void OEMFGame :: die() { musicPlayer->playSound(sounds[SND_OHNO]); m_player->m_vy = 0.0f; m_level->moveObject(m_player, m_level->startX() * 32, m_level->startY() * 32); if (m_lives > 0) { m_lives -= 1; darkenRect(160, 128, 320, 48); char msg[256]; sprintf(msg, "You died! Lives left: x%2d", m_lives); fonts[FNT_AMIGA]->blitText(this, msg, 0xFF7700, 176, 128 + 16, 320 - 32, false); blitImage(images[IMG_OEMFOEMINI], 160 + 112 + 80, 128 + 16); updateScreen(); SDL_Delay(2000); fadeOut(); } else { // GAME OVER! m_done = 1; darkenRect(160, 128, 320, 48); fonts[FNT_AMIGA]->blitCenterText(this, string("GAME OVER!"), 0xFF0000, 128 + 16, m_screenWidth, false); updateScreen(); SDL_Delay(3000); fadeOut(); } }
static _Noreturn void mainLoop() { uint32_t pad; while (true) { pad = InputWait(); if (pad & (BUTTON_DOWN | BUTTON_RIGHT | BUTTON_R1)) MenuNextSelection(); if (pad & (BUTTON_UP | BUTTON_LEFT | BUTTON_L1)) MenuPrevSelection(); if (pad & BUTTON_A) { OpenAnimation(); MenuSelect(); } if (pad & BUTTON_SELECT) { fadeOut(); ShutDown(1); //shutdown } if (pad & BUTTON_START) { fadeOut(); ShutDown(0); //reboot } MenuShow(); } }
void lhpControl::enterScene() { int i, p, s; s = insideSceneID; decisionString = "enter scene "+ofToString(s+1); // just for good measure fadeOut(map->music[authorID]);// stop music activity signalString = "signal: "; for(i = 0; i < map->numberOfZones; i++) { // set all signalActives to 0 fadeOut(map->zones[i].signals[0]); // fadeOut(map->zones[i].atmo[0]); fadeOut(map->zones[i].atmo[1]); if(map->zones[i].signalActive == 1) { map->zones[i].signalActive = 0; map->zones[i].prevSignalState = 0; signalString += "stop "+ofToString(i+1)+" "; } else { map->zones[i].prevSignalState = 0; signalString = ""; } } p = map->zones[s].partID; // current p if(map->zones[s].scenes[p].finished == 1) { if (map->zones[s].partID < map->zones[s].numberOfScenes-1) { // it is NOT the last scene map->zones[s].partID++; // increment partID // printf("incrementing zone[%d].partID to %d\n", s, map->zones[s].partID); p = map->zones[s].partID; // update p map->zones[s].scenes[p].elapsedTime = 0; // reset elapsedTime for next scene } } graphicState = 4; p = map->zones[s].partID; if(map->zones[s].scenes[p].finished == 0){ sceneGraphicState = 1; // full alpha } else { sceneGraphicState = 0; // reduced alpha } // printf("sceneGraphicState is %d s %d partID %d\n", sceneGraphicState, s, map->zones[s].partID); decisionString += " part: "+ofToString(map->zones[s].partID+1); if (sceneGraphicState == 0) { decisionString += " off"; }else{ decisionString += " on"; } // starting scene player if it was off // if(p < map->zones[s].numberOfScenes){ // fadeIn(map->zones[s].scenes[p]); // } else { // fadeIn(map->zones[s].atmo[1]); // } }
void OEMFIntro :: run(void) { // small hack to display "loading..." without the amiga rom being loaded OEMFImage * amigarom = new OEMFImage(PREPATH "font.png"); OEMFFontFactory * tempfont = new OEMFFontFactory(amigarom, 32, 127, 8, 16, 96); delete amigarom; tempfont->blitCenterText(this, "Loading...", 0xFFFFFF00, 216, m_screenWidth); updateScreen(); delete tempfont; // loading... setLoadProgressCB(progress, this); loadFilesIntoDataMemory("resources.def"); clearRectWithColor(0, 216, 640, 16, 0xFF000000, false); updateScreen(); #ifndef __DEBUG__ OEMFFontFactory * ff = fonts[FNT_AMIGA]; OEMFFontFactory * menufont = fonts[FNT_MENU]; OEMFImage * oemfoelogo = images[IMG_INTRO]; // loading done //ripEffect(224, 16); SDL_Delay(1000); fadeOut(); //clearWithColor(0xFFFFFF); //blitImage(images[IMG_SDL], (m_screenWidth - images[IMG_SDL]->width()) / 2, 120); // ff->blitCenterText(this, "http://www.libsdl.org", 0x330077, 400, m_screenWidth, false); // updateScreen(); // SDL_Delay(3000); // fadeOut(); ff->blitCenterText(this, "Royal Belgian Beer Squadron", 0xFFFFFFFF, 224, m_screenWidth); SDL_UpdateRect(m_screen, 0, 0, m_screenWidth, m_screenHeight); SDL_Delay(1500); //ripEffect(224, 16); fadeOut(); ff->blitCenterText(this, "presents...", 0xFFFFFFFF, 224, m_screenWidth); SDL_UpdateRect(m_screen, 0, 0, m_screenWidth, m_screenHeight); SDL_Delay(1500); //ripEffect(224, 16); fadeOut(); // draw welcome screen blitImage(oemfoelogo, 0, 0); ff->blitCenterText(this, "Idea: Oemfoe", 0xFFFFFFFF, 192+192, m_screenWidth, true); ff->blitCenterText(this, "Coding: Oemfoe", 0xFFFFFFFF, 208+192, m_screenWidth, true); ff->blitCenterText(this, "GFX: Kuroto", 0xFFFFFFFF, 224+192, m_screenWidth, true); ff->blitCenterText(this, "Music: Belief Systems*", 0xFFFFFFFF, 240+192, m_screenWidth, true); SDL_UpdateRect(m_screen, 0, 0, m_screenWidth, m_screenHeight); SDL_Delay(3000); #endif if (musicPlayer->isPlayingSong()) musicPlayer->stopSong(); }
void lhpControl::enterAtmo() { // lhpMap * map = lhpMap::get(); insideAtmoFlag = 1; decisionString = "enter atmo "+ofToString(insideAtmoID+1); signalString = "signal: "; for(int i = 0; i < map->numberOfZones; i++) { // set all signalActives to 0 fadeOut(map->zones[i].signals[0]); // stopping i-th signal player if playing if(map->zones[i].signalActive == 1) { map->zones[i].signalActive = 0; map->zones[i].prevSignalState = 0; signalString += "stop "+ofToString(i+1)+" "; } else { map->zones[i].prevSignalState = 0; } } graphicState = 3; // stop intro and outro and music fadeOut(map->music[0]); fadeOut(map->music[1]); fadeOut(map->music[authorID]); // starting atmo player // fadeIn(map->zones[insideAtmoID].atmo[0]); // chnaged to scene start here // TODO: start scene here int i, p, s; s = insideAtmoID ; p = map->zones[s].partID; // current p if(map->zones[s].scenes[p].finished == 1) { if (map->zones[s].partID < map->zones[s].numberOfScenes-1) { // it is NOT the last scene map->zones[s].partID++; // increment partID // printf("incrementing zone[%d].partID to %d\n", s, map->zones[s].partID); p = map->zones[s].partID; // update p map->zones[s].scenes[p].elapsedTime = 0; // reset elapsedTime for next scene } } p = map->zones[s].partID; if(map->zones[s].scenes[p].finished == 0){ sceneGraphicState = 1; // full alpha } else { sceneGraphicState = 0; // reduced alpha } // starting scene player if it was off if(p < map->zones[s].numberOfScenes){ fadeIn(map->zones[s].scenes[p]); } else { fadeIn(map->zones[s].atmo[1]); } }
void lhpControl::leaveAtmo() { decisionString = "exit atmo "+ofToString(prevAtmoID+1); graphicState = 2; // fadeOut(map->zones[prevAtmoID].atmo[0]); // fade out atmo1 if playing fadeOut(map->zones[prevAtmoID].atmo[1]); // fade out atmo2 if playing int ID = map->zones[prevAtmoID].partID; fadeOut(map->zones[prevAtmoID].scenes[ID]); // also stop scene fadeIn(map->music[authorID]); // restart music activity moreSignalChecks(); }
