Exemplo n.º 1
0
int gameTable::checkColision(int x, int y)
{
	int horizontal, vertical;
	horizontal = checkHorizontalColision(x, y);
	vertical = checkVerticalColision(x, y);
	setHorizontal(x, y, horizontal);
	setVertical(x, y, vertical);
	if (horizontal >= 3 && vertical >= 3)
	{
		return horizontal + vertical;
	}
	else if (horizontal >= 3)
		return horizontal;
	else if (vertical >= 3)
		return vertical;
	else
		return 0;
}
Exemplo n.º 2
0
void BulletMLParserTinyXML::translateNode(TiXmlNode* node) {
    TiXmlElement* elem = node->ToElement();
    assert(elem != 0);

    BulletMLNode* xmlNode = addContent(elem->Value());

    if (xmlNode->getName() == BulletMLNode::bulletml) {
        TiXmlAttribute* attr;
        for (attr = elem->FirstAttribute(); attr; attr = attr->Next()) {
            if (attr->Value() == "horizontal") setHorizontal();
        }
    }
    else {
        MyAttributes mattr;
        TiXmlAttribute* attr;
        for (attr = elem->FirstAttribute(); attr; attr = attr->Next()) {
            mattr.push_back(attr->Name());
            mattr.push_back(attr->Value());
        }
        addAttribute(mattr, xmlNode);
        if (curNode_ != 0) curNode_->addChild(xmlNode);
    }
    curNode_ = xmlNode;
}
Exemplo n.º 3
0
FieldWidget::FieldWidget(QWidget *parent) :
    QGraphicsView(parent),
    m_geometryUpdated(true),
    m_rotation(0.0f),
    m_worldStateUpdated(false),
    m_visualizationsUpdated(false),
    m_hasTouchInput(false),
    m_dragType(DragNone),
    m_dragItem(NULL)
{
    m_touchStatusType = QGestureRecognizer::registerRecognizer(new TouchStatusRecognizer);
    grabGesture(m_touchStatusType);
    grabGesture(Qt::PanGesture);
    grabGesture(Qt::PinchGesture);

    geometrySetDefault(&m_geometry);

    // setup context menu
    m_contextMenu = new QMenu(this);
    QAction *actionHorizontal = m_contextMenu->addAction("Horizontal");
    connect(actionHorizontal, SIGNAL(triggered()), SLOT(setHorizontal()));
    QAction *actionVertical = m_contextMenu->addAction("Vertical");
    connect(actionVertical, SIGNAL(triggered()), SLOT(setVertical()));
    QAction *actionFlip = m_contextMenu->addAction("Flip");
    connect(actionFlip, SIGNAL(triggered()), SLOT(flip()));
    m_contextMenu->addSeparator();
    // add actions to allow hiding visualizations of a team
    m_actionShowBlueVis = m_contextMenu->addAction("Show blue visualizations");
    m_actionShowBlueVis->setCheckable(true);
    m_actionShowBlueVis->setChecked(true);
    connect(m_actionShowBlueVis, SIGNAL(triggered()), SLOT(updateVisualizationVisibility()));
    m_actionShowYellowVis = m_contextMenu->addAction("Show yellow visualizations");
    m_actionShowYellowVis->setCheckable(true);
    m_actionShowYellowVis->setChecked(true);
    connect(m_actionShowYellowVis, SIGNAL(triggered()), SLOT(updateVisualizationVisibility()));
    m_actionShowControllerVis = m_contextMenu->addAction("Show controller visualizations");
    m_actionShowControllerVis->setCheckable(true);
    m_actionShowControllerVis->setChecked(true);
    connect(m_actionShowControllerVis, SIGNAL(triggered()), SLOT(updateVisualizationVisibility()));
    updateVisualizationVisibility(); // update the visibility map
    m_contextMenu->addSeparator();
    // other actions
    QAction *actionShowAOI = m_contextMenu->addAction("Enable custom vision area");
    actionShowAOI->setCheckable(true);
    connect(actionShowAOI, SIGNAL(toggled(bool)), SLOT(setAOIVisible(bool)));
    m_actionAntialiasing = m_contextMenu->addAction("Anti-aliasing");
    m_actionAntialiasing->setCheckable(true);
    connect(m_actionAntialiasing, SIGNAL(toggled(bool)), SLOT(setAntialiasing(bool)));
    m_actionGL = m_contextMenu->addAction("OpenGL");
    m_actionGL->setCheckable(true);
    connect(m_actionGL, SIGNAL(toggled(bool)), SLOT(setOpenGL(bool)));
    m_contextMenu->addSeparator();
    QAction *actionScreenshot = m_contextMenu->addAction("Take screenshot");
    connect(actionScreenshot, SIGNAL(triggered()), SLOT(takeScreenshot()));
    QAction *actionSaveSituation = m_contextMenu->addAction("Save Situation");
    connect(actionSaveSituation, SIGNAL(triggered()), SLOT(saveSituation()));

    // create graphics scene
    m_scene = new QGraphicsScene(this);
    setScene(m_scene);

    // ball object
    const float ballRadius = 0.02133f;
    m_ball = new QGraphicsEllipseItem;
    m_ball->setPen(Qt::NoPen);
    m_ball->setBrush(QColor(255, 66, 0));
    m_ball->setZValue(100.0f);
    m_ball->setRect(QRectF(-ballRadius, -ballRadius, ballRadius * 2.0f, ballRadius * 2.0f));
    m_ball->hide();
    m_scene->addItem(m_ball);

    // rectangle for area of interest
    m_aoiItem = new QGraphicsPathItem;
    m_aoiItem->setPen(Qt::NoPen);
    m_aoiItem->setBrush(QColor(0, 0, 0, 128));
    m_aoiItem->setZValue(10000.0f);
    m_aoiItem->hide();
    m_scene->addItem(m_aoiItem);

    m_aoi = QRectF(-1, -1, 2, 2);
    updateAOI();

    m_scene->setBackgroundBrush(Qt::black);
    m_scene->setItemIndexMethod(QGraphicsScene::NoIndex); // should improve the performance

    setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
    setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
    // transforms are centered on the mouse cursor
    setTransformationAnchor(QGraphicsView::NoAnchor);
    setOptimizationFlag(QGraphicsView::DontSavePainterState);
    setCacheMode(QGraphicsView::CacheBackground);

    setHorizontal();

    // view update timer
    QTimer *timer = new QTimer(this);
    connect(timer, SIGNAL(timeout()), SLOT(updateAll()));
    timer->start(30);

    setMouseTracking(true);

    // create label to show field coordinates
    m_lblMousePos = new QLabel(this);
    m_lblMousePos->setAutoFillBackground(true); // solid background
    // draw frame
    m_lblMousePos->setFrameStyle(QFrame::StyledPanel | QFrame::Raised);
    m_lblMousePos->setMargin(2); // some space
    m_lblMousePos->hide(); // ensure that the label is hidden on startup

    // load settings
    QSettings s;
    s.beginGroup("Field");
    m_actionGL->setChecked(s.value("OpenGL").toBool());
    m_actionAntialiasing->setChecked(s.value("AntiAliasing").toBool());
    s.endGroup();
}
Exemplo n.º 4
0
void AbstractDisplay::setData(rvec getData)
{
	data_ = getData;
	setHorizontal(0, data_.size()-1);
}