bool TouchInputHandler::handleImpl(GdkEvent* event)
{
	XOJ_CHECK_TYPE(TouchInputHandler);

	GdkEventSequence* sequence = gdk_event_get_event_sequence(event);

	// Disallow multitouch
	if (this->currentSequence && this->currentSequence != sequence)
	{
		return false;
	}

	if (event->type == GDK_TOUCH_BEGIN && this->currentSequence == nullptr)
	{
		this->currentSequence = sequence;
		actionStart(event);
	}

	if (event->type == GDK_TOUCH_UPDATE)
	{
		actionMotion(event);
	}

	if (event->type == GDK_TOUCH_END || event->type == GDK_TOUCH_CANCEL)
	{
		actionEnd(event);
		this->currentSequence = nullptr;
	}

	return false;
}
QList < QVariantHash > yandexnarodPlugin::getContactMenuParam()
{
	QList < QVariantHash > list;
	QVariantHash hash;
	hash["icon"] = QVariant(QString("yandexnarod/logo"));
	hash["name"] = QVariant(tr("Send file via Yandex Narod"));
	hash["reciver"] = qVariantFromValue(qobject_cast<QObject *>(this));
	hash["slot"] = QVariant(SLOT(actionStart()));

	list.append(hash);
	return list;
}
Beispiel #3
0
void PNPActionServer::goalCallback(PNPAS::GoalHandle gh){
    boost::mutex::scoped_lock lock(state_mutex);

    current_gh = gh; 
    goal = *current_gh.getGoal();

    // Run action (wait until it finishes)
    //ROS_INFO_STREAM("### Received Goal: " << goal.id << " " << goal.name << " " << 
    //      goal.params << " " << goal.function);
    

    if (goal.function=="start") {
        ROS_DEBUG_STREAM("Starting action " << goal.robotname << " " << goal.name << " " << 
                        goal.params);
        current_gh.setAccepted();
        actionStart(goal.robotname, goal.name, goal.params);
        boost::thread t(
            boost::bind(&PNPActionServer::ActionExecutionThread, this, _1),
            current_gh);
    }
    else if (goal.function=="end") {
        ROS_DEBUG_STREAM("Terminating action " << goal.robotname << " " << goal.name << " " << 
                        goal.params);
        actionEnd(goal.robotname, goal.name, goal.params);
        CancelAction(goal.robotname,goal.name,goal.params);
        current_gh.setAccepted();
        for (int k=0; k<3; k++) { ros::spinOnce(); }
//        boost::this_thread::sleep(boost::posix_time::milliseconds(200));
        current_gh.setSucceeded();
    }
    else if (goal.function=="interrupt") {
        ROS_DEBUG_STREAM("Interrupting action " << goal.robotname << " " << goal.name << " " << 
                        goal.params);
        actionInterrupt(goal.robotname, goal.name, goal.params);
        CancelAction(goal.robotname,goal.name,goal.params);
        current_gh.setAccepted();
        for (int k=0; k<3; k++) { ros::spinOnce(); }
        //boost::this_thread::sleep(boost::posix_time::milliseconds(200));
        current_gh.setSucceeded();
    }

    // wait for actual delivery...
    for (int k=0; k<5; k++) { ros::spinOnce(); }
    // boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
}
Beispiel #4
0
void Karillin::changeState(artemis::Entity &e){
	StateComponent* state = (StateComponent*)e.getComponent<StateComponent>();
	CharacterInfoComponent* characterInfo = (CharacterInfoComponent*)e.getComponent<CharacterInfoComponent>();
	SkeletonComponent* characterSkeleton = (SkeletonComponent*)e.getComponent<SkeletonComponent>();
	if (state->state == R::CharacterState::ATTACK){
		PosComponent* position = (PosComponent*)e.getComponent<PosComponent>();
		AttackComponent* attackComponent = new AttackComponent();
		attackComponent->whoAttack = ((CharacterTypeComponent*)e.getComponent<CharacterTypeComponent>())->type;
		attackComponent->type = state->attack;
		attackComponent->powerOfAttack = characterInfo->NORMAL_SKILL_POWER;

