Wizard::Wizard(QWidget *a_parent, const char *a_name, bool a_modal, int a_flags) : QWizard(a_parent, a_name, a_modal, a_flags), KommanderWidget(this) { QStringList states; states << "default"; states << "initialization"; states << "destroy"; setStates(states); setDisplayStates(states); connect(this, SIGNAL(helpClicked()), SLOT(runHelp())); }
void StateMachine::run() { ResourceManager& resourceManager = ResourceManager::getInstance(); if (!resourceManager.noUsableScreenResolution) { state = loading; //Edit this to set the startup state } else { state = noScreenResolution; //Edit this to set the startup state } sf::Sound sound; while (state != quit) { switch (state) { case loading: state = runLoading(); break; case mainMenu: sound.SetBuffer(resourceManager.sounds.getSound(0,"ChangeState")); sound.Play(); state = runMainMenu(); break; case gameSetup: sound.SetBuffer(resourceManager.sounds.getSound(0,"ChangeState")); sound.Play(); state = runGameSetup(); break; case runGame: state = runTheGame(); break; case gameDone: state = runGameDone(); break; case highScore: sound.SetBuffer(resourceManager.sounds.getSound(0,"ChangeState")); sound.Play(); state = runHighScore(); break; case credits: sound.SetBuffer(resourceManager.sounds.getSound(0,"ChangeState")); sound.Play(); state = runCredits(); break; case help: sound.SetBuffer(resourceManager.sounds.getSound(0,"ChangeState")); sound.Play(); state = runHelp(); break; case noScreenResolution: state = runNoScreenResolution(); state = quit; break; case tournament: state = runTournament(); default: break; } // Just in case something in the list is bad pointers. // TODO: Clean up all resources in the end of all // state functions (like runTheGame) resourceManager.drawableList.clear(); } resourceManager.win.Close(); }