// End of round - Called when the round is over (when game timer runs out) void Game::endOfRound() { // Show end of round info char round[8]; char score[16]; snprintf(round, 32, "%d", currentRound); snprintf(score, 32, "%d", currentRoundScore); std::string title = "Round "; title += round; std::string msg = "Score: "; msg += score; if (currentRoundScore >= targetRoundScore) { title += " Complete"; showInfoPanel(title.c_str(), msg.c_str()); g_pAudio->PlaySound("audio/round_won.wav"); // Move to next round number currentRound++; } else { title += " Failed"; showInfoPanel(title.c_str(), msg.c_str()); g_pAudio->PlaySound("audio/round_lost.wav"); } // Change to round over game state changeGameState(roundOver); }
EffectsListView::EffectsListView(QWidget *parent) : QWidget(parent) { m_ui.setupUi(this); QMenu *menu = new QMenu(this); m_effectsList = new EffectsListWidget(menu); QVBoxLayout *lyr = new QVBoxLayout(m_ui.effectlistframe); lyr->addWidget(m_effectsList); lyr->setContentsMargins(0, 0, 0, 0); m_ui.search_effect->setListWidget(m_effectsList); m_ui.buttonInfo->setIcon(KIcon("help-about")); if (KdenliveSettings::showeffectinfo()) { m_ui.buttonInfo->setDown(true); } else m_ui.infopanel->hide(); menu->addAction(KIcon("edit-delete"), i18n("Delete effect"), this, SLOT(slotRemoveEffect())); connect(m_ui.type_combo, SIGNAL(currentIndexChanged(int)), this, SLOT(filterList(int))); connect(m_ui.buttonInfo, SIGNAL(clicked()), this, SLOT(showInfoPanel())); connect(m_effectsList, SIGNAL(itemSelectionChanged()), this, SLOT(slotUpdateInfo())); connect(m_effectsList, SIGNAL(doubleClicked(QListWidgetItem *, const QPoint &)), this, SLOT(slotEffectSelected())); m_effectsList->setCurrentRow(0); }