int main() { sf::Window win(sf::VideoMode(512, 512), "Lol"); glewInit(); Shader f("Frag", Shader::Fragment); Shader v("Vert", Shader::Vertex); Program p; p.Attach(f); p.Attach(v); for (;;) { sf::Event e; while (win.pollEvent(e)) switch (e.type) { case sf::Event::Closed: exit(0); break; } win.display(); } //Game::Run(); return EXIT_SUCCESS; }
void display_splash_screen(){ // Create a window Simple_window win(Point(100,100),450,450,"AggieSnap!"); Text title(Point(140,25),"Welcome to Aggie Snap!"); Text description_1(Point(18,370),"Welcome to AggieSnap! This program allows you to get pictures"); Text description_2(Point(33,400),"from a file index or URL, tag the pictures, save the pictures,"); Text description_3(Point(53,430),"and browse or search through these saved pictures."); Image splash(Point(75,45),"splash_screen.gif"); win.attach(splash); win.attach(title); win.attach(description_1); win.attach(description_2); win.attach(description_3); win.wait_for_button(); };
void GameWidget::openBlock() { blockSum--; // qDebug()<<blockSum; if(blockSum==MineCount) { for(int i=0;i<Max;i++) { for(int j=0;j<Max;j++) { if(map[i][j]->getStatus()==Block::Default) { map[i][j]->setFlag(); } map[i][j]->locked(); } } emit win(); } }
int main(int argc, char *argv[]) { // Lua test sel::State luaState{true}; luaState["message"] = "Hello world!"; std::string message = luaState["message"]; std::cout << "Message: " << message << std::endl; // SDL test SDL2pp::SDL sdl(SDL_INIT_VIDEO); SDL2pp::SDLTTF ttf; SDL2pp::SDLImage img; SDL2pp::Window win("Hello world", 0, 0, 800, 600, SDL_WINDOWPOS_UNDEFINED); for (int i = 0; i < 10; ++i) { luaState["number"] = i; std::cout << "Number: " << int(luaState["number"]) << std::endl; SDL_Delay(1000); } luaState("print(\"Goodbye from Lua!\")"); }
int main(){ Simple_window win(Point(100, 100), 600, 400, "RGB color chart"); Vector_ref<Graph_lib::Rectangle> vr; int x = 0, y = 0; // 座標 const int a = 15; // 正方形の一辺 const int step = 51; // Webセーフカラー( = 0x33 ) for(int r = 0; r <= 255; r += step, y += a, x = 0){ for(int g = 0; g <= 255; g += step){ for(int b = 0; b <= 255; b += step, x += a){ vr.push_back(new Graph_lib::Rectangle(Point(x, y), a, a)); vr[vr.size() - 1].set_fill_color(Color(r * pow(2, 24) + g * pow(2, 16) + b * pow(2, 8))); win.attach(vr[vr.size() - 1]); } } } win.wait_for_button(); }
// check distance between dots and mark them as exploded if too close void Cube::collisionCheck() { for (uint8_t i=0; i<dot_n; i++) if (not vid.sprites[i].isHidden() && !dots[i].exp) for (uint8_t j=i+1; j<dot_n; j++) if (not vid.sprites[j].isHidden() && !dots[i].exp) { Float2 dif = dots[i].pos - dots[j].pos; // are the dots too close ? if (dif.len2() < SPR_size.len2()/4) { dots[i].pos -= dif/2; // bring dots closer dots[j].pos += dif/2; // to each other dots[i].exp = exploDuration; dots[j].exp = exploDuration; #if ACCURATE == 1 // use a binary map to check if we hit or miss Conan: dots[i].bnd = isHit(dots[i].pos); dots[j].bnd = isHit(dots[j].pos); #else // ...or use a FlatAssetImage but it's less accurate: Float2 o = SPR_size/2; // offset to sprite center uint16_t linPosI = uint16_t( (dots[i].pos.x+o.x)/8 ) + uint16_t( (dots[i].pos.y+o.y)/8 ) * ConanIMG.tileWidth() ; uint16_t linPosJ = uint16_t( (dots[j].pos.x+o.x)/8 ) + uint16_t( (dots[j].pos.y+o.y)/8 ) * ConanIMG.tileWidth() ; // D'oh! need band aid ? dots[i].bnd = (ConanIMG.tile(linPosI) != whiteTile); dots[j].bnd = (ConanIMG.tile(linPosJ) != whiteTile && linPosJ != linPosI); #endif // D'oh! need band aid ? if (dots[i].bnd) lifeCounter -= 5; if (dots[j].bnd) lifeCounter -= 5; } } if (lifeCounter <= 0) win(); }
