int MainWindow::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QMainWindow::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: loadUrlAddr(); break; case 1: displayUrlAddr((*reinterpret_cast< const QUrl(*)>(_a[1]))); break; case 2: showTitle((*reinterpret_cast< const QString(*)>(_a[1]))); break; case 3: toolBarMovable((*reinterpret_cast< bool(*)>(_a[1]))); break; case 4: webLoadStarted(); break; case 5: webLoadFinished((*reinterpret_cast< bool(*)>(_a[1]))); break; case 6: webLoadProgress((*reinterpret_cast< int(*)>(_a[1]))); break; case 7: myOnLinkClicked((*reinterpret_cast< const QUrl(*)>(_a[1]))); break; case 8: myContentChanged(); break; case 9: on_pbExit_clicked(); break; case 10: on_pbInput_clicked(); break; case 11: on_dockwidget_toggled((*reinterpret_cast< bool(*)>(_a[1]))); break; default: ; } _id -= 12; } return _id; }
ccShiftAndScaleCloudDlg::ccShiftAndScaleCloudDlg( const CCVector3d& Pl, double Dl, const CCVector3d& Pg, double Dg, QWidget* parent/*=0*/) : QDialog(parent) , m_ui(0) , m_applyAll(false) , m_cancel(false) , m_activeInfoIndex(-1) , m_originalPoint(Pg) , m_originalDiagonal(Dg) , m_localPoint(Pl) , m_localDiagonal(Dl) , m_reversedMode(true) { init(); showWarning(false); showTitle(false); showKeepGlobalPosCheckbox(true); showScaleItems(m_originalDiagonal > 0.0 && m_localDiagonal > 0.0); showCancelButton(true); //to update the GUI accordingly onGlobalPosCheckBoxToggled(m_ui->keepGlobalPosCheckBox->isChecked()); }
void main() { init(); while(1) { showTitle(); gameLoop(); } }
void Game::loop() { sf::Event ourEvent; _window.GetEvent( ourEvent ); switch( _gameState ) { // TODO: Implement LOADING, PAUSE_MENU, LEVELING(?), DEATH(?) cases case TITLE_SCREEN: { showTitle(); _gameState = WORLD_MAP; break; } case MAIN_MENU: { break; } case WORLD_MAP: { // background color is the grass color for now _window.Clear( sf::Color( 31, 186, 67 ) ); if( ourEvent.Type == sf::Event::Closed ) _gameState = EXITING; if( ourEvent.Type == sf::Event::KeyPressed ) { if( ourEvent.Key.Code == sf::Key::Escape ) _gameState = EXITING; if( ourEvent.Key.Code == sf::Key::B ) _gameState = BATTLE_SCREEN; } BackgroundObjectManager::updateObjects(); // update the foreground objects after, or else the background sprites will be drawn on top of the foreground stuffs (e.g. player sprite ) VisibleObjectManager::updateObjects(); BackgroundObjectManager::displayObjects( _window ); VisibleObjectManager::displayObjects( _window ); _window.Display(); break; } case BATTLE_SCREEN: { showBattle(); _gameState = WORLD_MAP; // should be LEVELING or DEATH based on outcome of battle later on break; } } }
void handlePageChange(void) { // Some OLED displays do not respond on the first initialisation so refresh the display // when the page changes in the hopes the hardware responds. This also allows the // user to power off/on the display or connect it while powered. resetDisplay(); i2c_OLED_clear_display_quick(); showTitle(); }
void TitleTemplateDlg::OnBnClickedTitlesetPretitle() { // TODO: 在此添加控件通知处理程序代码 if ( m_curTitle > 0 ) { -- m_curTitle ; m_changeTitle = true; showTitle(); } }
void TitleTemplateDlg::OnBnClickedTitlesetNexttitle() { // TODO: 在此添加控件通知处理程序代码 // 标题模板非空 且 非最后一项 if ( m_titleNum && m_curTitle < (m_titleNum - 1) ) { m_curTitle ++; m_changeTitle = true; showTitle (); } }