void CopyGui::on_btnEdit_clicked() { checkEdit = true; QModelIndex modelBarcode = queryModel->index(ui->tableView->currentIndex().row(), 1, QModelIndex()); QModelIndex modelBorrowingStatus = queryModel->index(ui->tableView->currentIndex().row(), 2, QModelIndex()); QModelIndex modelTimeBorrowed = queryModel->index(ui->tableView->currentIndex().row(), 3, QModelIndex()); QModelIndex modelDate = queryModel->index(ui->tableView->currentIndex().row(), 4, QModelIndex()); QModelIndex modelTimeBorrow = queryModel->index(ui->tableView->currentIndex().row(), 5, QModelIndex()); ui->lnCPBarCode->setText(modelBarcode.data().toString()); ui->cbCPStatus->setCurrentText(modelBorrowingStatus.data().toString()); ui->lnCPTimeBorrowed->setText(modelTimeBorrowed.data().toString()); //ui->lnCPDateBorrow->setText(modelDate.data().toString()); ui->dateBorrow->setDate(QDate::fromString(modelDate.data().toString(), "yyyy-MM-dd")); ui->lnCPTimeBorrow->setText(modelTimeBorrow.data().toString()); ui->btnCPAdd->setText("Edit"); if(checkHide == false){ ui->widget->show(); fadeIn(ui->widget); checkHide = true; }else if(checkHide == true){ fadeOut(ui->widget); checkHide = false; } }
XineEngine::~XineEngine() { // Wait until the fader thread is done if( s_fader ) { m_stopFader = true; s_fader->resume(); // safety call if the engine is in the pause state s_fader->wait(); } delete s_fader; delete s_outfader; if( PanaConfig::fadeoutOnExit() ) { bool terminateFader = false; fadeOut( PanaConfig::fadeoutLength(), &terminateFader, true ); // true == exiting } if( m_xine ) xine_config_save( m_xine, configPath() ); if( m_stream ) xine_close( m_stream ); if( m_eventQueue ) xine_event_dispose_queue( m_eventQueue ); if( m_stream ) xine_dispose( m_stream ); if( m_audioPort ) xine_close_audio_driver( m_xine, m_audioPort ); if( m_post ) xine_post_dispose( m_xine, m_post ); if( m_xine ) xine_exit( m_xine ); debug() << "xine closed\n"; debug() << "Scope statistics:\n" << " Average list size: " << Log::bufferCount / Log::scopeCallCount << endl << " Buffer failure: " << double(Log::noSuitableBuffer*100) / Log::scopeCallCount << "%\n"; }
void ECandle::setState(const CandleState newState) //переключение в новое состояние { #ifdef DEBUG_ECANDLE Serial.print("ECandle::setState() ID="); int tmp = getID(); Serial.print( tmp ); Serial.print(" new State="); Serial.println(newState); #endif switch ( newState ) { case csOn: this->currentState = csOn; on(); break; case csOff: this->currentState = csOff; off(); break; case csFadeIn: //????? this->currentState=csFadeIn; fadeIn(); break; case csFadeOut: //????? this->currentState = csFadeOut; fadeOut(); break; case csFlickering: //?????? this->currentState = csFlickering; startFlickering(); break; } //switch newState };
void killGame(void) { fadeOut(); NOGBA("KILLING IT"); freePlayer(); freeEnergyBalls(); freeBigButtons(); freeCubes(); freeDoors(); freeElevators(); freeEmancipation(); freePlatforms(); freeTimedButtons(); freeTurrets(); freeWallDoors(); freeSludge(); freeRoom(&gameRoom); freePortals(); freeState(NULL); freeSound(); freePause(); resetAllPI(); NOGBA("END mem free : %dko (%do)",getMemFree()/1024,getMemFree()); }
