Esempio n. 1
0
int main()
{
  MainMenu mainmenu;
  mainmenu.display();

  return 0;
}
void ItemScene::mousePressEvent(QGraphicsSceneMouseEvent *event)
{
    if(this->sceneType == MenuDisplay)
    {
        cout << "Width: " << this->sceneRect().width() << endl;
        QList<QGraphicsView*> parentViews = this->views();
        cout << parentViews.size() << endl;
        MainMenu* view = (MainMenu*)parentViews.at(0);

        int viewPosX, viewPosY, viewWidth, viewHeight, imagePosX, imagePosY, imageWidth, imageHeight;
        viewPosX = view->getPosition()->x();
        viewPosY = view->getPosition()->y();
        viewWidth = view->width();
        viewHeight = view->height();
        imagePosX = this->imageDisplay->imageFileItem->pos().x();
        imagePosY = this->imageDisplay->imageFileItem->pos().y();
        imageWidth = this->imageDisplay->imageFileItem->boundingRect().width();
        imageHeight = this->imageDisplay->imageFileItem->boundingRect().height();

        if( (viewPosX + viewWidth >= imagePosX || viewPosX + viewWidth >= imagePosX + imageWidth ) &&
            (viewPosY <= imagePosY || viewPosY <= imagePosY + imageHeight) )
        {
            QPointF position(viewPosX + event->scenePos().x(), viewPosY + event->scenePos().y());
            this->imageDisplay->addSelectionMarker(position);
        }

    }

    update();
    QGraphicsScene::mousePressEvent(event);
}
Esempio n. 3
0
void MainWindow::on_btnLogin_clicked()
{
    QSqlQueryModel *model = new QSqlQueryModel;
    model->setQuery("SELECT * FROM users");
    model->setHeaderData(0, Qt::Horizontal, tr("Name"));
    model->setHeaderData(0, Qt::Horizontal, tr("Password"));
    model->setHeaderData(0, Qt::Horizontal, tr("Type"));

    QString username = ui->txtUserName->text();
    QString password = ui->txtPassWord->text();

    bool success = loginManager->Login(username, password);

    if (success)
    {
        MainMenu *menu = new MainMenu(0, loginManager);
        menu->show();
        this->destroy();
        //QTableView *view = new QTableView;
        //view->setWindowTitle("Users");
        //view->resizeColumnsToContents();
        //view->resizeRowsToContents();
        //view->setModel(model);
        //view->show();
        //view->resize(640, 480);
    }
}
Esempio n. 4
0
void Game::initializeGame()
{
	std::cout<<"\n\n    BOOT UP: LOADING SPRITES: "; //Loading Text

	MainMenu* MenuState = new MainMenu();
	MenuState->Init(this);
	states.push_back(MenuState);

	LevelHome* StateHome = new LevelHome();
	StateHome->Init(this);
	states.push_back(StateHome);

	LevelOne* StateOne = new LevelOne();
	StateOne->Init(this);
	states.push_back(StateOne);

	LevelTwo* StateTwo = new LevelTwo();
	StateTwo->Init(this);
	states.push_back(StateTwo);

	LevelThree* StateThree = new LevelThree();
	StateThree->Init(this);
	states.push_back(StateThree);

	UIState* UI = new UIState();
	UI->Init(this);
	states.push_back(UI);

	MessageState* Msg = new MessageState();
	Msg->Init(this);
	states.push_back(Msg);


}
Esempio n. 5
0
int main(int argc, char *argv[])
{
    QApplication a(argc, argv);
    MainMenu w;
    w.show();

    return a.exec();
}
Esempio n. 6
0
void MainMenu::on_pushButton_4_clicked()
{
    MainMenu *m = DataModel::getMainmenu();
    m->hide();

    collectionGUI *c = DataModel::getCollectiongui();
    c->show();
}
Esempio n. 7
0
int main() {
    
    MainMenu start;
    start.initComponents();
    start.run();
    
    return 0;
}
Esempio n. 8
0
int main()
{
    //Declare Variables
    char wasd  = ' ';          // Holds player's movement
    char *loc  = 0;            // Holds player location
    char **arrMap1;            // For allocating memory
    int locX   = 0;            // Holds X location
    int locY   = 0;            // Holds Y location
    int turn   = 0;            // Holds turns taken
    int menuIn = 0;            // Holds menu input
    int debug[0];              // Converts char to int for debug file
    bool isGameRunning = true; // Checks if game is still running
    bool action = false;       // Checks if player is fighting

