void CGameTeams::CheckTeamFinished(int Team) { if (TeamFinished(Team)) { CPlayer *TeamPlayers[MAX_CLIENTS]; unsigned int PlayersCount = 0; for (int i = 0; i < MAX_CLIENTS; ++i) { if (Team == m_Core.Team(i)) { CPlayer* pPlayer = GetPlayer(i); if (pPlayer && pPlayer->IsPlaying()) { OnFinish(pPlayer); m_TeeFinished[i] = false; TeamPlayers[PlayersCount++] = pPlayer; } } } if (PlayersCount > 0) { ChangeTeamState(Team, TEAMSTATE_FINISHED); //TODO: Make it better //ChangeTeamState(Team, TEAMSTATE_OPEN); OnTeamFinish(TeamPlayers, PlayersCount); } } }
BOOL CFColorQuantizerBase::ProcessQuantizer(UINT nWantClrCount, UINT *pResultClrCount) { FUNCTION_BLOCK_TRACE(500); BOOL bRet = FALSE; API_VERIFY(OnPrepare()); if (bRet) { API_VERIFY(OnProcessQuantizer(nWantClrCount, pResultClrCount)); OnFinish(); } return bRet; }
void CGameTeams::OnCharacterFinish(int ClientID) { if (m_Core.Team(ClientID) == TEAM_FLOCK || m_Core.Team(ClientID) == TEAM_SUPER) { CPlayer* pPlayer = GetPlayer(ClientID); if (pPlayer && pPlayer->IsPlaying()) OnFinish(pPlayer); } else { m_TeeFinished[ClientID] = true; CheckTeamFinished(m_Core.Team(ClientID)); } }
JournalGUI_ExerciseCard::JournalGUI_ExerciseCard( QWidget* theParent ) : QGraphicsView( theParent ) { myShrink = 0.8; myDelta = -10; myShadowColor = QColor( 64, 64, 64, 200 ); myBlurRadius = 20; myIsFinished = false; QGraphicsScene* aScene = new QGraphicsScene( this ); setScene( aScene ); setWindowFlags( Qt::Window | Qt::FramelessWindowHint ); setAttribute( Qt::WA_TranslucentBackground ); setFrameShape( QFrame::NoFrame ); myShadowItem = new QGraphicsRectItem(); myShadowItem->setBrush( myShadowColor ); QGraphicsBlurEffect* aBlur = new QGraphicsBlurEffect( this ); aBlur->setBlurRadius( myBlurRadius ); myShadowItem->setGraphicsEffect( aBlur ); aScene->addItem( myShadowItem ); QFrame* aMainFrame = new QFrame( 0 ); QVBoxLayout* aLayout = new QVBoxLayout( aMainFrame ); QGridLayout* aMainLayout = new QGridLayout( 0 ); QHBoxLayout* aStatusLayout = new QHBoxLayout( 0 ); aLayout->addLayout( aMainLayout, 1 ); aLayout->addLayout( aStatusLayout, 0 ); myStateLabel = new QLabel( "", this ); aStatusLayout->addWidget( myStateLabel, 1 ); myVerify = new QPushButton( tr( "Verify" ), this ); connect( myVerify, SIGNAL( clicked() ), this, SLOT( OnFinish() ) ); aStatusLayout->addWidget( myVerify, 0 ); myNext = new QPushButton( tr( "Next" ), this ); connect( myNext, SIGNAL( clicked() ), this, SIGNAL( next() ) ); aStatusLayout->addWidget( myNext, 0 ); aMainLayout->setColumnStretch( 0, 1 ); aMainLayout->setRowStretch( MAX_NB_ROWS, 1 ); myFrameItem = aScene->addWidget( aMainFrame ); }
void CLoadState::Begin() { // Load References SingletonPointer<CMainState> MainState; SingletonPointer<CMainMenuState> MenuState; Canvas = GUIManager->GetCanvas(); // Init Canvas Canvas->SetBackgroundColor(Gwen::Color(32, 48, 48)); Canvas->SetDrawBackground(true); // Top Label Gwen::Controls::Label * BigLabel = new Gwen::Controls::Label(Canvas); BigLabel->SetFont(GUIManager->GetLargeFont()); BigLabel->SetText(L"Loading..."); BigLabel->SetBounds(10, 10, 1590, 300); BigLabel->SetTextColor(Gwen::Color(255, 255, 255, 84)); GUIManager->Draw(0, true); Context->Window->SwapBuffers(); AddLabel(L"Initializing System..."); CGUIEventManager * Forwarder = new CGUIEventManager(GUIManager->GetCanvas(), Context->Window); AddLabel(L"Loading Scene Shaders..."); LoadShaders(); AddLabel(L"Loading Scene Objects..."); LoadScene(); AddLabel(L"Menu is Starting..."); if (GetConfirmation) { Gwen::Controls::Button * Button = new Gwen::Controls::Button(GUIManager->GetCanvas()); Button->SetBounds(250, 650, 250, 35); Button->SetText(L"Continue"); Button->onPress.Add(& Handler, & CLoadStateEventHandler::OnFinish); } else { OnFinish(); } }
int IpsiusService::AppLauncherImpl::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QObject::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: RunGuiSig((*reinterpret_cast< RunInMainThreadFn(*)>(_a[1]))); break; case 1: OnRunDomain(); break; case 2: OnFinish(); break; case 3: OnRunGui((*reinterpret_cast< RunInMainThreadFn(*)>(_a[1]))); break; case 4: RunAndUlock((*reinterpret_cast< RunInMainThreadFn(*)>(_a[1])),(*reinterpret_cast< boost::shared_ptr<Utils::ThreadSyncEvent>(*)>(_a[2]))); break; default: ; } _id -= 5; } return _id; }
virtual void Finish() { OnFinish(); }
void CJob::Finish() { OnFinish(m_RunResult); m_State = State_Finished; }