void TitleTemplateDlg::OnBnClickedTitlesetFirsttitle() { // TODO: 在此添加控件通知处理程序代码 // 没有标题模板什么也不做 if ( m_titleNum == 0 ) return ; m_curTitle = 0; m_changeTitle = true; showTitle(); }
void TitleTemplateDlg::OnBnClickedTitlesetTitlecontent() { // TODO: 在此添加控件通知处理程序代码 if ( m_curTitle == -1 ) { MessageBoxW ( _T("please insert title firstly.")); return ; } // m_titleTemplate[m_curTitle] += _T("[标题内容]"); showTitle(); }
void TitleTemplateDlg::OnBnClickedTitlesetCleartitle() { // TODO: 在此添加控件通知处理程序代码 // 没有title模板 或现在不在任何标题上 if ( ! m_titleNum || m_curTitle == -1 ) return ; if ( m_curTitle < m_titleNum ) { m_titleTemplate[m_curTitle] = _T(""); m_changeTitle = true; showTitle(); } }
void TitleTemplateDlg::OnBnClickedTitlesetSpace() { // TODO: 在此添加控件通知处理程序代码 if ( m_curTitle == -1 ) { MessageBoxW ( _T("please insert title firstly.")); return ; } // CString *title = & m_titleTemplate[m_curTitle]; if ( title->Right( _tcsclen( _T("[ \\t]+"))) != _T("[ \\t]+") ) *title += _T("[ \\t]+"); showTitle(); }
BOOL TitleTemplateDlg::OnInitDialog() { CDialogEx::OnInitDialog(); // TODO: 在此添加额外的初始化 // 开始提供第一标题 m_titleTemplatePre = m_titleTemplate; m_titleNumPre = m_titleNum; m_curTitle = 0; m_changeTitle = true; showTitle(); return TRUE; // return TRUE unless you set the focus to a control // 异常: OCX 属性页应返回 FALSE }
void TitleTemplateDlg::OnBnClickedTitlesetBigalpha() { // TODO: 在此添加控件通知处理程序代码 // m_curTitle 是 m_titleTemplate 的有效下标,函数外得到确保。 if ( m_curTitle == -1 ) { MessageBoxW ( _T("please insert title firstly .")); return ; } // CString *title = & m_titleTemplate[m_curTitle]; if ( title->Right( _tcsclen( _T("[A-Z]+"))) != _T("[A-Z]+") ) *title += _T("[A-Z]+"); showTitle(); }
void TitleTemplateDlg::OnBnClickedTitlesetCanceltitle() { // TODO: 在此添加控件通知处理程序代码 if ( m_titleNum == 0 ) { return ; } for ( int i=m_curTitle; i<m_titleNum-1; i++ ) m_titleTemplate[i] = m_titleTemplate[i+1]; m_titleTemplate[m_titleNum-1] = _T(""); // 删除的是最后一个 if ( m_curTitle == m_titleNum-1 ) m_curTitle -= 1; m_titleNum --; m_changeTitle = true; showTitle (); }
void Game::run() { if (!showLicenseSplash()) return; if (!showTitle()) return; if (!showMainMenu()) return; if (!showQuote()) return; if (!showChapter1()) return; _module.reset(new Module(*_console)); runModule(); _module.reset(); }
void TitleTemplateDlg::OnBnClickedTitlesetInserttitle() { // TODO: 在此添加控件通知处理程序代码 // 如果vector空间不够 插入 if ( m_titleNum >= m_titleTemplate.size() ) { m_titleTemplate.push_back ( CString(_T(""))); } for ( int i=m_titleNum-1; i > m_curTitle ; i-- ) { m_titleTemplate[i+1] = m_titleTemplate[i]; } m_curTitle ++; m_titleTemplate[m_curTitle] = _T(""); m_titleNum ++; // 插入后 显示最新的title m_changeTitle = true; showTitle (); }
void Game::run() { if (!showLicenseSplash()) return; if (!showTitle()) return; if (!showMainMenu()) return; if (!showQuote()) return; if (!showChapter1()) return; _module = new Module(*_console); runModule(); delete _module; _module = 0; }
void CGEEngine::cge_main() { memset(_barriers, 0xFF, sizeof(_barriers)); if (!_mouse->_exist) error("%s", _text->getText(kTextNoMouse)); if (!_resman->exist(kSavegame0Name)) _mode = 2; _debugLine->_flags._hide = true; if (_horzLine) _horzLine->_flags._hide = true; if (_music && _soundOk) _midiPlayer->loadMidi(0); if (_startGameSlot != -1) { // Starting up a savegame from the launcher _mode++; runGame(); _startupMode = 2; if (_flag[3]) // Flag FINIS movie(kEndgExt); } else { if (_mode < 2) movie(kLgoExt); if (showTitle("WELCOME")) { if (_mode == 1) movie(kIntroExt); runGame(); _startupMode = 2; if (_flag[3]) // Flag FINIS movie(kEndgExt); } else _vga->sunset(); } }
