示例#1
0
void VPiano::applyPreferences()
{
    ui.pianokeybd->allKeysOff();
    if (ui.pianokeybd->baseOctave() != dlgPreferences.getBaseOctave()) {
        ui.pianokeybd->setBaseOctave(dlgPreferences.getBaseOctave());
    }
    if (ui.pianokeybd->numOctaves() != dlgPreferences.getNumOctaves()) {
        ui.pianokeybd->setNumOctaves(dlgPreferences.getNumOctaves());
    }
    ui.pianokeybd->setKeyPressedColor(dlgPreferences.getKeyPressedColor());

    m_sboxChannel->setValue(dlgPreferences.getOutChannel() + 1);
    m_sboxOctave->setValue(dlgPreferences.getBaseOctave());
    m_Velocity->setValue(dlgPreferences.getVelocity());
    
    m_ins = NULL;
    m_comboBank->clear();
    m_comboProg->clear();
    
    if (!dlgPreferences.getInstrumentsFileName().isEmpty() &&
        ((m_ins = dlgPreferences.getInstrument()) != NULL)) {
        //qDebug() << "Instrument Name:" << m_ins->instrumentName();
        //qDebug() << "Bank Selection method: " << m_ins->bankSelMethod();
        m_ctlState.clear();
        initControllers();
        InstrumentPatches patches = m_ins->patches();
        InstrumentPatches::ConstIterator j;
        for( j=patches.begin(); j!=patches.end(); ++j ) {
            //if (j.key() < 0) continue;
            InstrumentData patch = j.value();
            m_comboBank->addItem(patch.name(), j.key());
            //qDebug() << "---- Bank[" << j.key() << "]=" << patch.name();
        }
    }
}
示例#2
0
void VPiano::resetAllControllers()
{
    sendController(CTL_RESET_ALL_CTL, 0);
    int index = m_comboControl->currentIndex();
    int ctl = m_comboControl->itemData(index).toInt();
    initControllers();
    m_comboControl->setCurrentIndex(index);
    m_Control->setValue(m_ctlState[ctl]);
}
示例#3
0
Scene* GameScene::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = GameScene::create();
    
    // add layer as a child to scene
    scene->addChild(layer);
    
    // Add controller layer
    scene->addChild(layer->initControllers(), 1);
    
    // return the scene
    return scene;
}
示例#4
0
/*
 * This is the main routine of the app.
 */
static void
mainproc(void *arg)
{

	/*
	 * Setup the message queues
	 */
	osCreateMesgQueue(&dmaMessageQ, &dmaMessageBuf, 1);

	osCreateMesgQueue(&rspMessageQ, &rspMessageBuf, 1);
	osSetEventMesg(OS_EVENT_SP, &rspMessageQ, NULL);

	osCreateMesgQueue(&rdpMessageQ, &rdpMessageBuf, 1);
	osSetEventMesg(OS_EVENT_DP, &rdpMessageQ, NULL);

	osCreateMesgQueue(&retraceMessageQ, &retraceMessageBuf, 1);
	osViSetEvent(&retraceMessageQ, NULL, 1);

	/*
	 * Stick the static segment right after the code/data segment
	 */
	staticSegment = _zbufferSegmentEnd;
	osPiStartDma(&dmaIOMessageBuf, OS_MESG_PRI_NORMAL, OS_READ,
		 (u32) _staticSegmentRomStart, staticSegment,
		 (u32) _staticSegmentRomEnd - (u32) _staticSegmentRomStart,
		 &dmaMessageQ);

	/*
	 * Wait for DMA to finish
	 */
	(void) osRecvMesg(&dmaMessageQ, NULL, OS_MESG_BLOCK);

	freeSegment = staticSegment + 
		(u32) _staticSegmentRomEnd - (u32) _staticSegmentRomStart;

	initControllers(MAXCONTROLLERS);

	game();
}
示例#5
0
PuyoCommander::PuyoCommander(bool fs, bool snd, bool audio)
{
  int init_flags = SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK;

