MESSAGE_BUTTON::MESSAGE_BUTTON(QGraphicsItem *parent):QGraphicsObject(parent) { icon.load(":/message_button/icon"); bg.load(":/message_button/bg"); anim_init(); anim_show(); }
int main(int ac, char **av) { t_gen gen; int f_level, error; t_pj pj; SDL_Surface *back = NULL, *grd = NULL, *hit_box = NULL; SDL_Texture *b_tex, *g_tex, *hb; SDL_Rect pj_box; SDL_Init(SDL_INIT_VIDEO); gen.win = SDL_CreateWindow( "test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 940, 680, SDL_WINDOW_RESIZABLE); gen.screen = SDL_GetWindowSurface(gen.win); gen.render = SDL_CreateRenderer(gen.win, -1, SDL_RENDERER_ACCELERATED); gen.gold = 0; gen.cmod = 0; gen.cflag = 0; gen.rgb = (unsigned int *)malloc(sizeof(unsigned int) * 3); gen.rgb[0] = 100; gen.rgb[1] = 100; gen.rgb[2] = 100; gen.pj = load_pj(&pj); pj.ani = anim_init(2, 2, IDLE_FLEN); // back = IMG_Load("img/forest.gif"); // b_tex = SDL_CreateTextureFromSurface(gen.render, back); // draw_backg(b_tex, back, gen.render, gen.screen, -1); grd = IMG_Load("img/ground.jpg"); g_tex = SDL_CreateTextureFromSurface(gen.render, grd); pj_init(&gen, &pj, "img/pj/"); ft_putendl("#### PJ_TEXT_DONE"); pj.box = &pj_box; f_level = gen.screen->h * 0.75; pj.box->x = gen.screen->w / 2 - 50; pj.box->y = f_level - 140; pj.box->w = 100; pj.box->h = 140; hit_box = SDL_CreateRGBSurface(0, 100, 140, 32, 0, 0, 0, 0); SDL_FillRect(hit_box, NULL, SDL_MapRGB(gen.screen->format, 0, 0, 255)); hb = SDL_CreateTextureFromSurface(gen.render, hit_box); SDL_SetTextureBlendMode(hb,SDL_BLENDMODE_BLEND); if ((error = SDL_SetTextureAlphaMod(hb, 100))) printf("Alpha for HB problem -> ERR_CODE = %d\n", error); // pausing(); (void)b_tex; (void)g_tex; (void)pj_box; // ##############################################################" float i = 0; char maj = 0; int continuer = 1; int orient = 0; int act = 0; clock_t clok; clok = clock(); SDL_Event event; get_key(); while (continuer) { SDL_PollEvent(&event); switch(event.type) { case SDL_QUIT: continuer = 0; break; case SDL_KEYUP: switch(event.key.keysym.sym) { case 1073742049: maj = 0; break; case 27: continuer = 0; break; case 1073741904: i = act = 0; break; case 1073741903: i = act = 0; break; } break; case SDL_KEYDOWN: switch(event.key.keysym.sym) { case 1073742049: maj = 1; break; case 1073741904: orient = 1; if (act!=1) i = 0; act = 1; break; case 1073741903: orient = 0; if (act!=1) i = 0; act = 1; break; case 49: if (maj) {gen.gold = (gen.gold + 1) % 2;pj_init(&gen, &pj, "img/pj/");} else { pj.state[1][2]++; if (pj.state[1][2] > 2) pj.state[1][2] = 0; pj_init(&gen, &pj, "img/pj/");} break; case 50: pj.state[1][3]++; if (pj.state[1][3] > 2) pj.state[1][3] = 0; pj_init(&gen, &pj, "img/pj/"); break; case 114: gen.cmod = 0; break; case 103: gen.cmod = 1; break; case 98: gen.cmod = 2; break; case 1073741899: if(gen.rgb[gen.cmod] <= 250){ gen.rgb[gen.cmod] += 5; gen.cflag = 1; pj_init(&gen, &pj, "img/pj/"); gen.cflag = 0; } break; case 1073741902: if(gen.rgb[gen.cmod] >= 5){ gen.rgb[gen.cmod] -= 5; gen.cflag = 1; pj_init(&gen, &pj, "img/pj/"); gen.cflag = 0; } break; } break; } if (clock() > clok + 100) { // printf("i = %d\n",(int)i); clok = clock(); draw_backg(gen.render, gen.screen); draw_floor(g_tex, grd, f_level, gen.render, gen.screen,(act)? orient : -1); SDL_RenderCopy(gen.render, pj.ani[act][orient][(int)i], NULL, pj.box); SDL_RenderPresent(gen.render); i += (act) ? 0.50 : 0.04; // printf("i = %f ===> %d\n",i,(int)i); if (i > 1.30 && !act) i = 0; else if (i > 5) i = 0; // Pausing (); } event.key.keysym.sym = 0; } SDL_Quit(); (void)ac; (void)av; (void)act; (void)back; (void)gfxPrimitivesFontdata; return (0); }
/* * Init charging animation version , drawing method and other parameters * */ void bootlogo_init() { KPOC_LOGI("[ChargingAnimation: %s %d]\n",__FUNCTION__,__LINE__); sync_anim_version(); anim_init(); }