    //Define objects
    Player p;
    Map map1;
    MainMenu menu;

    //Allocate instances
    Speechbox *sB = new Playerbox();
    Playerbox *pB = new Playerbox();
    Pickupbox *pU = new Pickupbox();

    //Build FileStream object
    FileStream f;
    //Display menu and prompt for choice
    f.readFile("Main.mnu", 0, 0);

    cin >> menuIn;

    //If 3, display help screen
    if(menuIn == 3)
    {
        system("cls");
        f.readFile("help.mnu", 0, 0);
        cout << "\nPress Enter to start game\n";
        _getch();
        system("cls");
    }
    //If 4, exit and don,t bother set or output
    else if(menuIn == 4){ cout << "\nGoodbye!\n"; exit(EXIT_SUCCESS); }

    //If not 3, set and output menu
    menu.setInN(menuIn);
    menu.outMenu(menuIn);

    //If load game fail, prompt
    if(menu.getIsCodeGood() == false)
    {
        //Prompt for user info
        cin >> p;

        //Prompt for map properties
        cin >> map1;
    }
Esempio n. 9
0
void init() {
    stack_position = StackPosition::CENTERED;

    init_random();
    input.init();
    init_modes();
    init_textures();
    menu.init();
    menu.init_graphics();
}
Esempio n. 10
0
void GameScene::Update(void * params, Game * game)
{
    game->keyboard.UpdateState();

    if(game->keyboard.IsKeyPressed(SDLK_y))
        character.NextAnimation();

    if(game->keyboard.IsKeyPressed(SDLK_w))
        character.SetCurrentDirection(0);
    
    if(game->keyboard.IsKeyPressed(SDLK_s))
        character.SetCurrentDirection(1);

    if(game->keyboard.IsKeyPressed(SDLK_a))
        character.SetCurrentDirection(2);

    if(game->keyboard.IsKeyPressed(SDLK_d))
        character.SetCurrentDirection(3);
   
    if(game->keyboard.IsKeyDown(SDLK_q))
        game->Kill();

    if(game->keyboard.IsKeyPressed(SDLK_ESCAPE))
    {
        MainMenu * menu = new MainMenu();
        menu->AddMenuItem("Quit");
        menu->AddMenuItem("Continue");
        game->PushScene(menu);
    }

    if(game->keyboard.IsKeyDown(SDLK_RIGHT))
    {
        currentBackground.Move(-1.0f,0.0f);
        character.SetCurrentDirection(3);
        character.StepAnimation();
    }
    if(game->keyboard.IsKeyDown(SDLK_LEFT))
    {
        currentBackground.Move(1.0f,0.0f);
        character.SetCurrentDirection(2);
        character.StepAnimation();
    }
    if(game->keyboard.IsKeyDown(SDLK_UP))
    {
        currentBackground.Move(0.0f,1.0f);
        character.SetCurrentDirection(0);
        character.StepAnimation();
    }
    if(game->keyboard.IsKeyDown(SDLK_DOWN))
    {
        currentBackground.Move(0.0f,-1.0f);
        character.SetCurrentDirection(1);
        character.StepAnimation();
    }
}
Esempio n. 11
0
int main()
{
    // this outputs the title of the app
    // and initialises the MathsOp pointer declared privately
    // an example of multitasking for the programmer
    MainMenu *mainMenu = new MainMenu();
    mainMenu->showOptions();

    // free resources allocated dynamically
    delete mainMenu;
    return 0;
}
Esempio n. 12
0
/*--------------------------------------------------------------------------*/
void PegAppInitialize(PegPresentationManager *pPresent)
{
	printf("err0\n");
	pPresent->Screen()->SetPalette(0, 255, PegCustomPalette); /* use custom palette */
	pPresent->SetColor(PCI_NORMAL, NEWMENU_BACKGRANOUD_COLOR);
	printf("error1\n");
	pPresent->Draw();
	printf("error2\n");
	
	/*Set default font size (only English)*/
	PegTextThing::SetDefaultFont(PEG_PROMPT_FONT,&Arial14);
	PegTextThing::SetDefaultFont(PEG_TBUTTON_FONT,&Arial12);

