예제 #1
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow)
{
    ui->setupUi(this);
    gameScene = new GameScene(this);
    ui->gameView->setScene(gameScene);

    connect(ui->selectButton, SIGNAL(pressed()), this, SLOT(selectGame()));
    connect(ui->loadButton, SIGNAL(pressed()), this, SLOT(loadGame()));
    connect(ui->againButton, SIGNAL(pressed()), this, SLOT(againGame()));
    connect(ui->previousButton, SIGNAL(pressed()), this, SLOT(previousGame()));
    connect(ui->nextButton, SIGNAL(pressed()), this, SLOT(nextGame()));
    connect(ui->computeButton, SIGNAL(pressed()), this, SLOT(computeGame()));
    connect(ui->answerButton, SIGNAL(pressed()), this, SLOT(answerGame()));

    QSignalMapper *signalMapper = new QSignalMapper(this);
    connect(ui->actionEasy, SIGNAL(triggered()), signalMapper, SLOT(map()));
    connect(ui->actionMedium, SIGNAL(triggered()), signalMapper, SLOT(map()));
    connect(ui->actionHard, SIGNAL(triggered()), signalMapper, SLOT(map()));
    signalMapper->setMapping(ui->actionEasy, 0);
    signalMapper->setMapping(ui->actionMedium, 1);
    signalMapper->setMapping(ui->actionHard, 2);
    connect(signalMapper, SIGNAL(mapped(int)), this, SLOT(selectGame(int)));

    connect(ui->actionAbout, SIGNAL(triggered()), this, SLOT(displayAbout()));

    gameNumber=-1;
}
예제 #2
0
void ram(void)
{
    int priv = GLOBAL(privacy);
    GLOBAL(privacy) = 3;
    config.nrmacs=1;
    config.maclen[0] = 32;
    config.channel = ANNOUNCE_CHANNEL;
    memcpy(config.mac0, ANNOUNCE_MAC, 5);
    nrf_config_set(&config);

    id = getRandom();
    ctr = 1;
 
    while( selectGame() ){
        playGame();
    }
    GLOBAL(privacy) = priv;
};
예제 #3
0
void LootState::init(const std::string& cmdLineGame) {
    // Do some preliminary locale / UTF-8 support setup here, in case the settings file reading requires it.
    //Boost.Locale initialisation: Specify location of language dictionaries.
  boost::locale::generator gen;
  gen.add_messages_path(LootPaths::getL10nPath().string());
  gen.add_messages_domain("loot");

  //Boost.Locale initialisation: Generate and imbue locales.
  locale::global(gen(Language(LanguageCode::english).GetLocale() + ".UTF-8"));
  boost::filesystem::path::imbue(locale());

  // Check if the LOOT local app data folder exists, and create it if not.
  if (!fs::exists(LootPaths::getLootDataPath())) {
    BOOST_LOG_TRIVIAL(info) << "Local app data LOOT folder doesn't exist, creating it.";
    try {
      fs::create_directory(LootPaths::getLootDataPath());
    } catch (exception& e) {
      initErrors_.push_back((format(translate("Error: Could not create LOOT settings file. %1%")) % e.what()).str());
    }
  }
  if (fs::exists(LootPaths::getSettingsPath())) {
    try {
      LootSettings::load(LootPaths::getSettingsPath());
    } catch (exception& e) {
      initErrors_.push_back((format(translate("Error: Settings parsing failed. %1%")) % e.what()).str());
    }
  }

  //Set up logging.
  boost::log::add_file_log(
    boost::log::keywords::file_name = LootPaths::getLogPath().string().c_str(),
    boost::log::keywords::auto_flush = true,
    boost::log::keywords::format = (
      boost::log::expressions::stream
      << "[" << boost::log::expressions::format_date_time< boost::posix_time::ptime >("TimeStamp", "%H:%M:%S") << "]"
      << " [" << boost::log::trivial::severity << "]: "
      << boost::log::expressions::smessage
      )
  );
  boost::log::add_common_attributes();
  boost::log::core::get()->set_logging_enabled(isDebugLoggingEnabled());