//extern void drawModelSetMax(void); int glInit(void){ cvar_register(&cvar_gl_MSAA_Samples); cvar_pset(&cvar_gl_MSAA_Samples, "0"); // console_printf("cvar id is %i\n", cvar_gl_MSAA_Samples.myid); // console_printf("cvar name is %s\n", cvar_gl_MSAA_Samples.name); // console_printf("cvar value is %s\n", cvar_gl_MSAA_Samples.valuestring); glewExperimental = TRUE; GLenum glewError = glewInit(); CHECKGLERROR if(glewError != GLEW_OK){ console_printf("ERROR with the glew: %s\n", glewGetErrorString(glewError)); return FALSE; } shader_init(); CHECKGLERROR if(!shader_ok){ //todo call some sort of shutdown of everything return FALSE; } texture_init(); CHECKGLERROR if(!texture_ok){ //todo call some sort of shutdown of everything return FALSE; } framebuffer_init(); CHECKGLERROR if(!framebuffer_ok){ //todo call some sort of shutdown of everything return FALSE; } vbo_init(); CHECKGLERROR if(!vbo_ok){ return FALSE; //todo call some sort of shutdown of everything } ubo_init(); CHECKGLERROR if(!ubo_ok){ return FALSE; //todo call some sort of shutdown of everything } anim_init(); CHECKGLERROR if(!anim_ok){ //todo call some sort of shutdown of everything return FALSE; } model_init(); CHECKGLERROR if(!model_ok){ //todo call some sort of shutdown of everything return FALSE; } /* initParticleSystem(128); if(!particlesOK){ //todo call some sort of shutdown of everything return FALSE; } */ light_init(); CHECKGLERROR if(!light_ok){ //todo call some sort of shutdown of everything return FALSE; } lighttile_init(); CHECKGLERROR if(!lighttile_ok){ //todo call some sort of shutdown of everything return FALSE; } viewport_init(); CHECKGLERROR if(!viewport_ok){ //todo call some sort of shutdown of everything return FALSE; } text_init(); CHECKGLERROR if(!text_ok){ //todo call some sort of shutdown of everything return FALSE; } rendermodel_init(); CHECKGLERROR //todo errorcheck drawbb_init(); CHECKGLERROR //todo errorcheck states_enableForce(GL_MULTISAMPLE); glClearDepth(1.0); glClearColor(0.0, 0.0, 0.0, 0.0); CHECKGLERROR // states_disableForce(GL_FOG); states_enableForce(GL_DEPTH_TEST); CHECKGLERROR // glDepthFunc(GL_LESS); states_depthFunc(GL_LESS); states_enableForce(GL_CULL_FACE); states_cullFace(GL_BACK); // states_depthMask(GL_TRUE); int maxSamples = 0, maxIntSamples = 0, maxColorTextureSamples = 0, maxDepthTextureSamples = 0; glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntSamples); glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples); glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples); maxMSAASamples = maxSamples; if(maxIntSamples < maxMSAASamples) maxMSAASamples = maxIntSamples; if(maxColorTextureSamples < maxMSAASamples) maxMSAASamples = maxColorTextureSamples; if(maxDepthTextureSamples < maxMSAASamples) maxMSAASamples = maxDepthTextureSamples; console_printf("Max multisample samples: %i\n", maxMSAASamples); cam = createAndAddViewportRPOINT("cam", 1); camid = cam->myid; cam->outfbid = findFramebufferByNameRINT("screen"); unsigned char dflags[] = {3, 7, 3}; // unsigned char drb = FRAMEBUFFERRBFLAGSDEPTH| 2; unsigned char drb = FRAMEBUFFERRBFLAGSDEPTH; unsigned char dcount = 3; cam->dfbid = createAndAddFramebufferRINT("screend", dcount, drb, dflags); resizeViewport(cam, 800, 600); screenWidth = 800; screenHeight = 600; glGenBuffers(1, &instancevbo); glGenBuffers(1, &instancevbo2); //temporary CHECKGLERROR vbo_t * tvbo = createAndAddVBORPOINT("text", 2); textvbo = tvbo->myid; textshaderid = shader_createAndAddRINT("text"); fsblendshaderid = shader_createAndAddRINT("fsblend"); depthonlyid = shader_createAndAddRINT("depthmodel"); forwardmodelid = shader_createAndAddRINT("forwardmodel"); fsquadmodel = model_findByNameRINT("fsquad"); readyRenderQueueBuffers(); return TRUE; // so far so good }