  SDL_Delay(500);
  corona = NULL;
  fullscreen = GetBoolPreference(kFullScreen,fs);
#ifdef HAVE_OPENGL
  useGL      = GetBoolPreference(kOpenGL,false);
#endif
  sound = GetBoolPreference(kMusic,snd);
  fx = GetBoolPreference(kAudioFX,audio);

  music_volume = GetIntPreference(kMusicVolume, 100);
  int audio_volume = GetIntPreference(kAudioVolume, 80);

  initGameControls();
#ifdef USE_DGA
  /* This Hack Allows Hardware Surface on Linux */
  if (fullscreen)
    setenv("SDL_VIDEODRIVER","dga",0);

  if (SDL_Init(init_flags) < 0) {
    setenv("SDL_VIDEODRIVER","x11",1);
    if (SDL_Init(init_flags) < 0) {
      fprintf(stderr, "SDL initialisation error:  %s\n", SDL_GetError());
      exit(1);
    }
  }
  else {
    if (fullscreen)
      SDL_WM_GrabInput(SDL_GRAB_ON);
  }
#else
#ifdef WIN32
  _putenv("SDL_VIDEODRIVER=windib");
#endif
  if ( SDL_Init(init_flags) < 0 ) {
    fprintf(stderr, "SDL initialisation error:  %s\n", SDL_GetError());
    exit(1);
  }
#endif

  initControllers();
  initHiScores(AI_NAMES);

#ifdef USE_AUDIO
  audio_init();
  audio_music_start(0);
  if (sound==false) Mix_PauseMusic();
  audio_set_music_on_off(sound);
  audio_set_sound_on_off(fx);

  audio_set_volume(audio_volume);
  audio_music_set_volume(music_volume);
#endif

  display = SDL_SetVideoMode( 320, 240, 0,  SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
  if ( display == NULL ) {
    fprintf(stderr, "SDL_SetVideoMode error: %s\n",
            SDL_GetError());
    exit(1);
  }
  atexit(SDL_Quit);
  SDL_ShowCursor(SDL_DISABLE);

  smallFont = SoFont_new();
  SoFont_load (smallFont, IIM_Load_DisplayFormatAlpha ("font4b.png"));
  menuFont = SoFont_new();
  SoFont_load (menuFont, IIM_Load_DisplayFormatAlpha ("font3b.png"));
  darkFont = SoFont_new();
  SoFont_load (darkFont, IIM_Load_DisplayFormatAlpha ("fontdark.png"));

  IIM_Surface * menuselector = IIM_Load_DisplayFormatAlpha("menusel.png");

  mainMenu = menu_new(main_menu_load(menuFont),menuselector);
  gameOver1PMenu = menu_new(gameover_1p_menu_load(menuFont, smallFont),menuselector);
  gameOver2PMenu = menu_new(gameover_2p_menu_load(menuFont, smallFont),menuselector);
  nextLevelMenu  = menu_new(nextlevel_1p_menu_load(menuFont, smallFont),menuselector);
  looserMenu     = menu_new(looser_1p_menu_load(menuFont, smallFont),menuselector);
  finishedMenu   = menu_new(finished_1p_menu_load(menuFont, smallFont),menuselector);
  gameOverMenu   = gameOver2PMenu;
  optionMenu     = menu_new(options_menu_load(menuFont, smallFont),menuselector);
  controlsMenu   = menu_new(controls_menu_load(menuFont, smallFont),menuselector);
  rulesMenu      = menu_new(rules_menu_load(menuFont),menuselector);
  highScoresMenu = menu_new(high_scores_menu_load(menuFont),menuselector);
  aboutMenu      = menu_new(about_menu_load(menuFont),menuselector);
  singleGameMenu    = menu_new(single_game_menu_load(menuFont,smallFont),menuselector);
  twoPlayerGameMenu = menu_new(two_player_game_menu_load(menuFont,smallFont),menuselector);
  mustRestartMenu   = menu_new(must_restart_menu_load(menuFont),menuselector);

  if (menu_pause == NULL) menu_pause = menu_new(pause_menu_load(menuFont),menuselector);

  menu_set_sounds (optionMenu,     sound_pop, sound_slide);
  menu_set_sounds (controlsMenu,   sound_pop, sound_slide);
  menu_set_sounds (mainMenu,       sound_pop, sound_slide);
  menu_set_sounds (rulesMenu,      sound_pop, sound_slide);
  menu_set_sounds (highScoresMenu, sound_pop, sound_slide);
  menu_set_sounds (aboutMenu,      sound_pop, sound_slide);
  menu_set_sounds (singleGameMenu, sound_pop, sound_slide);
  menu_set_sounds (twoPlayerGameMenu, sound_pop, sound_slide);
  menu_set_sounds (menu_pause    , sound_pop, sound_slide);
  melt = doom_melt_new();