void Layer::computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh) const { const Layer::State& s(getDrawingState()); const Transform tr(hw->getTransform() * s.transform); const uint32_t hw_h = hw->getHeight(); Rect win(s.active.w, s.active.h); if (!s.active.crop.isEmpty()) { win.intersect(s.active.crop, &win); } // subtract the transparent region and snap to the bounds win = reduce(win, s.activeTransparentRegion); Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); position[0] = tr.transform(win.left, win.top); position[1] = tr.transform(win.left, win.bottom); position[2] = tr.transform(win.right, win.bottom); position[3] = tr.transform(win.right, win.top); for (size_t i=0 ; i<4 ; i++) { position[i].y = hw_h - position[i].y; } }
void MainWindow::Blackplay(int x,int y) { blackLabel=new QLabel(this); blackLabel->setPixmap(pixb); blackLabel->setGeometry(x-15,y-15,32,32); blackLabel->show(); blackLabel; j=0; a[x][y]=-1; g[l]=blackLabel; l++; if(connected&&nn==QMessageBox::Yes){ win(); client_sendMessage(); exchange = false; } else{ exchange = true; } }
void Layer::drawProtectedImage(const sp<const DisplayDevice>& hw, const Region& clip) const { const State& s(getDrawingState()); const Transform tr(hw->getTransform() * s.transform); const uint32_t hw_h = hw->getHeight(); Rect win(s.active.w, s.active.h); if (!s.active.crop.isEmpty()) { win.intersect(s.active.crop, &win); } int w = win.getWidth(); int h = win.getHeight(); if (w > h) { win.left += ((w - h) / 2); win.right = win.left + h; } else { win.top += ((h - w) / 2); win.bottom = win.top + w; } Mesh::VertexArray<vec2> position(mMesh.getPositionArray<vec2>()); position[0] = tr.transform(win.left, win.top); position[1] = tr.transform(win.left, win.bottom); position[2] = tr.transform(win.right, win.bottom); position[3] = tr.transform(win.right, win.top); for (size_t i=0 ; i<4 ; i++) { position[i].y = hw_h - position[i].y; } Mesh::VertexArray<vec2> texCoords(mMesh.getTexCoordArray<vec2>()); texCoords[0] = vec2(0, 0); texCoords[1] = vec2(0, 1); texCoords[2] = vec2(1, 1); texCoords[3] = vec2(1, 0); RenderEngine& engine(mFlinger->getRenderEngine()); engine.setupLayerProtectedImage(); engine.drawMesh(mMesh); engine.disableBlending(); }
terminal *terminalTable(Table_T termtable, subBoard state) { int player; int i; int w; int *canon = canonBoard(state); terminal *terms; if ((terms = Table_get(termtable, canon)) != 0) { free(canon); return terms; } terms = (terminal *) calloc(1, sizeof(terminal)); if ((w = win(state)) != 0) { terms->max = (w == 1) ? 1 : 0; terms->min = (w == -1) ? 1 : 0; } else if (countOpen(state) == 0) { terms->max = 0; terms->min = 0; } else { int childState[9]; memcpy(childState, state, 9*sizeof(int)); for (i = 0; i < 9; ++i) { if (childState[i] == 0) { for (player = 0; player < 2; ++player) { childState[i] = (2*player) - 1; terminal *childterm = terminalTable(termtable, childState); terms->max += childterm->max; terms->min += childterm->min; } childState[i] = 0; } } } Table_put(termtable, canon, terms); return terms; }
