Level OptionConverter::toLevel(const QString &rOption, const Level &rDefaultValue) { bool ok; Level result = toLevel(rOption, &ok); if (ok) return result; else return rDefaultValue; }
static jboolean isLoggable(const char* tag, jint level) { String8 key; key.append(LOG_NAMESPACE); key.append(tag); char buf[PROPERTY_VALUE_MAX]; if (property_get(key.string(), buf, "") <= 0) { buf[0] = '\0'; } int logLevel = toLevel(buf); return logLevel >= 0 && level >= logLevel; }
void Game::menu() { switch (state) { case MENU: if (gui->isButtonPressed(START_BUTTON)) { state = INGAME; toLevel(false); score = 0; //обнуление счета при каждом запуске новой игры } else if (gui->isButtonPressed(OPTIONS_BUTTON)) { state = OPTIONS; gui->options(engine->getGUI(), texManager); } else if (gui->isButtonPressed(QUIT_BUTTON)) state = EXIT; break; case OPTIONS: if (gui->isButtonPressed(BACK_BUTTON)) { state = MENU; gui->menu(engine->getGUI(), texManager); } else if (gui->getMusicSelection() == MUSIC_ENABLE) { if (gameMusic->getIsPaused()) gameMusic = sound->play2D("sounds/game.mp3", true, false, true); } else if (gui->getMusicSelection() == MUSIC_DISABLE) gameMusic->setIsPaused(true); if (gui->getSoundSelection() == SOUND_ENABLE) soundPlay = true; else if (gui->getSoundSelection() == SOUND_DISABLE) soundPlay = false; break; case PAUSE: if (gui->isButtonPressed(BACK_BUTTON)) { state = MENU; drop(); engine->hideCursor(false); gui->menu(engine->getGUI(), texManager); } else if (gui->isButtonPressed(RESUME_BUTTON)) { state = INGAME; u32 delta = engine->getNow() - timer.pauseTime; timer.addDelta(delta); toLevel(true); } else if (gui->isButtonPressed(QUIT_BUTTON)) state = EXIT; break; case OVER: timer.totalTime = engine->getNow(); //score -= timer.totalTime / 2; //странное действие (большой счет) if (gui->isButtonPressed(START_BUTTON)) { state = INGAME; toLevel(false); score = 0;// дописал обнуление после поражения } else if (gui->isButtonPressed(BACK_BUTTON)) { state = MENU; drop(); engine->hideCursor(false); gui->menu(engine->getGUI(), texManager); } else if (gui->isButtonPressed(QUIT_BUTTON)) state = EXIT; break; } }