// This method creates the control for the first time. It should only be called // on creation void LibraryMenuControl::init(QSharedPointer<Library>& library) { destroy(); if (!winOS->GetLibraryManager()) return; getStyle().setFloating(true); _dropDownMenu = new DropDownMenu(); LibraryMenuItem* toSelect = NULL; const QList< QSharedPointer<Library> >& libraries = winOS->GetLibraryManager()->getLibraries(); QListIterator< QSharedPointer<Library> > iter(libraries); while (iter.hasNext()) { QSharedPointer<Library> lib = iter.next(); LibraryMenuItem* item = new LibraryMenuItem(lib); if (lib->getHashKey().startsWith(QT_NT("usr_")) && library != lib) item->setDeleteable(true); _dropDownMenu->addItem(item); if (lib->getHashKey() == library->getHashKey()) toSelect = item; } BrowseFolderMenuItem* browseFolder = new BrowseFolderMenuItem(QString("More places...")); _dropDownMenu->addItem(browseFolder); if (toSelect) _dropDownMenu->select(toSelect); this->addItem(_dropDownMenu); scnManager->registerOverlay(this); fadeOut(_unHoveredAlpha); }
void CopyGui::on_btnSelectBorrower_clicked() { QModelIndex current_index = ui->tableView->currentIndex(); QModelIndex current_index_id = queryModel->index(current_index.row(), 0, QModelIndex()); QModelIndex current_index_status = queryModel->index(current_index.row(),2,QModelIndex()); int days_borrow = ui->spinDaysBorrow->text().toInt(); qDebug() << current_index_id.data().toInt() << " - "<< current_index_status.data().toString(); int copy_id = current_index_id.data().toInt(); int borrower_id = ui->cbBorrower->itemData(ui->cbBorrower->currentIndex()).toInt(); QSqlQuery qry; qry.prepare( "UPDATE borrowers SET items_borrowed = items_borrowed +1 WHERE id=:id "); qry.bindValue(":id", borrower_id); if( !qry.exec() ) qDebug() << "update borrower fail: " <<qry.lastError(); qry.prepare("UPDATE copy SET status='Borrowed', times_borrow = times_borrow + 1, days_borrowed = :days_borrow, borrow_date = date('now'), borrowed_by = :borrower_id WHERE id=:copy_id "); qry.bindValue(":days_borrow",days_borrow); qry.bindValue(":copy_id",copy_id); qry.bindValue(":borrower_id",borrower_id); if( !qry.exec() ) qDebug() << "update copy fail "<< qry.lastError(); fadeOut(ui->widget_2); checkHide2=false; readData(); }
MessageBubble::MessageBubble(QGraphicsWidget* parent) : GraphicsHudWidget(parent) , d(new MessageBubblePrivate) { d->mWidget = new QGraphicsWidget; d->mCountDownWidget = new CountDownWidget; d->mCountDownWidget->setValue(1); d->mLabel = new GraphicsHudLabel; QTimeLine* timeLine = new QTimeLine(TIMEOUT, this); connect(timeLine, SIGNAL(valueChanged(qreal)), SLOT(slotTimeLineChanged(qreal))); connect(timeLine, SIGNAL(finished()), SLOT(fadeOut())); connect(this, SIGNAL(fadedOut()), SLOT(deleteLater())); timeLine->start(); d->mLayout = new QGraphicsLinearLayout(d->mWidget); d->mLayout->setContentsMargins(0, 0, 0, 0); d->mLayout->addItem(d->mCountDownWidget); d->mLayout->addItem(d->mLabel); init(d->mWidget, GraphicsHudWidget::OptionCloseButton); }
// create window three for the addition float* fillWindowThree(int fadingWindow, int startFade, float* windowOne, float* windowTwo) { // Size of the window three int windowThreeSize = fadingWindow * 2; // initial value of window three float* windowThree = new float[windowThreeSize]; for (int s = 0; s < fadingWindow; s++) { windowThree[s] = windowOne[startFade++]; windowThree[fadingWindow + s] = windowTwo[s]; } // all fading position in window three for (int i = 0; i < fadingWindow; i++) { windowThree[i] *= fadeIn(i, fadingWindow); } for (int j = fadingWindow; j < windowThreeSize; j++) { windowThree[j] *= fadeOut(j, fadingWindow); } return windowThree; }
