static int time_out_action(int i) { audio_play(AUD_MENU, 1.0f); switch (i) { case TIME_OUT_BACK: /* Fall through. */ case TIME_OUT_OVER: progress_stop(); return goto_state(&st_over); case TIME_OUT_SAVE: progress_stop(); return goto_save(&st_time_out, &st_time_out); case TIME_OUT_NEXT: if (progress_next()) return goto_state(&st_level); break; case TIME_OUT_SAME: if (progress_same()) return goto_state(&st_level); break; } return 1; }
void view_player::run_model_tour( model_player* model ){ // _ref_model_player=model; // progress_next(); }
//+++++++++++++++++++++++++ void view_player::run_model_interrogation( model_player* model ){ // _ref_model_player=model; // progress_next(); }
static int goal_action(int i) { audio_play(AUD_MENU, 1.0f); switch (i) { case GOAL_BACK: /* Fall through. */ case GOAL_OVER: progress_stop(); return goto_state(&st_over); case GOAL_SAVE: resume = 1; progress_stop(); return goto_save(&st_goal, &st_goal); case GUI_NAME: new_name = 1; resume = 1; progress_stop(); return goto_name(&st_goal, &st_goal, 0); case GOAL_DONE: progress_stop(); progress_exit(); return goto_state(&st_done); case GOAL_LAST: progress_stop(); return goto_state(&st_start); case GUI_MOST_COINS: case GUI_BEST_TIMES: case GUI_FAST_UNLOCK: gui_score_set(i); resume = 1; return goto_state(&st_goal); case GOAL_NEXT: if (progress_next()) return goto_state(&st_level); break; case GOAL_SAME: if (progress_same()) return goto_state(&st_level); break; } return 1; }
static int goal_action(int tok, int val) { audio_play(AUD_MENU, 1.0f); switch (tok) { case GUI_BACK: case GOAL_OVER: progress_stop(); return goto_state(&st_exit); case GUI_SAVE: progress_stop(); return goto_save(&st_goal, &st_goal); case GUI_NAME: progress_stop(); return goto_name(&st_goal, &st_goal, 0); case GOAL_DONE: progress_stop(); progress_exit(); return goto_state(&st_exit); case GOAL_LAST: progress_stop(); return goto_state(&st_exit); case GUI_SCORE: gui_score_set(val); return goto_state(&st_goal); case GOAL_NEXT: if (progress_next()) return goto_state(&st_level); break; case GOAL_SAME: if (progress_same()) return goto_state(&st_level); break; } return 1; }
//+++++++++++++++++++++++++ void view_player::init_view(){ // _grid = new QGridLayout; setLayout( _grid ); // Size/Position. // int total_width=4; int text_height=4; int question_height = 2; int button_height=1; // Create the first hbox. // { // Make. // QHBoxLayout *box = new QHBoxLayout; // Create the text browser. // _text_browser = new QTextBrowser(); box->addWidget( _text_browser ); // Store. // _list_hbox.push_back( box ); // _grid->addLayout( box, 0,0, text_height,total_width ); } // We'll have a ton of buttons that aren't active. // That way we can on/off them as we need to support more/less options. // for( int ii=1; ii<10; ii++ ){ // Make. // QHBoxLayout *box = new QHBoxLayout; // Add a checkbox. // QCheckBox* check = new QCheckBox; _list_check.push_back( check ); box->addWidget( check ); // Add a label // QLabel* label = new QLabel("option-option-option-option-option"); _list_label.push_back( label ); box->addWidget( label ); // Store. // _list_hbox.push_back( box ); // Add to the grid. // _grid->addLayout( box, (text_height*ii),0, question_height,total_width ); } // Add buttons for progression. // { // Make. // QHBoxLayout *box = new QHBoxLayout; // QPushButton* btn_forward = new QPushButton("Next"); connect( btn_forward, SIGNAL(clicked()), this, SLOT(progress_next()) ); box->addWidget( btn_forward ); // Store. // _list_hbox.push_back( box ); // _grid->addLayout( box, (text_height*_list_hbox.size()),0, button_height,total_width ); } hide_all_options(); // _text_browser->setText("This is the player. Questions durring the interrogation will go right here. "); }