LobbyGUI::LobbyGUI(const Hikari::FlashDelegate& hovercraftChange, const Hikari::FlashDelegate& mapChange, const Hikari::FlashDelegate& onChat, const Hikari::FlashDelegate& onStart, const Hikari::FlashDelegate& onLeave, const Hikari::FlashDelegate& botsValue, const Hikari::FlashDelegate& playerMax) { //Show the background mBackground = new BasicOverlay("Background_LB", "background.swf", GUIManager::getSingletonPtr()->getResolutionWidth(), GUIManager::getSingletonPtr()->getResolutionHeight(), Hikari::Center, 1); mBackground->setExactFit(true); addOverlay("Background__LB", mBackground); //Lets make the buttons first, calculate their size int height = GUIManager::getSingletonPtr()->getResolutionHeight() / 5; //We want to fill the entire screen float scale = (height * 1.0f) / 320.0f; int width = (int) (445 * scale); //mPickCar = new MenuButton("Change\nHovercraft", "pickCarBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, -(3 * (height / 2)))); //mSingleplayerButton->bind("press", Hikari::FlashDelegate(this, &MainMenu::onSingleplayer));; //mPickChar = new MenuButton("Change\nCharacter", "pickCharBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, -(height / 2))); mLeave = new MenuButton("Leave Lobby", "leaveBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, (2 * (height / 2)))); mLeave->bind("press", onLeave); mStart = new MenuButton("Start", "startBtn", "menuButton.swf", width, height, Hikari::Position(Hikari::Right, 0, (4 * (height / 2)))); mStart->bind("press", onStart); //addOverlay("pickCarBtn", mPickCar); //addOverlay("pickCharBtn", mPickChar); addOverlay("leaveBtn", mLeave); int lobbyWidth = GUIManager::getSingletonPtr()->getResolutionWidth() - width; //The maximum width we have scale = (lobbyWidth * 1.0f) / 1500.0f; int lobbyHeight = (int) (scale * 1000); //Now show the lobby itself mLobbyOverlay = new LobbyOverlay(hovercraftChange, mapChange, onChat, botsValue, playerMax, "lobbyVisual", "lobby.swf", lobbyWidth, lobbyHeight, Hikari::BottomLeft); addOverlay("lobbyVisual", mLobbyOverlay); }
void MainMenuState::load() { mBackground.setTexture(mResourceCollection.getTexture("Assets/Menu/Main Menu.png")); addOverlay(new MainMenu(MAIN_MENU, mResourceCollection, this)); addOverlay(new MainMenuDebug(MAIN_MENU_DEBUG, mResourceCollection, this)); addOverlay(new PlatformLevelSelectMenu(PLATFORM_SELECT, mResourceCollection, this)); addOverlay(new PuzzleSelectMenu(PUZZLE_SELECT, mResourceCollection, this)); mMusic.openFromFile("Assets/Sound/MainMenuMusic.ogg"); mMusic.setLoop(false); }
void OverlayText::convert(EisImage *image) { if (ui->overlayCheckBox->isChecked()) { emit progress(50); addOverlay(image->getImage(), ui->Text->text()); } emit progress(100); }
int FWScript::o2_loadMask22() { byte param = getNextByte(); debugC(5, kCineDebugScript, "Line: %d: addOverlay22(%d)", _line, param); addOverlay(param, 22); return 0; }
void CellItem::updatePixmap() { QList<QGraphicsItem*> children = childItems(); qDeleteAll(children); QList<QString> spriteKeys = s_stateNames[m_state]; setSpriteKey(spriteKeys[0]); for(int i=1; i<spriteKeys.count(); i++) addOverlay(spriteKeys[i]); if(m_state == KMinesState::Revealed) { if(m_digit != 0) addOverlay(s_digitNames[m_digit]); else if(m_hasMine) { if(m_exploded) addOverlay(QStringLiteral( "explosion" )); addOverlay(QStringLiteral( "mine" )); } } }