void CompositorHelper::toggle() { if (_fadeInAlpha) { fadeOut(); } else { fadeIn(); } }
void FadeToBlack::process(unsigned char* _buf, unsigned char * _oBuf, int _w, int _h, float _pos){ if(multiplier > 0.0){ fadeOut(_buf,_oBuf,_w,_h,_pos); } else { fadeIn(_buf,_oBuf,_w,_h,_pos); } }
//! Main Menu events void CSceneMenu::manageMainMenu() { if (!QuitIsFading && !NewGameIsFading) { if (Control->commandEntered(NEngine::NControl::ECI_MENU_DOWN, NEngine::NEvent::EET_ONCE)) { MainMenu->nextOption(); } if (Control->commandEntered(NEngine::NControl::ECI_MENU_UP, NEngine::NEvent::EET_ONCE)) { MainMenu->prevOption(); } if (Control->commandEntered(NEngine::NControl::ECI_MENU_OK, NEngine::NEvent::EET_ONCE)) { switch (MainMenu->getCurrentOption()) { case 0: // Fade Out and boolean to go to gameplay (demo) fadeOut(0.5f); NewGameIsFading = true; break; /* case 1: createSaveListMenu(); break; case 2: createOptionMenu(); break; */ case 1: // Fade Out and boolean to quit the game fadeOut(0.5f); QuitIsFading = true; break; default: break; } } } else { if (OutFader->isReady()) { if (NewGameIsFading) { // New Game NEngine::NCore::CGame::getCurrentSave()->newGame(NEngine::NGameplay::EDL_MEDIUM); } if (QuitIsFading) { // Quit to OS NEngine::NCore::CGame::quit(); } } } }
void lhpControl::enterPerimeterFirst() { decisionString = "first time entering perimeter "; graphicState = 1; fadeOut(map->music[1]); // stopping outro if still playing fadeIn(map->music[2]); // play entry sequence }
void ImageItem::mousePressEvent(QMouseEvent *e) { Q_UNUSED(e); if(!mIsAnimationFinished) // still animating return; fadeOut(); }
void setup (){ fadeIn(10, 5); bmp_draw("robotsh",0,0); delay(2000); fadeOut(10, 5); //display the splash screen delay(100); fadeIn(10, 5); bmp_draw("stisplsh", 0, 0); //Serial.begin(9600); //set up the TouchShield serial connection //delay(3000); //and wait a little for the Arduino to boot up //Serial.print('U'); //send a sync character to the Arduino fadeOut(10, 5); fadeIn(10,5); }
bool LibraryMenuControl::onMouseDown(MouseOverlayEvent& mouseEvent) { if (_dropDownMenu && !intersects(mouseEvent.getAbsolutePosition(), _dropDownMenu->getBounds())) { _dropDownMenu->slideClosed(); fadeOut(_unHoveredAlpha); } return AbsoluteOverlayLayout::onMouseDown(mouseEvent); }
// prepare window one for the addition float* editWindowOne(int fadingWindow, int startFade, float* windowOne) { for (int i = 0; i < fadingWindow; i++) { windowOne[startFade++] *= fadeOut(i, fadingWindow); } return windowOne; }
void lhpControl::moreSignalChecks() { // check all Signals to see whether we're inside a Signalradius // RULE: no more than 3 Signal are allowed to overlap signalString = "signal: "; insideSignalFlag = 0; decisionString = "inside perimeter "; for(int i = 0; i < map->numberOfZones; i++) { // run through all zones int ID = map->zones[i].partID; // get scene ID for the zone fadeOut(map->zones[i].scenes[ID]); // stopping any scene player that might have been playing // check to see if we're inside the signal radius AND outside an atmo radius if(map->zones[i].distance <= map->zones[i].radius[2] && map->zones[i].distance > map->zones[i].radius[1]) { if(insideSignalFlag == 0) { decisionString = "inside signal "; // set if ANY signal reached insideSignalFlag = 1; } // // printf("inside zone %d signal radius: active %d, prev %d\n", i, map->zones[i].signalActive, map->zones[i].prevSignalState); map->zones[i].signalActive = 1; if(map->zones[i].prevSignalState == 0) { // it was off -> now we move inside map->zones[i].prevSignalState = 1; signalString += "start "+ofToString(i+1)+" "; decisionString += ofToString(i+1); // set if ANY signal reached fadeIn(map->zones[i].signals[0]); // starting i-th signal player if it was not playing } else { // unchanged state // stay inside signalString += "run "+ofToString(i+1)+" "; decisionString += ofToString(i+1)+" "; // set if ANY signal reached } } else { // we're outside the signal radius map->zones[i].signalActive = 0; if(map->zones[i].prevSignalState == 1) { // prevState was active -> we just moved outside map->zones[i].prevSignalState = 0; decisionString += "signal "+ofToString(i+1)+" stop "; fadeOut(map->zones[i].signals[0]); // stopping i-th signal player if it was playing } else { map->zones[i].prevSignalState = 0; // remaining outside } } } }
/* This is the function that is called when the program starts. */ int main (int argc, char *argv[]) { /* Variable declarations. */ struct wavpcm_input input; struct wavpcm_output output; short buffer[BUFFERSIZE]; short reconstructedBuffer[BUFFERSIZE]; int bufPos, bufIndex, read; struct fade_chunk chunk; chunk.fadeOutCoefficient = FADEOUTCOEFFICIENT; printf("chunk.fadeOutCoefficient: %f\n",chunk.fadeOutCoefficient); chunk.currentFadeCoefficient = 1; memset(&input, 0, sizeof(struct wavpcm_input)); input.resource=INPUTWAVFILE; memset(&output, 0, sizeof(struct wavpcm_output)); output.resource=OUTPUTWAVFILE; /* First open input file and parse header, */ wavpcm_input_open (&input); /* and then use this same header configuration for the output file */ wavpcm_output_copy_settings(&input, &output); wavpcm_output_open(&output); /*bufPos expressed in temporal samples*/ for (bufPos=0; bufPos<input.samplesAvailable; bufPos+=(BUFFERSIZE/2)) { /* Try to read BUFFERSIZE samples (16 bits, pairwise identical if input is mono, interleaved if input is stereo) */ /* into buffer, with read the actual amount read (expressed in bytes! = (2*read)/(channels * bitDepth/8) array elements)*/ read = wavpcm_input_read (&input, buffer); /* transform buffer */ if(bufPos<(2*(BUFFERSIZE/2))) { printf("chunk.fadeOutCoefficient: %f\n",chunk.fadeOutCoefficient); printf("chunk.currentFadeCoefficient: %f\n",chunk.currentFadeCoefficient); } fadeOut(buffer,&chunk); /* if required, dump compressed output */ /* inverse transform buffer */ for (bufIndex=0; bufIndex<BUFFERSIZE; bufIndex++) reconstructedBuffer[bufIndex]=buffer[bufIndex]; /* dump reconstructed output */ wavpcm_output_write (&output, reconstructedBuffer, read); } /* finalize output (write header) and close */ wavpcm_output_close (&output); /* Return successful exit code. */ return 0; }