void TitleTemplateDlg::OnBnClickedTitlesetInseretbutton() { // TODO: 在此添加控件通知处理程序代码 if ( m_curTitle == -1 ) { MessageBoxW ( _T("please insert title firstly.")); return ; } CWnd *pWnd = this->GetDlgItem( IDC_TITLESET_INSERTCHAR ); CString editText, nonEscape; pWnd->GetWindowTextW( editText ); UINT pos = 0; CString *title = & m_titleTemplate[m_curTitle]; while ( pos < editText.GetLength() ) { TCHAR textChar = editText.GetAt(pos ++); switch ( textChar ) { case _T('['): case _T('\\'): case _T('.'): case _T('+'): case _T('*'): case _T(']'): *title += _T('\\'); *title += textChar ; break; default: *title += textChar; } } showTitle(); }
int main() { srand ( time(NULL) ); game_graphics = new SDLGraphics(SCREEN_WIDTH + 150, SCREEN_HEIGHT, "Min Wage", 0,0,0); //game_timer = new Timer(); game_input = new Input(); gameMenu = new menuClass(); gameIndoors = new IndoorHandler(); playerStuff.gameStart(); //There's got to be a better way to do this (generating random tiles for the grass)... //This is probably a better idea: generate the entire backdrop as an SDL_Surface that can be drawn // each time it is needed? int randTiles[(SCREEN_HEIGHT / 32) * (SCREEN_WIDTH / 32)]; int i = 0; for (i = 0; i < (SCREEN_HEIGHT / 32) * (SCREEN_WIDTH / 32); i++) { randTiles[i] = rand() % 4; } //makeMap(); //loadMapFile("datfile.dat"); setupTiles(); showTitle(); gameloop(randTiles); exitGame(); return 0; }
void handlePageChange(void) { i2c_OLED_clear_display_quick(); showTitle(); }
void dashboardUpdate(timeUs_t currentTimeUs) { static uint8_t previousArmedState = 0; bool pageChanging; #ifdef CMS static bool wasGrabbed = false; if (displayIsGrabbed(displayPort)) { wasGrabbed = true; return; } else if (wasGrabbed) { pageChanging = true; wasGrabbed = false; } else { pageChanging = false; } #else pageChanging = false; #endif bool updateNow = (int32_t)(currentTimeUs - nextDisplayUpdateAt) >= 0L; if (!updateNow) { return; } nextDisplayUpdateAt = currentTimeUs + DASHBOARD_UPDATE_FREQUENCY; bool armedState = ARMING_FLAG(ARMED) ? true : false; bool armedStateChanged = armedState != previousArmedState; previousArmedState = armedState; if (armedState) { if (!armedStateChanged) { return; } currentPageId = PAGE_ARMED; pageChanging = true; } else { if (armedStateChanged) { currentPageId = PAGE_STATUS; pageChanging = true; } if ((currentPageId == PAGE_WELCOME) && ((int32_t)(currentTimeUs - nextPageAt) >= 0L)) { currentPageId = PAGE_STATUS; pageChanging = true; } if (forcePageChange) { pageChanging = true; forcePageChange = false; } } if (pageChanging) { // Some OLED displays do not respond on the first initialisation so refresh the display // when the page changes in the hopes the hardware responds. This also allows the // user to power off/on the display or connect it while powered. if (!displayPresent) { resetDisplay(); } if (!displayPresent) { return; } i2c_OLED_clear_display_quick(); showTitle(); } if (!displayPresent) { return; } switch(currentPageId) { case PAGE_WELCOME: showWelcomePage(); break; case PAGE_ARMED: showArmedPage(); break; case PAGE_STATUS: showStatusPage(); break; } if (!armedState) { updateFailsafeStatus(); updateRxStatus(); updateTicker(); } }