		if (state->attack == R::Attack::KARILLIN_BEAT1){
			actionBeat1(e, state->direction);
			attackComponent->minX = position->x - 40;
			attackComponent->maxX = position->x + 40;
			attackComponent->minY = position->y - 80;
			attackComponent->maxY = position->y + 80;
		}
		else if (state->attack == R::Attack::KARILLIN_BEAT2){
			actionBeat2(e, state->direction);
			attackComponent->minX = position->x - 60;
			attackComponent->maxX = position->x + 60;
			attackComponent->minY = position->y - 80;
			attackComponent->maxY = position->y + 80;
		}
		else if (state->attack == R::Attack::KARILLIN_BEAT3){
			actionBeat3(e, state->direction);
			attackComponent->minX = position->x - 60;
			attackComponent->maxX = position->x + 60;
			attackComponent->minY = position->y - 40;
			attackComponent->maxY = position->y + 140;
		}
		else if (state->attack == R::Attack::KARILLIN_PUNCH1){
			actionPunch1(e, state->direction);
			Node* node = RenderLayer::getInstance()->createGameNode();
			node->setPosition(Vec2(position->x, position->y));
			node->setScale(.2f);
			KameKameHa* kame = new KameKameHa(node,R::CharacterType::KARILLIN);
			kame->setTarget("goku");
			kame->powerOfAttack = characterInfo->SPECIAL_SKILL_POWER;
			kame->direction = (characterSkeleton->node->getScaleX() < 0) ? -1 : 1;
			artemis::Entity &entity = EntityUtils::getInstance()->getWorld()->createEntity();
			entity.addComponent(new SkillComponent(kame));
			entity.refresh();
			entity.setGroup("enemyattack");
			characterInfo->power -= 40;
			return;
		}
		else if (state->attack == R::Attack::KARILLIN_PUNCH2){
			actionPunch2(e, state->direction);
			attackComponent->minX = position->x - 80;
			attackComponent->maxX = position->x + 80;
			attackComponent->minY = position->y - 120;
			attackComponent->maxY = position->y + 120;
		}

		else if (state->attack == R::Attack::KARILLIN_KICK1){
			actionKick1(e, state->direction);
			attackComponent->minX = position->x - 30;
			attackComponent->maxX = position->x + 30;
			attackComponent->minY = position->y - 30;
			attackComponent->maxY = position->y + 30;
		}
		else if (state->attack == R::Attack::KARILLIN_KICK2){
			actionKick2(e, state->direction);
			attackComponent->minX = position->x - 30;
			attackComponent->maxX = position->x + 30;
			attackComponent->minY = position->y - 40;
			attackComponent->maxY = position->y + 60;
		}
		else if (state->attack == R::Attack::KARILLIN_KICK3){
			actionKick3(e, state->direction);
			attackComponent->minX = position->x - 30;
			attackComponent->maxX = position->x + 30;
			attackComponent->minY = position->y - 40;
			attackComponent->maxY = position->y + 60;
		}
		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::ENEMY_ATTACK, false, 1, 0, 1);
		}
		EntityUtils::getInstance()->createAttackEntity(e, attackComponent);
		state->state == R::CharacterState::STAND;
	}
	else if (state->state == R::CharacterState::DEFENSE){
		EntityUtils::getInstance()->removeGroup("enemyattack");

		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::PUNCH, false, 1, 0, 1);
		}
		if (state->defense == R::Defense::TRUNG_DON)  actionTrungDon(e, state->direction);
		if (state->defense == R::Defense::TRUNG_DON_NGA)  actionTrungDonNga(e, state->direction);
	}
	else if (state->state == R::CharacterState::WIN){ actionVictory(e); }
	else if (state->state == R::CharacterState::DIE){ 
		EntityUtils::getInstance()->removeGroup("enemyattack");
		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::ENEMY_DEATH, false, 1, 0, 1);
		}

		actionDie(e, state->direction); }
	else if (state->state == R::CharacterState::START){ actionStart(e, state->direction); }
	else if (state->state == R::CharacterState::STAND){ actionStand(e); }
	else if (state->state == R::CharacterState::STAND_UP){ actionStandUp(e); }
	else if (state->state == R::CharacterState::LEFT){ actionMove(e, R::Direction::LEFT);  }
	else if (state->state == R::CharacterState::RIGHT){ actionMove(e, R::Direction::RIGHT);  }
	else if (state->state == R::CharacterState::WALK_RIGHT){ actionMoveOn(e, R::Direction::RIGHT);  }
	else if (state->state == R::CharacterState::WALK_LEFT){ actionMoveOn(e, R::Direction::LEFT);  }
	else if (state->state == R::CharacterState::JUMP){	actionJump1(e, R::Direction::AUTO);	}
}
Beispiel #5
0
PropertiesPalette_XYZ::PropertiesPalette_XYZ( QWidget* parent) : QWidget(parent)
{
	m_ScMW=0;
	m_doc=0;
	m_haveDoc  = false;
	m_haveItem = false;
	m_lineMode = false;
	m_oldRotation = 0;
	m_unitRatio = 1.0;

	setupUi(this);
	setSizePolicy( QSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum));