  scrollingText = scrolling_text_new(
    "Welcome to the wonderful world of FloboPuyo !!!  Enjoy its nice graphics, "
    "happy music and entertaining gameplay...  "
    "Will you be able to defeat all of the mighty players ?  "
    "Will you beat the Puyo Gods ???  Have a try !  "
    "We wish you good luck.                                                    "
    "                                Hello from PuyoLand !", smallFont);
  theCommander = this;
}
	EMenuScreen ControllersConfigMenu::run(MainWindow& window, EMenuScreen previous)
	{
		initControllers();
		return IMenuScreen::run(window, previous);
	}
示例#7
0
void PGE_QuestionBox::setParentScene(Scene *_parentScene)
{
    PGE_BoxBase::setParentScene(_parentScene);
    initControllers();
}
示例#8
0
/*
 * This is the main routine of the app.
 */
static void
mainproc(void *arg)
{
#ifdef DEBUG
	int             i;
	char           *ap;
	u32            *argp;

	/*
	 * get arguments (options)
	 */
	argp = (u32 *) RAMROM_APP_WRITE_ADDR;
	for (i = 0; i < sizeof(argbuf) / 4; i++, argp++) {
		osEPiReadIo(handler, (u32) argp, &argbuf[i]);	/* Assume no DMA */
	}
	((char *) argbuf)[sizeof(argbuf)-1] = '\0';

	/*
	 * Parse the options 
	 */
	ap = (char *) argbuf;
	position_str = (char *) 0;
	while (*ap != '\0') {
		while (*ap == ' ')
			ap++;
		if (*ap == '-' && *(ap + 1) == 'r') {
			rdp_flag = 1;
			ap += 2;
		} else if (*ap == '-' && *(ap + 1) == 'i') {
			ap += 2;
			position_str = ap;
			break;			/* -i must be last argument */
		} else ap++;
	}
#endif

	/*
	 * Setup the message queues
	 */
	osCreateMesgQueue(&dmaMessageQ, &dmaMessageBuf, 1);

	osCreateMesgQueue(&rdpMessageQ, &rdpMessageBuf, 1);
	osSetEventMesg(OS_EVENT_DP, &rdpMessageQ, NULL);

	osCreateMesgQueue(&retraceMessageQ, &retraceMessageBuf, 1);
	osViSetEvent(&retraceMessageQ, NULL, 1);

	/*
	 * Stick the static segment right after the code/data segment
	 */
	staticSegment = _zbufferSegmentEnd;

	dmaIOMessageBuf.hdr.pri      = OS_MESG_PRI_NORMAL;
	dmaIOMessageBuf.hdr.retQueue = &dmaMessageQ;
	dmaIOMessageBuf.dramAddr     = staticSegment;
	dmaIOMessageBuf.devAddr      = (u32)_staticSegmentRomStart;
	dmaIOMessageBuf.size         = (u32)_staticSegmentRomEnd-(u32)_staticSegmentRomStart;

	osEPiStartDma(handler, &dmaIOMessageBuf, OS_READ);

	/*
	 * Wait for DMA to finish
	 */
	(void) osRecvMesg(&dmaMessageQ, NULL, OS_MESG_BLOCK);

	/*
	 * Stick the texture segment right after the static segment
	 */
	textureSegment = staticSegment + 
		(u32) _staticSegmentRomEnd - (u32) _staticSegmentRomStart;

	dmaIOMessageBuf.hdr.pri      = OS_MESG_PRI_NORMAL;
	dmaIOMessageBuf.hdr.retQueue = &dmaMessageQ;
	dmaIOMessageBuf.dramAddr     = textureSegment;
	dmaIOMessageBuf.devAddr      = (u32)_textureSegmentRomStart;
	dmaIOMessageBuf.size         = (u32)_textureSegmentRomEnd-(u32)_textureSegmentRomStart;

	osEPiStartDma(handler, &dmaIOMessageBuf, OS_READ);

	/*
	 * Wait for DMA to finish
	 */
	(void) osRecvMesg(&dmaMessageQ, NULL, OS_MESG_BLOCK);

	initControllers(MAXCONTROLLERS);

	game();
}
FileManagerDaemon::FileManagerDaemon(QObject *parent) : QObject(parent)
{
    initControllers();
    initConnect();
}