int main(){ if (Initialize()) while (1); //7.X Keys stuff File KeyFile; const char *keyfile = "/slot0x25KeyX.bin"; if(FileOpen(&KeyFile, keyfile, 0)){ uint8_t keyX[16]; FileRead(&KeyFile, keyX, 16, 0); FileClose(&KeyFile); setup_aeskeyX(0x25, keyX); }else{ if (sysver < 7) { ConsoleInit(); ConsoleSetTitle(strings[STR_WARNING]); print(strings[STR_ERROR_OPENING], keyfile); print(strings[STR_WARNING_KEYFILE]); print(strings[STR_PRESS_BUTTON_ACTION], strings[STR_BUTTON_A], strings[STR_CONTINUE]); ConsoleShow(); WaitForButton(BUTTON_A); } } //That's the Main Menu initialization, easy and cool OpenAnimation(); MenuInit(&MainMenu); MenuShow(); while (true) { uint32_t pad_state = InputWait(); if (pad_state & (BUTTON_DOWN | BUTTON_RIGHT | BUTTON_R1)) MenuNextSelection(); //I try to support every theme style if (pad_state & (BUTTON_UP | BUTTON_LEFT | BUTTON_L1)) MenuPrevSelection(); if (pad_state & BUTTON_A) { OpenAnimation(); MenuSelect(); } if (pad_state & BUTTON_SELECT) { fadeOut(); ShutDown(); } if (pad_state & BUTTON_START) { fadeOut(); returnHomeMenu(); } TryScreenShot(); MenuShow(); } FSDeInit(); return 0; }
void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar, KillAvatarReason removalReason) { auto avatar = std::static_pointer_cast<OtherAvatar>(removedAvatar); AvatarHashMap::handleRemovedAvatar(avatar, removalReason); avatar->tearDownGrabs(); avatar->die(); queuePhysicsChange(avatar); // remove this avatar's entities from the tree now, if we wait (as we did previously) for this Avatar's destructor // it might not fire until after we create a new instance for the same remote avatar, which creates a race // on the creation of entities for that avatar instance and the deletion of entities for this instance avatar->removeAvatarEntitiesFromTree(); if (removalReason != KillAvatarReason::AvatarDisconnected) { if (removalReason == KillAvatarReason::TheirAvatarEnteredYourBubble) { emit AvatarInputs::getInstance()->avatarEnteredIgnoreRadius(avatar->getSessionUUID()); emit DependencyManager::get<UsersScriptingInterface>()->enteredIgnoreRadius(); } workload::Transaction workloadTransaction; workloadTransaction.remove(avatar->getSpaceIndex()); _space->enqueueTransaction(workloadTransaction); const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; avatar->removeFromScene(avatar, scene, transaction); scene->enqueueTransaction(transaction); } else { // remove from node sets, if present DependencyManager::get<NodeList>()->removeFromIgnoreMuteSets(avatar->getSessionUUID()); DependencyManager::get<UsersScriptingInterface>()->avatarDisconnected(avatar->getSessionUUID()); render::Transaction transaction; auto scene = qApp->getMain3DScene(); avatar->fadeOut(transaction, removalReason); workload::SpacePointer space = _space; transaction.transitionFinishedOperator(avatar->getRenderItemID(), [space, avatar]() { if (avatar->getLastFadeRequested() != render::Transition::Type::USER_LEAVE_DOMAIN) { // The avatar is using another transition besides the fade-out transition, which means it is still in use. // Deleting the avatar now could cause state issues, so abort deletion and show message. qCWarning(interfaceapp) << "An ending fade-out transition wants to delete an avatar, but the avatar is still in use. Avatar deletion has aborted. (avatar ID: " << avatar->getSessionUUID() << ")"; } else { const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; avatar->removeFromScene(avatar, scene, transaction); scene->enqueueTransaction(transaction); workload::Transaction workloadTransaction; workloadTransaction.remove(avatar->getSpaceIndex()); space->enqueueTransaction(workloadTransaction); } }); scene->enqueueTransaction(transaction); } }