	_userActionOn = false;
	userActionSniffer = new UserActionSniffer(this);
	connect(userActionSniffer, SIGNAL(actionStart()), this, SLOT(spinboxStartUserAction()));
	connect(userActionSniffer, SIGNAL(actionEnd()), this, SLOT(spinboxFinishUserAction()));

	nameEdit->setFocusPolicy(Qt::ClickFocus);

	installSniffer(xposSpin);
	installSniffer(yposSpin);
	installSniffer(widthSpin);
	installSniffer(heightSpin);

	xposLabel->setBuddy(xposSpin);
	yposLabel->setBuddy(yposSpin);
	widthLabel->setBuddy(widthSpin);
	heightLabel->setBuddy(heightSpin);

	keepFrameWHRatioButton->setCheckable( true );
	keepFrameWHRatioButton->setAutoRaise( true );
	keepFrameWHRatioButton->setMaximumSize( QSize( 15, 32767 ) );
	keepFrameWHRatioButton->setChecked(false);
	rotationSpin->setWrapping( true );
	installSniffer(rotationSpin);

	rotationSpin->setNewUnit(6);
	rotationLabel->setBuddy(rotationSpin);

	levelUp->setIcon(QIcon(loadIcon("16/go-up.png")));
	levelDown->setIcon(QIcon(loadIcon("16/go-down.png")));
	levelTop->setIcon(QIcon(loadIcon("16/go-top.png")));
	levelBottom->setIcon(QIcon(loadIcon("16/go-bottom.png")));
	levelLabel->setAlignment( Qt::AlignCenter );

	doGroup->setIcon(QIcon(loadIcon("group.png")));
	doUnGroup->setIcon(QIcon(loadIcon("ungroup.png")));

	flipH->setIcon(QIcon(loadIcon("16/flip-object-horizontal.png")));
	flipH->setCheckable( true );
	flipV->setIcon(QIcon(loadIcon("16/flip-object-vertical.png")));
	flipV->setCheckable( true );
	
	doLock->setCheckable( true );
	QIcon a = QIcon();
	a.addPixmap(loadIcon("16/lock.png"), QIcon::Normal, QIcon::On);
	a.addPixmap(loadIcon("16/lock-unlocked.png"), QIcon::Normal, QIcon::Off);
	doLock->setIcon(a);

	noPrint->setCheckable( true );
	QIcon a2 = QIcon();
	a2.addPixmap(loadIcon("NoPrint.png"), QIcon::Normal, QIcon::On);
	a2.addPixmap(loadIcon("16/document-print.png"), QIcon::Normal, QIcon::Off);
	noPrint->setIcon(a2);

	noResize->setCheckable( true );
	QIcon a3 = QIcon();
	a3.addPixmap(loadIcon("framenoresize.png"), QIcon::Normal, QIcon::On);
	a3.addPixmap(loadIcon("frameresize.png"), QIcon::Normal, QIcon::Off);
	noResize->setIcon(a3);

	m_lineMode = false;

	languageChange();

	connect(xposSpin, SIGNAL(valueChanged(double)), this, SLOT(handleNewX()));
	connect(yposSpin, SIGNAL(valueChanged(double)), this, SLOT(handleNewY()));
	connect(widthSpin, SIGNAL(valueChanged(double)), this, SLOT(handleNewW()));
	connect(heightSpin, SIGNAL(valueChanged(double)), this, SLOT(handleNewH()));
	connect(rotationSpin, SIGNAL(valueChanged(double)), this, SLOT(handleRotation()));
	connect(flipH, SIGNAL(clicked()), this, SLOT(handleFlipH()));
	connect(flipV, SIGNAL(clicked()), this, SLOT(handleFlipV()));
	connect(levelUp, SIGNAL(clicked()), this, SLOT(handleRaise()));
	connect(levelDown, SIGNAL(clicked()), this, SLOT(handleLower()));
	connect(levelTop, SIGNAL(clicked()), this, SLOT(handleFront()));
	connect(levelBottom, SIGNAL(clicked()), this, SLOT(handleBack()));
	connect(basePointWidget, SIGNAL(buttonClicked(int)), this, SLOT(handleBasePoint(int)));