HandleType FrameBuffer::createWindowSurface(int p_config, int p_width, int p_height) { emugl::Mutex::AutoLock mutex(m_lock); HandleType ret = 0; const FbConfig* config = getConfigs()->get(p_config); if (!config) { return ret; } WindowSurfacePtr win(WindowSurface::create( getDisplay(), config->getEglConfig(), p_width, p_height)); if (win.Ptr() != NULL) { ret = genHandle(); m_windows[ret] = std::pair<WindowSurfacePtr, HandleType>(win,0); RenderThreadInfo *tinfo = RenderThreadInfo::get(); tinfo->m_windowSet.insert(ret); } return ret; }
int main(int argc, const char * argv[]) { // Packet pack = Packet::build(1, "tim le noob"); // // // unsigned char *data = serPacket(pack); // // Packet *newPack = unserPacket(data); // // std::cout << newPack->getType() << std::endl; // std::cout << newPack->getSize() << std::endl; // auto datas = newPack->getData(); // // for (unsigned int i=0; i<datas.size(); ++i) // { // std::cout << datas[i] << std::endl; // } MenuWindow win(1701, 1056, "R-TYPE"); win.checkEvent(); return 0; }
void CTScreenDevice::ConstructL() { //The following is just another test... it doesn't leave any resources for use by the test class AFAICT... RWsSession aSession; CWsScreenDevice *device1; CWsScreenDevice *device2; CWsScreenDevice *device3; aSession.Connect(); device1=new(ELeave) CWsScreenDevice(aSession); device1->Construct(iTest->iScreenNumber); delete device1; device1=new(ELeave) CWsScreenDevice(aSession); device1->Construct(iTest->iScreenNumber); device2=new(ELeave) CWsScreenDevice(aSession); device2->Construct(iTest->iScreenNumber); device3=new(ELeave) CWsScreenDevice(aSession); device3->Construct(iTest->iScreenNumber); delete device3; CFbsFont *font; User::LeaveIfError(device1->GetNearestFontToDesignHeightInTwips((CFont *&)font,TFontSpec())); RWindowGroup group(aSession); group.Construct(777); group.SetOwningWindowGroup(TheClient->iGroup->GroupWin()->Identifier()); RWindow win(aSession); win.Construct(group,77); CWindowGc *gc=new(ELeave) CWindowGc(device1); gc->Construct(); gc->Activate(win); gc->UseFont(font); device1->ReleaseFont(font); aSession.Flush(); delete gc; win.Close(); group.Close(); delete device1; delete device2; aSession.Close(); }
void BPlayer::update(float dt) { if (gettimeofday(&lastUpdate, NULL) != 0) { CCLOG("error in gettimeofday"); lastUpdate.tv_sec = 0; lastUpdate.tv_usec = 0; } //adjust for how much has already been calcualted dt -= dtCalculated; dtCalculated = 0; //check explosions incase one went off on player if (level->checkExplosions(player->getBoundingBox()) && !isDying) die(); handleCollisions(velocity.x * dt, velocity.y * dt); if (level->inExit(player->getBoundingBox()) && !isDying) win(); }
void MainWindow::Whiteplay(int x,int y) { whiteLabel=new QLabel(this); whiteLabel->setPixmap(pixw); whiteLabel->setGeometry(x-15,y-15,32,32); whiteLabel->show(); whiteLabel; j=1; a[x][y]=1; g[l]=whiteLabel; l++; if(beconnected&&nn==QMessageBox::Yes){ win(); server_sendMessege(); exchange = false; } else{ exchange =true; } }
int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { VideoMode vMode(800,600,32); RenderWindow win(vMode, "ASTEROIDS"); win.SetFramerateLimit(120); //win.ShowMouseCursor(false); win.UseVerticalSync(false); int currentScreen = 0; Menu menu; Game game; Splash splash; while(currentScreen >= 0) { if (currentScreen == 0) { currentScreen = splash.Run(win, vMode); } if(currentScreen == 2) { currentScreen = menu.Run(win, vMode); } if(currentScreen == 1) { currentScreen = game.Run(win, vMode); } } return EXIT_SUCCESS; }