	//gbCurrentLanguage = 1;
	/*
	if(0 == gbCurrentLanguage)
	{
		PegTextThing::SetDefaultFont(PEG_PROMPT_FONT,&Arial14);
		PegTextThing::SetDefaultFont(PEG_TBUTTON_FONT,&Arial12);
	}
	else if(1 == gbCurrentLanguage)
	{
		PegTextThing::SetDefaultFont(PEG_PROMPT_FONT,&heiti14);
		PegTextThing::SetDefaultFont(PEG_TBUTTON_FONT,&heiti12);
	}
	*/

	printf("error3\n");
    MainMenu *pWin = new MainMenu(20, 20);

	printf("error4\n");
	ToolTip * pToolTip = new ToolTip(0, 0, NULL);
	pWin->SetToolTipWnd(pToolTip);

	printf("err111\n");
	TVHelpWnd * pTVHelpWnd = new TVHelpWnd(pWin->mReal.wLeft + 400, pWin->mReal.wTop);
	pWin->SetHelpWnd(pTVHelpWnd);

	/*set translucency*/

	pPresent->Add(pTVHelpWnd);
	pPresent->Add(pToolTip, FALSE);
	pPresent->Add(pWin);
	
	pWin->ProcessUpDownKey();

	PegMessage tmpMsg;
	tmpMsg.pTarget = pToolTip;
	tmpMsg.pSource = pPresent;
	tmpMsg.wType = PM_SHOW;
	pPresent->Message(tmpMsg);
}
Esempio n. 13
0
void Game::ShowMenu() {
    MainMenu mainMenu;
    MainMenu::MenuResult result=mainMenu.Show(_mainWindow);
    if(result == MainMenu::Exit) {
        _gameState = Game::Exiting;
    }
    if(result == MainMenu::newGame) {
        _gameState = Game::newGame;
    }
    if(result == MainMenu::joinGame) {
        _gameState = Game::joinGame;
    }
}
Esempio n. 14
0
int main(int argc, char *argv[])
{
    QApplication a(argc, argv);

    MainMenu w;

    QRect screenGeometry = QApplication::desktop()->screenGeometry();
    int x = (screenGeometry.width()-w.width()) / 2;
    int y = (screenGeometry.height()-w.height()) / 2;
    w.move(x, y);
    w.show();
    return a.exec();
}
Esempio n. 15
0
void MainMenuBase::execSyncV(      FieldContainer    &oFrom,
                                   ConstFieldMaskArg  whichField,
                                   AspectOffsetStore &oOffsets,
                                   ConstFieldMaskArg  syncMode,
                                   const UInt32             uiSyncInfo)
{
    MainMenu *pThis = static_cast<MainMenu *>(this);

    pThis->execSync(static_cast<MainMenu *>(&oFrom),
                    whichField,
                    oOffsets,
                    syncMode,
                    uiSyncInfo);
}
Esempio n. 16
0
int main(int argc, char* argv[]) {
    if(argc > 1) {
        // TODO we should have cla's for testing purposes
    }

	// Creats the main menu to start the game
	MainMenu menu;
	
	// Displays main menu
	do    print_menu_clr("screen_main");
	while (!menu.get_input());

	return 0;
}
Esempio n. 17
0
void Game::ShowMenu()
{
    MainMenu mainMenu;
    MainMenu::MenuResult result = mainMenu.show(m_mainWindow);
    switch(result)
    {
    case MainMenu::Exit:
            m_gameState = Game::Exiting;
            break;
        case MainMenu::Play:
            m_gameState = Game::Playing;
            break;
    }
}
Esempio n. 18
0
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR, int nCmdShow)
{
#if defined(DEBUG) || defined(_DEBUG)
	myInitMemoryCheck();
#endif
	//_CrtSetBreakAlloc(3795052);

	MaloW::ClearDebug();
	
	GraphicsEngineParams params;
	params.LoadFromeFile("config.cfg");
	//params.CamType = FPS;
	/*	Structure of cfg file:
	windowWidth
	windowHeight
	Maximized
	ShadowMapQuality
	FXAAQuality
	*/

	GameOptions GameParams;
	GameParams.LoadFromeFile("GameSettings.cfg");
	/*
	masterVolume
	songVolume //Funkar dock inte
	effectVolume //Funkar dock inte
	*/

