示例#1
0
文件: options.cpp 项目: 5Y5TEM/Tank
Options::Options(QWidget *parent) :
    QWidget(parent)
{
    setAutoFillBackground(true);
    setGeometry(0,0,500,500);
    QPalette p;
    p.setBrush(this->backgroundRole(),QBrush(QImage(":/menu/textures/Menu/background.jpg")));
    setPalette(p);
    QLabel *label= new QLabel(this);
    label->setGeometry(55,200,390,190);
    label->setPixmap(QPixmap("D:\\University\\Game\\panzer\\textures\\op.png"));
    initializeButtons();

}
void Keypad::initialize()
{
	initializeButtons();
	bringUpKeyboardTimer();
}
示例#3
0
int
main(int argc, char *argv[])
{

    int done;                   /* has user tried to quit ? */
    SDL_Window *window;         /* main window */
    SDL_Renderer *renderer;
    SDL_Event event;
    Uint32 startFrame;          /* holds when frame started processing */
    Uint32 endFrame;            /* holds when frame ended processing */
    Uint32 delay;               /* calculated delay, how long should we wait before next frame? */

    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
        fatalError("could not initialize SDL");
    }
    window =
        SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                         SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
    renderer = SDL_CreateRenderer(window, 0, 0);

    /* initialize the mixer */
    SDL_memset(&mixer, 0, sizeof(mixer));
    /* setup output format */
    mixer.outputSpec.freq = 44100;
    mixer.outputSpec.format = AUDIO_S16LSB;
    mixer.outputSpec.channels = 2;
    mixer.outputSpec.samples = 256;
    mixer.outputSpec.callback = audioCallback;
    mixer.outputSpec.userdata = NULL;

    /* open audio for output */
    if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
        fatalError("Opening audio failed");
    }

    /* load our drum noises */
    loadSound("ds_kick_big_amb.wav", &drums[3]);
    loadSound("ds_brush_snare.wav", &drums[2]);
    loadSound("ds_loose_skin_mute.wav", &drums[1]);
    loadSound("ds_china.wav", &drums[0]);

    /* setup positions, colors, and state of buttons */
    initializeButtons();

    /* enter main loop */
    done = 0;
    while (!done) {
        startFrame = SDL_GetTicks();
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_MOUSEBUTTONDOWN:
                handleMouseButtonDown(&event);
                break;
            case SDL_MOUSEBUTTONUP:
                handleMouseButtonUp(&event);
                break;
            case SDL_QUIT:
                done = 1;
                break;
            }
        }
        render(renderer);               /* draw buttons */
        endFrame = SDL_GetTicks();

        /* figure out how much time we have left, and then sleep */
        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
        if (delay < 0) {
            delay = 0;
        } else if (delay > MILLESECONDS_PER_FRAME) {
            delay = MILLESECONDS_PER_FRAME;
        }
        SDL_Delay(delay);
    }

    /* cleanup code, let's free up those sound buffers */
    int i;
    for (i = 0; i < NUM_DRUMS; i++) {
        SDL_free(drums[i].buffer);
    }
    /* let SDL do its exit code */
    SDL_Quit();

    return 0;
}