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(); }
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; }