parent) { //Set properties. setContentsMargins(0,0,0,0); setMinimumWidth(182); //Connect signal. connect(this, &KNHeaderButton::clicked, this, &KNHeaderButton::requireShowCategorySwitcher); //Set palette. configurePalette(); //Inital widgets. initialIcon(); initialText(); initialTimeLine(); }
void World::buildScene() { // Initialize the different layers for (std::size_t i = 0; i < LayerCount; ++i) { SceneNode::Ptr layer(new SceneNode()); mSceneLayers[i] = layer.get(); mSceneGraph.attachChild(std::move(layer)); } // Prepare the tiled background sf::Texture& texture = mTextures.get(Textures::Background); sf::IntRect textureRect(mWorldBounds); texture.setRepeated(true); // Add the background sprite to the scene std::unique_ptr<SpriteNode> backgroundSprite(new SpriteNode(texture, textureRect)); backgroundSprite->setPosition(mWorldBounds.left, mWorldBounds.top); mBackgroundSprite = backgroundSprite.get(); mSceneLayers[Background]->attachChild(std::move(backgroundSprite)); // Add player's spaceship std::unique_ptr<Spaceship> leader(new Spaceship(Spaceship::Rocket, mTextures)); mPlayerSpaceship = leader.get(); mPlayerSpaceship->setPosition(mSpawnPosition); mSceneLayers[Space]->attachChild(std::move(leader)); mBattlifieldBounds.setSize(sf::Vector2f(getBattlefieldBounds().width, getBattlefieldBounds().height)); mBattlifieldBounds.setPosition(getBattlefieldBounds().left, getBattlefieldBounds().top); mBattlifieldBounds.setFillColor(sf::Color::Transparent); mBattlifieldBounds.setOutlineThickness(2.f); mBattlifieldBounds.setOutlineColor(sf::Color::Green); initialText(); }