int main() { bwindow win(640,480); printf("%d\n",win.init()); win.map(); srand(time(NULL)); Boids shield = Boids(100); Pred predators; for(;;) { int ev = win.parse_event(); switch(ev) { case BKPRESS : printf("keypressed\n"); printf("key : %s\n",win.get_lastkey()); break; case BBPRESS: printf("buttonpressed\n"); break; case BEXPOSE: printf("expose\n"); break; case BCONFIGURE: printf("configure\n"); break; } win.draw_fsquare(0,0,640,480,0xFFFFFF); win.draw_fsquare(CENTEROBSTACLE - 5,CENTEROBSTACLE -5,CENTEROBSTACLE + 5,CENTEROBSTACLE + 5,0xFF00); win.draw_boids(shield); shield.nextflock(); usleep(100000); /* win.draw_point(100,100,0xFF00); win.draw_line(100,100,200,200,0xFF0000); win.draw_text(10,10,0x0,"Hello World",strlen("Hello World")); win.draw_square(200,200,220,220,0xFF00); win.draw_fsquare(400,400,440,440,0xFF00); */ } return 0; }
int main() { try { game_win win(Point (100,100), 800, 600, "tic tac toe"); return Fl::run(); } catch(exception& e) { cerr << "Error: " << e.what() << endl; keep_window_open(); return 1; } catch(...) { cerr << "Oops.\n"; keep_window_open(); return 2; } }
void STGM::CBoolSphereSystem::IntersectWithPlane(STGM::Intersectors<STGM::CSphere>::Type &objects, STGM::CPlane &plane, int intern) { /// Intersect only objects fully inside the observation window int i=0,j=0; int l =plane.idx(); switch(l) { case 0: i=1; j=2; break; // YZ case 1: i=0; j=2; break; // XZ case 2: i=0; j=1; break; // XY } // assume left-down corner is origin of box CWindow win(m_box.m_size[i],m_box.m_size[j]); for(size_t i=0; i<m_spheres.size(); ++i) { STGM::Intersector<STGM::CSphere> intersector( m_spheres[i], plane, m_box.m_size); if(intersector.FindIntersection()) { if(intersector.getCircle().isInWindow(win)) objects.push_back( intersector ); } } }
int main() { typedef CGAL::Tree_traits_1::Key Key; typedef CGAL::Tree_traits_1::Interval Interval; std::vector<Key> InputList, OutputList; std::vector<Key>::iterator first, last, current; InputList.push_back(8.0); InputList.push_back(1.0); InputList.push_back(3.9); InputList.push_back(2.0); InputList.push_back(5.0); InputList.push_back(4.8); InputList.push_back(7.7); InputList.push_back(6.8); first = InputList.begin(); last = InputList.end(); Range_tree_1_type Range_tree_1(first,last); Interval win(Interval(4.6, 6.8)); std::cerr << "\n Window Query (4.6, 6.8) \n"; Range_tree_1.window_query(win, std::back_inserter(OutputList)); current=OutputList.begin(); while(current!=OutputList.end()) { std::cerr << (*current) << std::endl; current++; } if(Range_tree_1.range_tree_1->is_valid()) std::cerr << "Tree is valid\n"; else std::cerr << "Tree is not valid\n"; return 0; }
int check_up(void) { if (!wizard) { if (!(dungeon[rogue.row][rogue.col] & STAIRS)) { messagef(0, "I see no way up"); return(0); } if (!has_amulet()) { messagef(0, "your way is magically blocked"); return(0); } } new_level_message = "you feel a wrenching sensation in your gut"; if (cur_level == 1) { win(); } else { cur_level -= 2; return(1); } return(0); }