  // Log some useful info.
  BOOST_LOG_TRIVIAL(info) << "LOOT Version: " << LootVersion::major << "." << LootVersion::minor << "." << LootVersion::patch;
  BOOST_LOG_TRIVIAL(info) << "LOOT Build Revision: " << LootVersion::revision;
#ifdef _WIN32
        // Check if LOOT is being run through Mod Organiser.
  bool runFromMO = GetModuleHandle(ToWinWide("hook.dll").c_str()) != NULL;
  if (runFromMO) {
    BOOST_LOG_TRIVIAL(info) << "LOOT is being run through Mod Organiser.";
  }
#endif

        // The CEF debug log is appended to, not overwritten, so it gets really long.
        // Delete the current CEF debug log.
  fs::remove(LootPaths::getLootDataPath() / "CEFDebugLog.txt");

  // Now that settings have been loaded, set the locale again to handle translations.
  if (getLanguage().GetCode() != LanguageCode::english) {
    BOOST_LOG_TRIVIAL(debug) << "Initialising language settings.";
    Language lang(getLanguage());
    BOOST_LOG_TRIVIAL(debug) << "Selected language: " << lang.GetName();

    //Boost.Locale initialisation: Generate and imbue locales.
    locale::global(gen(lang.GetLocale() + ".UTF-8"));
    boost::filesystem::path::imbue(locale());
  }

  // Detect games & select startup game
  //-----------------------------------

  //Detect installed games.
  BOOST_LOG_TRIVIAL(debug) << "Detecting installed games.";
  games_ = toGames(getGameSettings());

  try {
    BOOST_LOG_TRIVIAL(debug) << "Selecting game.";
    selectGame(cmdLineGame);
    BOOST_LOG_TRIVIAL(debug) << "Initialising game-specific settings.";
    currentGame_->Init(true);
    // Update game path in settings object.
    storeGameSettings(toGameSettings(games_));
  } catch (GameDetectionError& e) {
    initErrors_.push_back(e.what());
  } catch (std::exception& e) {
    BOOST_LOG_TRIVIAL(error) << "Game-specific settings could not be initialised. " << e.what();
    initErrors_.push_back((format(translate("Error: Game-specific settings could not be initialised. %1%")) % e.what()).str());
  }
  BOOST_LOG_TRIVIAL(debug) << "Game selected is " << currentGame_->Name();
}
예제 #4
0
파일: Debug.c 프로젝트: haluuson/C_Source
void debug(int INmode)
	{
	ClearScreen();
	SDL_Flip(screen);
	selectGame(1);
	gameResetVars();

	if (INmode==2) //ClearFullRows()
		{
		for (int i=0; i<AREA_HEIGHT+2; i++)
			{
			for (int j=0; j<AREA_WIDTH; j++)
				{
				area[j][i] = (rand()%15)-EMPTY_AREA;
				if (area[j][i]>EMPTY_AREA)
					area[j][i]=area[j][i]%3+1;
				}
			}
		drawBoard();
		SDL_Delay(5000);
		clearFullRows();
		SDL_Delay(250);
		drawBoard();
		SDL_Delay(5000);
		}

	else if (INmode==3) //drawTetromino()
		{
		int tets,angl;
		for (tets=0; tets<7; tets++)
			{
			for (angl=0; angl<4; angl++)
				{
				ClearScreen();
				drawTetromino(tets,(angl+2)%4,0,0,REAL_TET);
				SDL_Flip(screen);
				SDL_Delay(600);
				}
			}
		}

	else if (INmode==4) //peiceSetinto()
		{
		pieceCreate(COMING);
		tetUD=10;
		
		drawTetromino(currentPiece,currentRotate,tetLR,tetUD,REAL_TET);
		SDL_Delay(3000);
		
		drawBoard();
		SDL_Delay(3000);
		
		pieceSetInto(currentPiece);
		drawBoard();
		SDL_Delay(3000);
		
		debugInfo(0);
		}
	
	else if (INmode==5) //peiceCreate()
		{
		for (int i=0; i<10; i++)
			{
			pieceCreate(COMING);
			ClearScreen();
			printf("c%d n%d n%d n%d\n",currentPiece,nextPiece[0],nextPiece[1],nextPiece[2]);
			SDL_Delay(100);
			}
		}
	
	else if (INmode==6) //gravity
		{
		pieceCreate(COMING);
		while(tetUD<AREA_HEIGHT) //off by 2?
			{
			ClearScreen();
			//drawBoard(true);
			drawTetromino(currentPiece,currentRotate,tetLR,tetUD,REAL_TET);
			printf("y=%d",tetUD);
			SDL_Delay(1000);
			tetUD++;
			}
		}
	}