	// Create the graphics engine
	GraphicsEngine* ge = new GraphicsEngine(params, hInstance, nCmdShow);
	gfxeng::eng = ge; // Set the global eng to our engine so that GetGraphicsEngine(); can work.
	ge->CreateSkyBox("Media/skymap.dds");

	//test();	// Instead of ifndef lol

	// Create the MainMenu and send the graphics engine, and then run Run();
	MainMenu* mm = new MainMenu(ge);
	mm->Run();

	delete mm;
	delete ge;
	gfxeng::eng = NULL;

	#if defined(DEBUG) || defined(_DEBUG)
		myDumpMemoryLeaks();
	#endif
	
	return 0;
}
Esempio n. 19
0
void LoginWindow::on_loginButton_clicked()
{
    ui->statusBar->showMessage(loggingIn.c_str());
    SystemUser user = {ui->usernameLineEdit->text().toStdString(),
                      ui->passwordLineEdit->text().toStdString()};
    if (Login(user)) {
        ui->statusBar->clearMessage();
        this->setHidden(true);
        MainMenu *mainMenu = new MainMenu(this, user);
        connect(mainMenu, SIGNAL(UserLoggedOut()), this, SLOT(UserLoggedOut()));
        mainMenu->show();
    }
    else if (ui->statusBar->currentMessage().toStdString() != connectionError)
        ui->statusBar->showMessage(loginFailed.c_str());
}
Esempio n. 20
0
int main(int argc, char **argv)
{

	QApplication app(argc, argv);

	QTextCodec::setCodecForCStrings(QTextCodec::codecForName("UTF-8"));
	QTextCodec::setCodecForTr(QTextCodec::codecForName("UTF-8"));

	MainMenu main;
	main.setFixedSize(320, 240);
	main.setWindowFlags(Qt::CustomizeWindowHint);
	main.show();

    return app.exec();

}
Esempio n. 21
0
MainMenu* MainMenu::create()
{

    MainMenu *pRet = new MainMenu();
    if (pRet && pRet->init())
    {
        pRet->autorelease();
        return pRet;
    }
    else
    {
        delete pRet;
        pRet = NULL;
        return NULL;
    }
}
Esempio n. 22
0
void Draw(Core::Graphics& graphics){
	if (isEditingSpaceship){
		editor.Draw(graphics);
	}
	else{
		graphics.SetColor(defaultColor);

		if(!isMainMenu && !isControls){
			{
				PROFILE("LevelDraw");
				lvl.Draw(graphics);
			}
			{
				PROFILE("ParticlesDraw");
				manager->Draw(graphics);
			}
		}
		else if (isControls){
			Controls::Draw(graphics);
		}
		else{
			menu.Draw(graphics);
		}
	}

	Debug::DrawMemoryState(graphics, SCREEN_HEIGHT);
}
Esempio n. 23
0
msg_t UI::run(void * nothing){
	MainMenu menu;
	button[0].enable();
	button[1].enable();
	button[2].enable();
	
	button[0].clear_callbacks();
	button[1].clear_callbacks();
	button[2].clear_callbacks();
	
	button[0].set_press_handler((button_t::button_handler)handle_right, nullptr);
	button[1].set_press_handler((button_t::button_handler)handle_select, nullptr);
	button[2].set_press_handler((button_t::button_handler)handle_left, nullptr);
	start_suspend_timer();
	menu.exec();
	return 0;
}
Esempio n. 24
0
void UpdateGameState(){
	if (isMainMenu){
		int menuChoice = menu.GetSelectedItem();

		if (menuChoice == START_GAME){
			ResetLevel();
			menu.Reset();
			isMainMenu = false;
		}
		else if (menuChoice == CONTROLS){
			isControls = true;
			ResetLevel();
			menu.Reset();
			isMainMenu = false;
		}	
	}
}
Esempio n. 25
0
MainMenu* MainMenu::create(MainMenuController* controller)
{
  MainMenu* mainMenu = NULL;
  do {
    mainMenu = new MainMenu(controller);
    BREAK_IF(!mainMenu->mController); // ensure we have a controller, there will be no other opportunity to attach one.
    BREAK_IF(!mainMenu); // Out of memory
    BREAK_IF(!mainMenu->setup()); // Our layout depends on this existing.
    mainMenu->initialize(); // Woo hoo, we made it. Go layout.
    return mainMenu;
  } while (false);
  cerr << " Could not create main menu.\n";
  if(mainMenu)
  {
    mainMenu->release();
  }
  return NULL;
}
Esempio n. 26
0
int main(int argc, char *argv[])
{
    DataConnect data;
    data.getDataFromDatabase();
    data.getBorrDataFromDatabaseNew();
    data.getCollDataFromDatabase();