NS_IMETHODIMP nsMsgPrintEngine::SetWindow(nsIDOMWindow *aWin) { if (!aWin) { // It isn't an error to pass in null for aWin, in fact it means we are shutting // down and we should start cleaning things up... return NS_OK; } mWindow = aWin; nsCOMPtr<nsPIDOMWindow> win( do_QueryInterface(aWin) ); NS_ENSURE_TRUE(win, NS_ERROR_FAILURE); win->GetDocShell()->SetAppType(nsIDocShell::APP_TYPE_MAIL); nsCOMPtr<nsIDocShellTreeItem> docShellAsItem = do_QueryInterface(win->GetDocShell()); NS_ENSURE_TRUE(docShellAsItem, NS_ERROR_FAILURE); nsCOMPtr<nsIDocShellTreeItem> rootAsItem; docShellAsItem->GetSameTypeRootTreeItem(getter_AddRefs(rootAsItem)); nsCOMPtr<nsIDocShellTreeNode> rootAsNode(do_QueryInterface(rootAsItem)); NS_ENSURE_TRUE(rootAsNode, NS_ERROR_FAILURE); nsCOMPtr<nsIDocShellTreeItem> childItem; rootAsNode->FindChildWithName(NS_LITERAL_STRING("content").get(), true, false, nsnull, nsnull, getter_AddRefs(childItem)); mDocShell = do_QueryInterface(childItem); if(mDocShell) SetupObserver(); return NS_OK; }
int main(int argc, char* argv[]) { QApplication app(argc, argv); app.setOrganizationName(ORG_NAME); app.setApplicationName(APP_NAME); int mainRows, mainCols, subRows, subCols; { // qui non è necessario usare i settings: servono per modificare/ripristinare il numero di video a runtime! QSettings settings(app.organizationName(), app.applicationName()); settings.beginGroup("grid"); mainRows = settings.value("mainRows", VIDEO_MAIN_ROWS).toInt(); mainCols = settings.value("mainCols", VIDEO_MAIN_COLS).toInt(); subRows = settings.value( "subRows", VIDEO_SUB_ROWS ).toInt(); subCols = settings.value( "subCols", VIDEO_SUB_ROWS ).toInt(); settings.endGroup(); } Frontend win(mainRows, mainCols, subRows, subCols); //QUrl url = QUrl("file:///Users/awaken/Pictures/foto/CELL/video-2010-12-13-07-31-46.mp4"); //win.mainVideo()->setUri(&url); win.show(); return app.exec(); }
int minimax(int board[9], int player) { //How is the position like for player (their turn) on board? int winner = win(board); if(winner != 0) return winner*player; int move = -1; int score = -2;//Losing moves are preferred to no move int i; for(i = 0; i < 9; ++i) {//For all moves, if(board[i] == 0) {//If legal, board[i] = player;//Try the move int thisScore = -minimax(board, player*-1); if(thisScore > score) { score = thisScore; move = i; }//Pick the one that's worst for the opponent board[i] = 0;//Reset board after try } } if(move == -1) return 0; return score; }
int main(int argc, char *argv[]) { int w = WIDTH/2, h = HEIGHT/2; SDL_Rect window_rect = {(WIDTH - w) / 2, (HEIGHT - h) / 2, w, h}; Application *app = Application::getInstance(); char dir[513] = {0x00}; getcwd(dir, 512); LOGD("DIR: %s", dir); Window win2(std::string("uuuuu hello world"), WIDTH , HEIGHT , SDL_WINDOW_SHOWN); Layout dlg2("Hello, world!", window_rect); win2.addChild(&dlg2); LOGD("create win2 end"); std::string title("hello"); Window win(title, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); //Window win(std::string("hello"), WIDTH, HEIGHT); Layout dlg("Hello, world!", window_rect); //Label label(renderer, (SDL_Rect){0,0,w,h}, "Hello!"); Label label((SDL_Rect){0,0, 64,28}, "Hello!"); dlg.addChild(&label); Input input((SDL_Rect){64 + 4, 0, 128,28}); dlg.addChild(&input); Button button((SDL_Rect){w / 2,h / 2,w / 2 ,h / 2}, "OK"); dlg.addChild(&button); win.addChild(&dlg); LOGD("app addChild 1"); app->addChild(&win); LOGD("app addChild 2"); //app->addChild(&win2); LOGD("app run"); //sleep(1000 * 30); app->run(); return 0; }