/*notice the default arguments for main. SDL expects main to look like that, so don't change it*/ int main(int argc, char *argv[]) { // SDL_Surface *temp = NULL; int done;// the player const Uint8 *keys;// the player /* This section starts by loading the BG as a surface and converting it to a texture This will have to change if I can manage to scroll the trexture arond the player*/ SDL_CreateWindowAndRenderer(800, 600, SDL_WINDOW_RESIZABLE, &mainWindow, &renderer); SDL_SetWindowTitle(mainWindow, "Nitro Hotness"); if( TTF_Init() == -1 ) { return false; } if( Mix_OpenAudio( 22050, MIX_DEFAULT_FORMAT, 2, 4096 ) == -1 ) { return false; } InitSpriteSystem(); InitEntitySystem(entityMax); map mymap = setWorld(); ObstacleList ol = newObstacleList(); mew = newPlayer(); Obstacle Doh = newObstacle(0); Road_M Path = initRoad(); AI rival = new_AI(); GUI HUD = InitGUI(); mew.position=0; done = 0; //The music that will be played Mix_Music *music = NULL; Mix_Chunk *buzz = NULL; buzz = Mix_LoadWAV( "sfx/buzz.wav" ); readSave(&mew); showTitle(); showMain(); oldTime = 0; currentTime = 0; mytime = 0; do { oldTime = 0; currentTime = 0; mytime = 0; if( Mix_PlayingMusic() == 0 ) { //Play the music if( Mix_PlayMusic( level_music, -1 ) == -1 ) { return 1; } } SDL_Event e; SDL_PollEvent( &e ); if(&e) { //User requests quit if( e.type == SDL_QUIT ) { done = 1; } //user presses enter to go to next menu //User presses a key else if( e.type == SDL_KEYDOWN ) { //Select surfaces based on key press switch( e.key.keysym.sym ) { case SDLK_LEFT: // slog("left is down"); mew.playerX += 3; mew.accel = (mew.accel - .000001); break; case SDLK_RIGHT: // slog("right is down"); mew.playerX -= 3; mew.accel = (mew.accel - .000001); break; case SDLK_UP: // slog("up is down"); mew.accel = (mew.accel + .00007); Mix_PlayChannel( 1, buzz, 0 ); break; case SDLK_DOWN: // slog("down is down"); mew.accel = (mew.accel - .00008); break; } } else if( e.type == SDL_KEYUP ) { //Select surfaces based on key press switch( e.key.keysym.sym ) { case SDLK_RETURN : if(mew.done ==1) { Mix_HaltMusic(); if(GP == 1) { mew.done=0; lvl++; //slog("new level is %i",lvl); mew.position = 0; rival.position =0; setWorld(); Results(mew.rank,lvl); } else if (GP == 0) { mew.done=0; mew.position = 0; rival.position =0; levelSelect(); } } else { slog("too soon"); } case SDLK_LEFT: // slog("left is up"); e.type = SDLK_CLEAR; break; case SDLK_RIGHT: // slog("right is up"); e.type = SDLK_CLEAR; break; case SDLK_UP: // slog("up is up"); mew.accel = (mew.accel - .001); Mix_HaltChannel(1); e.type = SDLK_CLEAR; break; case SDLK_DOWN: // slog("down is up"); mew.accel = 0; e.type = SDLK_CLEAR; break; default: //slog("simple decel"); mew.accel = (mew.accel-0.00001); break; } } if(mew.position > rival.position) { mew.rank = 1 ; } else if( rival.position > mew.position ) { mew.rank = 2 ; } SDL_RenderClear(renderer); DrawBG(BG1,BG2); roadUpdate(Path,mymap,mew); roadDraw(Path,mymap,&mew); roadFetch(Path,mymap,&mew); checkForObstacles(ol , &mew, Doh); update_AI(&rival, &mew); UpdatePlayer(&mew); DrawGui(HUD,mew); NextFrame(); keys = SDL_GetKeyboardState(NULL); if(keys[SDL_SCANCODE_ESCAPE]) { done = 1; } } }while(!done); //Free the sound effects //Free the music Mix_FreeMusic( music ); CloseEntitySystem(); CloseSpriteSystem(); exit(0); /*technically this will end the program, but the compiler likes all functions that can return a value TO return a value*/ return 0; }