void handleMenuButtons(entity **menuButtons, baseEntity *mouse, SDL_Event *events, int *inBattle, int *success) { if(checkButtonClicked(mouse, menuButtons[START_BUT_MENU], events) == SUCCESS && *inBattle != SUCCESS) { *inBattle = SUCCESS; } if(checkButtonClicked(mouse, menuButtons[QUIT_BUT_MENU], events) == SUCCESS & *success == SUCCESS) { *success = FAIL; } }
AddMusicList::AddMusicList(QWidget *parent) : QDialog(parent) { m_okButton = new QPushButton("确定"); m_cancelButton = new QPushButton("取消"); m_nameLineEdit = new QLineEdit; m_nameLineEdit->setFixedWidth(180); m_pathLineEdit = new QLineEdit; m_pathLineEdit->setFixedWidth(130); m_checkPathButton = new QPushButton("浏览"); m_checkPathButton->setFixedWidth(40); connect(m_okButton, SIGNAL(clicked()), this, SLOT(okButtonClicked())); connect(m_cancelButton, SIGNAL(clicked()), this, SLOT(accept())); connect(m_checkPathButton, SIGNAL(clicked()), this, SLOT(checkButtonClicked())); QLabel *nameLabel = new QLabel("歌单名称"); QLabel *pathLabel = new QLabel("歌曲路径"); QHBoxLayout *name = new QHBoxLayout; name->addWidget(nameLabel, 0, Qt::AlignLeft | Qt::AlignVCenter); name->addSpacing(5); name->addWidget(m_nameLineEdit, 0, Qt::AlignVCenter); name->setContentsMargins(5, 5, 5, 5); QHBoxLayout *path = new QHBoxLayout; path->addWidget(pathLabel, 0, Qt::AlignLeft | Qt::AlignVCenter); path->addSpacing(5); path->addWidget(m_pathLineEdit, Qt::AlignVCenter); path->addWidget(m_checkPathButton, 0, Qt::AlignRight | Qt::AlignVCenter); path->setContentsMargins(5, 5, 5, 5); QHBoxLayout *button = new QHBoxLayout; button->addWidget(m_okButton, 0, Qt::AlignVCenter | Qt::AlignHCenter); button->addSpacing(10); button->addWidget(m_cancelButton, 0, Qt::AlignVCenter | Qt::AlignHCenter); button->setContentsMargins(5, 5, 5, 5); QVBoxLayout *mainLayout = new QVBoxLayout(this); mainLayout->addLayout(name); mainLayout->addLayout(path); mainLayout->addLayout(button); mainLayout->setContentsMargins(5, 5, 5, 5); }
void handleGameButtons(entity **gameButtons, entity **men, baseEntity **corpses, soldiers *army, baseEntity *mouse, SDL_Event *events, int *success, options *opt, Mix_Chunk **deathsounds, soldiers *bullets, entity *shell, entity *gas, Mix_Chunk **explosionSounds, int *points) { if(checkButtonClicked(mouse, gameButtons[ANZACBUY], events) == SUCCESS) { if(*points > men[ANZACSPR]->cost) { newSquad(army,opt,men[ANZACSPR], corpses,success, deathsounds); fprintf(stderr, "%d \n", men[ANZACSPR]->cost); *points -= men[ANZACSPR]->cost; } } else if(checkButtonClicked(mouse, gameButtons[BEFBUY], events) == SUCCESS) { if(*points > men[BEFSPR]->cost) { newSquad(army,opt,men[BEFSPR], corpses,success, deathsounds); *points -= men[BEFSPR]->cost; } } else if(checkButtonClicked(mouse, gameButtons[ARTILLERYBUY], events) == SUCCESS && *success == SUCCESS) { if(*points > shell->cost) { newShells(bullets, opt, shell, success, explosionSounds, BRITISH); *points -= shell->cost; } } else if(checkButtonClicked(mouse, gameButtons[GASBUY], events) == SUCCESS && *success == SUCCESS) { if(*points > gas->cost) { newShells(bullets, opt, gas, success, explosionSounds, BRITISH); *points -= gas->cost; } } else if(checkButtonClicked(mouse, gameButtons[AUDIO_ONBUT], events) == SUCCESS) { Mix_Volume(-1, MAX_VOL); } else if(checkButtonClicked(mouse, gameButtons[AUDIO_OFFBUT], events) == SUCCESS) { Mix_Volume(-1, MIN_VOL); } }