int main(){ Simple_window win(Point(100, 100), 600, 400, "ClassDiagram"); Vector_ref<Box> boxes; Vector_ref<Arrow> arrows; boxes.push_back(new Box(Point(50, 50), 100, 30, 10, "Window")); boxes.push_back(new Box(Point(200, 50), 100, 30, 10, "Line style")); boxes.push_back(new Box(Point(350, 50), 70, 30, 10, "Color")); boxes.push_back(new Box(Point(25, 150), 150, 30, 10, "Simple window")); boxes.push_back(new Box(Point(400, 150), 70, 30, 10, "Point")); boxes.push_back(new Box(Point(240, 120), 70, 30, 10, "Shape")); boxes.push_back(new Box(Point(15, 300), 50, 30, 10, "Line")); boxes.push_back(new Box(Point(70, 300), 70, 30, 10, "Lines")); boxes.push_back(new Box(Point(145, 300), 100, 30, 10, "Polygon")); boxes.push_back(new Box(Point(250, 300), 50, 30, 10, "Axis")); boxes.push_back(new Box(Point(305, 300), 100, 30, 10, "Rectangle")); boxes.push_back(new Box(Point(410, 300), 60, 30, 10, "Text")); boxes.push_back(new Box(Point(475, 300), 70, 30, 10, "Image")); Arrow a(n(boxes[3]), s(boxes[0]), 10); a.set_style(Line_style(Line_style::solid, 3)); win.attach(a); for(int i = 6; i <= 12; ++i){ arrows.push_back(new Arrow(n(boxes[i]), Point(s(boxes[5]).x - 30 + (i - 6) * 10, s(boxes[5]).y), 10)); arrows[arrows.size() - 1].set_style(Line_style(Line_style::solid, 3)); win.attach(arrows[arrows.size() - 1]); } for(int i = 0; i < boxes.size(); ++i){ boxes[i].set_style(Line_style(Line_style::solid, 3)); boxes[i].set_fill_color(Color(220)); // 青 win.attach(boxes[i]); } win.wait_for_button(); }
/** * * @param argc * @param argv first is input path, second ist output path, third to disable window * @return */ int main(int argc, char* argv[]) { unsigned const width = 1280; unsigned const height = 720; std::cout << "welcome to Raytracer ("<< width<<"x"<<height<<")." <<std::endl; Renderer* app = nullptr; if (argc>1) app = new Renderer(width, height, argv[1]); else app = new Renderer(width, height); std::thread thr([&app]() { app->render(); }); bool nogui=false; for (int i = 0; i < argc; i++) { if (string(argv[i]).compare("nogui")==0) nogui=true; } if (!nogui){ Window win(glm::ivec2(width,height)); while (!win.shouldClose()) { if (win.isKeyPressed(GLFW_KEY_ESCAPE)) { win.stop(); } glDrawPixels( width, height, GL_RGB, GL_FLOAT , app->colorbuffer().data()); win.update(); } } thr.join(); delete(app); return 0; }
bool recur(char player) { if (win() && player == 'o') return false; if (full() && player == 'o') return true; for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) { if (a[i][j] == '.') { a[i][j] = player; if (player == 'o') { if (!recur('x')) { a[i][j] = '.'; return true; } } else { if (!recur('o')) { a[i][j] = '.'; return true; } } a[i][j] = '.'; } } return false; }
void ClassDemoApp::Render() { program->setModelMatrix(modelMatrix); program->setProjectionMatrix(projectionMatrix); program->setViewMatrix(viewMatrix); glClear(GL_COLOR_BUFFER_BIT); switch (state) { case STATE_MENU: RenderMenu(); break; case STATE_GAME: RenderGame(); break; case STATE_END: if (amAlive){ win(); } else{ lose(); } break; } SDL_GL_SwapWindow(displayWindow); }
int main( int argc, char **argv ) { phobos::system::qt4::base test_factory( argc, argv ); fcppt::io::stringstream input( event ); phobos::primitives::widget w( phobos::primitives::compile( input ) ); phobos::system::window_ptr win( test_factory.create( phobos::system::window_parameters() .type( phobos::system::window_type::managed) .size( phobos::dim(400, 400)) .root( w))); presenter p( w ); win->root( w ); return test_factory.run(); }