    QApplication a(argc, argv);
    DataModel::init();

  MainMenu *m = DataModel::getMainmenu();
  m->show();

  //  MainWindow *m = DataModel::getMainwindow();
  //  m->show();

    return a.exec();
}
Esempio n. 27
0
OptionsMenu::OptionsMenu(MainMenu& mainMenu):
	Scene(mainMenu.app()),
	mainMenu(mainMenu),
	inited(false),
	cursor(NULL),
	backText(NULL),
	interpolatedText(NULL), wireframeText(NULL), texturedText(NULL), useVSyncText(NULL),
	gameSpeedText(NULL), lightColorText(NULL), lightDirectionText(NULL)
{
}
Esempio n. 28
0
int main()
{
	//create main menu
	MainMenu menu;

	//add main menu buttons
	menu.addButton(new Start(sf::Vector2f(100, 100), true));
	menu.addButton(new Credit(sf::Vector2f(100, 200)));

	sf::RenderWindow window;
	sf::VideoMode desktopMode = sf::VideoMode::getDesktopMode();
	window.create(sf::VideoMode(WINDOWX, WINDOWY), "ex1");

	//start the game
	menu.stratGame(window);


	return EXIT_SUCCESS;
}
Esempio n. 29
0
void WindowManager::ProcessEvent(SDL_Event *event)
{
	MainMenu *mainmenu = (MainMenu *)SM->GetSceneByName("Main Menu");
	OptionsMenu *optionsmenu = (OptionsMenu *)SM->GetSceneByName("Options Menu");
	switch(event->type)					// See which event it is
    {
		// When window is resized or is toggled between window and fullscreen
	case SDL_VIDEORESIZE:
		//Cleanup();
		InitOpenGL();
		IsGLErrors("Video Resize");
		if(!WM->IsFullscreen())
		{
			SetWindowedMode(0, 0, event->resize.w, event->resize.h);
		}
		glViewport(0,0,event->resize.w,event->resize.h);		// Resize OpenGL Viewport to fit the screen/window
		SM->InitAll();
		break;
		// When user quits the game
	case SDL_VIDEOEXPOSE:
		if(Game->GetCurrentMode() != GM_PLAY)
		{
			mainmenu->Resize();
			optionsmenu->Resize();
		}
		break;
    case SDL_QUIT:
		_Running=false;
        break;
	case SDL_ACTIVEEVENT:
		if(event->active.state & SDL_APPACTIVE)
		{
			if(event->active.gain)
				_Active = true;
			else
				_Active = false;
		}
		break;
	default:
		break;
	}
}
Esempio n. 30
0
int main(int argc, char *argv[])
{
    SDL_Surface *screen;
	FILE *f;
	int i=0;
	MainMenu Menu;
	
	
	TTF_Init(); /* Инициализируем SDL_ttf*/
	srand(time(NULL)); /*рандом для выбора уровня*/
	
    if(SDL_Init(SDL_INIT_VIDEO) < 0) 
        return 0; /*инициализируем SDL в режиме работы с видео*/    
        
    SDL_WM_SetCaption("Gruzchik", NULL); /*название окошка*/

    screen = SDL_SetVideoMode( HEIGHT , WIDTH , 32 , SDL_DOUBLEBUF|SDL_HWSURFACE|SDL_ANYFORMAT); /*создание окна с разрешением HEIGHTхWIDTH, 32 бита*/
    if (screen == NULL)
    {
        perror("Error!");       
        return 0; /*Если окно не создалось - выходим*/
    }    
   
    SDL_FillRect(screen , NULL , 0x000000);/* закрашиваем экран черным */	
	
	Menu.Zastavka1(screen); /*Заставка*/
	SDL_Flip(screen);
	SDL_Delay(2000);
	SDL_FillRect(screen , NULL , 0x000000);
	
	
	Menu.Zastavka2(screen); /*Вводим имя*/
	SDL_Flip(screen);
	SDL_FillRect(screen , NULL , 0x000000);

	while (Menu.DrawMenu(screen) == 0);
	
	
	atexit(SDL_Quit);
		
	return 0;
}