void PlatformState::load() { mWorld = new BoxWorld(b2Vec2(0, 10)); mLevel = new LevelManager(mLevelName, &mResourceCollection); mLevel->genCollision(mWorld, mLightSolver); mStats = new StatManager; addOverlay(new DialogueOverlay(DIALOGUE, mResourceCollection, *mWorld, *this)); reset(); mLevel->getSoundLayer(mMusicVector, mResourceCollection); mLevel->getAnimationLayer(mAnimations, mResourceCollection); /*Level 'theme' music*/ mFirstSong = new sf::Music; mFirstSong->openFromFile("Assets/Sound/" + mLevelName + ".ogg"); mFirstSong->setLoop(false); mFirstSong->setVolume(100); /*Ambience sound*/ mAmbience = new sf::Music; mAmbience->openFromFile("Assets/Sound/" + mLevelName + "_ambience.ogg"); mAmbience->setLoop(false); addOverlay(new DeathOverlay(DEATH_SCREEN, mResourceCollection, *this)); addOverlay(new HUDOverlay(HUD, *mStats, mResourceCollection)); addOverlay(new PauseMenu(PAUSE, mResourceCollection, this)); addOverlay(new LevelFadeIn(FADE_IN)); addOverlay(new LevelFadeOut(FADE_OUT)); }
void DigikamImageView::addRejectionOverlay(ImageDelegate* delegate) { #ifdef HAVE_KFACE FaceRejectionOverlay* const rejectionOverlay = new FaceRejectionOverlay(this); connect(rejectionOverlay, SIGNAL(rejectFaces(QList<QModelIndex>)), this, SLOT(removeFaces(QList<QModelIndex>))); addOverlay(rejectionOverlay, delegate); #else Q_UNUSED(delegate); #endif /* HAVE_KFACE */ }
void setupObject(byte objIdx, uint16 param1, uint16 param2, uint16 param3, uint16 param4) { g_cine->_objectTable[objIdx].x = param1; g_cine->_objectTable[objIdx].y = param2; g_cine->_objectTable[objIdx].mask = param3; g_cine->_objectTable[objIdx].frame = param4; if (g_cine->getGameType() == Cine::GType_OS) { resetGfxEntityEntry(objIdx); } else { // Future Wars if (removeOverlay(objIdx, 0)) { addOverlay(objIdx, 0); } } }
void DigikamImageView::addAssignNameOverlay(ImageDelegate* delegate) { #ifdef HAVE_KFACE AssignNameOverlay* const nameOverlay = new AssignNameOverlay(this); addOverlay(nameOverlay, delegate); connect(nameOverlay, SIGNAL(confirmFaces(QList<QModelIndex>,int)), this, SLOT(confirmFaces(QList<QModelIndex>,int))); connect(nameOverlay, SIGNAL(removeFaces(QList<QModelIndex>)), this, SLOT(removeFaces(QList<QModelIndex>))); #else Q_UNUSED(delegate); #endif /* HAVE_KFACE */ }
//------------------------------------------------------------------------------------- //Main function for the setup runs all different setup sequences bool OGREBase::setup(void) { createRoot(); loadConfig(); addOverlay(); if (!generateRenderWindow()) return false; createSceneBase(); createScene(); createCamera(); createViewports(); startOIS(); initSDKTray(); finalTouch(); return true; }
void modifyObjectParam(byte objIdx, byte paramIdx, int16 newValue) { // Operation Stealth checks object index range, Future Wars doesn't. if (g_cine->getGameType() == Cine::GType_OS && objIdx >= NUM_MAX_OBJECT) return; switch (paramIdx) { case 1: g_cine->_objectTable[objIdx].x = newValue; break; case 2: g_cine->_objectTable[objIdx].y = newValue; break; case 3: g_cine->_objectTable[objIdx].mask = newValue; if (g_cine->getGameType() == Cine::GType_OS) { // Operation Stealth specific resetGfxEntityEntry(objIdx); } else { // Future Wars specific if (removeOverlay(objIdx, 0)) { addOverlay(objIdx, 0); } } break; case 4: g_cine->_objectTable[objIdx].frame = newValue; break; case 5: // TODO: Test if this really breaks the newspaper machine on the airport in Operation Stealth. if (g_cine->getGameType() == Cine::GType_FW && newValue == -1) { g_cine->_objectTable[objIdx].costume = g_cine->_globalVars[0]; } else { g_cine->_objectTable[objIdx].costume = newValue; } break; case 6: g_cine->_objectTable[objIdx].part = newValue; break; } }
void CButton::addTextOverlay( const std::string &Text, EFonts font, SDL_Color color) { OBJ_CONSTRUCTION_CAPTURING_ALL; addOverlay(new CLabel(pos.w/2, pos.h/2, font, CENTER, color, Text)); update(); }
void ShowfotoThumbnailBar::installOverlays() { addOverlay(new ShowfotoCoordinatesOverlay(this)); }