本文整理汇总了C++中Activity::load方法的典型用法代码示例。如果您正苦于以下问题:C++ Activity::load方法的具体用法?C++ Activity::load怎么用?C++ Activity::load使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Activity
的用法示例。
在下文中一共展示了Activity::load方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: on_goToActivity_activated
void MainWindow::on_goToActivity_activated(const QString &arg1)
{
MyRect * r = MyRect::m_selectedRect;
if(!ui->goToActivity->currentIndex())
{
cout << "Setting MyRect with " << r->id() << " 0" << endl;
r->setId(0);
r->setGameType(GameType::NONE);
ui->actPieceWidg->setHidden(true);
r->setActPieceFilepath(QString("None"));
if(!ui->graphicsView->actsAreInScene())
ui->chooseRewardBadge->setEnabled(false);
return;
}
QString actType = ui->goToActivity->currentText().section(QChar('-'), 0, 0);
actType = actType.remove(QChar(' '));
QString str = ui->goToActivity->currentText().section(QChar('-'), 1, 1);
if(ui->graphicsView->rewardBadgeId())
ui->actPieceWidg->setHidden(false);
if(!r->id())
{
r->setActPieceFilepath(m_fileManager.errorImgFilepath());
ui->actPieceImg->setPixmap(QPixmap(r->actPieceFilepath()).scaled(50, 50,
Qt::KeepAspectRatioByExpanding,
Qt::FastTransformation));
}
if(actType == QString("Pairing"))
{
r->setId(m_pairActs->id(str.remove(0, 1)));
r->setGameType(GameType::PAIR);
}
else if(actType == QString("Matching"))
{
r->setId(m_matchActs->id(str.remove(0, 1)));
r->setGameType(GameType::MATCHING);
cout << "set matching" << endl;
}
if(r->id())
{
string actFileName = MyRect::m_selectedRect->actFileName().toStdString();
Activity *act = new Activity(actFileName, NULL);
act->load();
ui->actPieceImg->setPixmap(QPixmap(QString::fromStdWString(act->m_badge_piece.m_image)).scaled(50, 50,
Qt::KeepAspectRatioByExpanding,
Qt::FastTransformation));
r->setActPieceFilepath(QString::fromStdWString(act->m_badge_piece.m_image));
}
if(ui->graphicsView->actsAreInScene())
ui->chooseRewardBadge->setEnabled(true);
}
示例2: renameBadge
void Scene::renameBadge(wstring old_badge_name, wstring new_badge_name)
{
if(m_badge.m_name == old_badge_name)
{
m_badge.m_name = new_badge_name;
// Save the badge name to the pieces of all Activity objects used in the scene
for(size_t i = 0; i < m_activities.size(); ++i)
{
if(m_activities[i].first != GameType::NONE)
{
QString qActFileName = QString::fromStdString(m_activities[i].second);
string actFileName = qActFileName.toStdString();
cout << "Saving data for the Activity " << actFileName << endl;
Activity *saveAct = new Activity(actFileName, NULL);
saveAct->load();
saveAct->m_badge_piece.m_badge_name = new_badge_name;
saveAct->save();
}
}
}
}