void TeenAgentEngine::loadScene(byte id, uint16 x, uint16 y, byte o) { if (scene->last_event_type() != SceneEvent::kCreditsMessage) fadeOut(); SceneEvent event(SceneEvent::kLoadScene); event.scene = id; event.dst.x = x; event.dst.y = y; event.orientation = o; scene->push(event); fadeIn(); }
static void bgWork() { TryScreenShot(); // Check whether HOME or POWER button has been pressed if (*(volatile uint8_t *)0x10147021 == 13) { fadeOut(); // Return to HOME menu i2cWriteRegister(I2C_DEV_MCU, 0x20, 1 << 2); while (1); } }
void lhpControl::leavePerimeter() { decisionString = "exit perimeter"; graphicState = 5; fadeOut(map->music[0]); // stop Intro if running fadeOut(map->music[2]); // play entry sequence fadeOut(map->music[authorID]); // stop Music if running fadeIn(map->music[1]); // starting Outro for(int i = 0; i < map->numberOfZones; i++) { // set all signalActives to 0 // force ALL zone players off: signal, atmo, scene[ID] fadeOut(map->zones[i].signals[0]); // fadeOut(map->zones[i].atmo[0]); fadeOut(map->zones[i].atmo[1]); int ID = map->zones[i].partID; fadeOut(map->zones[i].scenes[ID]); if(map->zones[i].signalActive == 1) { signalString += "stop "+ofToString(i+1)+" "; map->zones[i].signalActive = 0; map->zones[i].prevSignalState = 1; } else { map->zones[i].signalActive = 0; map->zones[i].prevSignalState = 0; } } }
void CopyGui::on_btnCPAdd_clicked() { //Add new collection to database QString barcode = ui->lnCPBarCode->text(); QString status = ui->cbCPStatus->currentText(); QString times_borrow = ui->lnCPTimeBorrowed->text(); QString borrow_date = ui->dateBorrow->date().toString("yyyy-MM-dd"); QString days_borrowed = ui->lnCPTimeBorrow->text(); QSqlQuery qry; if (!checkEdit) { qry.prepare( "CREATE TABLE IF NOT EXISTS copy (id INTEGER UNIQUE PRIMARY KEY , barcode INTEGER UNIQUE, status VARCHAR(30), times_borrow INTEGER, borrow_date VARCHAR(30), days_borrowed INTEGER, collection_id INTEGER,borrowed_by INTEGER )" ); if( !qry.exec() ) qDebug() << qry.lastError(); else qDebug() << "Table created!"; qry.prepare( "INSERT INTO copy (barcode, status, times_borrow, days_borrowed, collection_id) VALUES (:barcode, :status, :times_borrow, :days_borrowed, :collection_id)" ); qry.bindValue(":barcode",barcode); qry.bindValue(":status",status); qry.bindValue(":times_borrow",times_borrow); qry.bindValue(":borrow_date",borrow_date); qry.bindValue(":collection_id",selected_id); if( !qry.exec() ) qDebug() << "error on inserted" <<qry.lastError(); else qDebug( "Inserted!" ); } else { int copy_id =queryModel->index(ui->tableView->currentIndex().row(),0,QModelIndex()).data().toInt(); qry.prepare("UPDATE copy SET barcode=:barcode, status=:status, times_borrow=:times_borrow, borrow_date=:borrow_date, days_borrowed=:days_borrowed WHERE id=:id"); qry.bindValue(":id",copy_id); qry.bindValue(":barcode",barcode); qry.bindValue(":status",status); qry.bindValue(":times_borrow",times_borrow); qry.bindValue(":borrow_date",borrow_date); qry.bindValue(":days_borrowed",days_borrowed); if( !qry.exec() ) qDebug() << "error on edit copy" <<qry.lastError(); else qDebug( "Edited!" ); } //Fade out the add form fadeOut(ui->widget); checkHide = false; readData(); }