	connect(nameEdit , SIGNAL(Leaved()) , this, SLOT(handleNewName()));
	connect(doLock   , SIGNAL(clicked()), this, SLOT(handleLock()));
	connect(noPrint  , SIGNAL(clicked()), this, SLOT(handlePrint()));
	connect(noResize , SIGNAL(clicked()), this, SLOT(handleLockSize()));
	connect(doGroup  , SIGNAL(clicked()), this, SLOT(handleGrouping()) );
	connect(doUnGroup, SIGNAL(clicked()), this, SLOT(handleUngrouping()) );

	m_haveItem = false;
	xposSpin->showValue(0);
	yposSpin->showValue(0);
	widthSpin->showValue(0);
	heightSpin->showValue(0);
	rotationSpin->showValue(0);
}
Beispiel #6
0
void GameScene::endReady()
{
    actionStart();
}
Beispiel #7
0
//***************************************************************************
Kwave::RecordDialog::RecordDialog(QWidget *parent, QStringList &params,
                                  Kwave::RecordController *controller,
                                  Kwave::RecordDialog::Mode mode)
    :QDialog(parent), Ui::RecordDlg(), m_methods_map(),
     m_file_filter(), m_devices_list_map(),
     m_state(Kwave::REC_EMPTY), m_params(),
     m_supported_resolutions(), m_buffer_progress_count(0),
     m_buffer_progress_total(0), m_buffer_progress_timer(this),
     m_record_enabled(true), m_samples_recorded(0),
     m_enable_setDevice(true), m_state_icon_widget(0)
{
    m_status_bar.m_state           = 0;
    m_status_bar.m_time            = 0;
    m_status_bar.m_sample_rate     = 0;
    m_status_bar.m_bits_per_sample = 0;
    m_status_bar.m_tracks          = 0;

    setupUi(this);

    /* get initial parameters */
    m_params.fromList(params);

    /* set the icons of the record control buttons */
    KIconLoader icon_loader;
    btNew->setIcon(   QIcon(icon_loader.loadIcon(_("document-new"),
	              KIconLoader::Toolbar)));
    btStop->setIcon(  QIcon(QPixmap(xpm_stop)));
    btPause->setIcon( QIcon(QPixmap(xpm_pause)));
    btRecord->setIcon(QIcon(QPixmap(xpm_krec_record)));

    // fill the combo box with playback methods
    unsigned int index=0;
    for (index = 0; index < m_methods_map.count(); ++index) {
	cbMethod->addItem(m_methods_map.description(index, true));
    }
    cbMethod->setEnabled(cbMethod->count() > 1);

    /* --- set up all controls with their default/startup values --- */

    // pre-record
    STD_SETUP_SLIDER(pre_record_enabled, pre_record_time, RecordPre);
    connect(chkRecordPre, SIGNAL(toggled(bool)),
            this,         SLOT(preRecordingChecked(bool)));
    connect(sbRecordPre,  SIGNAL(valueChanged(int)),
            this,         SLOT(preRecordingTimeChanged(int)));

    // record time (duration)
    STD_SETUP(record_time_limited, record_time, RecordTime);

    // start time (date & time)
    chkRecordStartTime->setChecked(m_params.start_time_enabled);
    startTime->setDateTime(m_params.start_time);

    // record trigger
    STD_SETUP_SLIDER(record_trigger_enabled, record_trigger, RecordTrigger);

    // amplification
    STD_SETUP_SLIDER(amplification_enabled, amplification, LevelAmplify);

    // AGC
    STD_SETUP_SLIDER(agc_enabled, agc_decay, LevelAGC);

    // fade in
    STD_SETUP(fade_in_enabled, fade_in_time, LevelFadeIn);

    // fade out
    STD_SETUP(fade_out_enabled, fade_out_time, LevelFadeOut);

    // sample rate, bits per sample, track
    // -> will be initialized later, by the plugin

    // number of buffers
    slSourceBufferCount->setValue(m_params.buffer_count);

    // power of buffer size
    slSourceBufferSize->setValue(m_params.buffer_size);
    sourceBufferSizeChanged(m_params.buffer_size);

    // after this point all controls have their initial values

    /* --- connect some missing low level GUI functionality --- */

    connect(cbMethod, SIGNAL(activated(int)),
            this, SLOT(methodSelected(int)));

    // record buffer size and count
    slSourceBufferCount->setValue(m_params.buffer_count);
    slSourceBufferSize->setValue(m_params.buffer_size);
    connect(slSourceBufferSize, SIGNAL(valueChanged(int)),
            this, SLOT(sourceBufferSizeChanged(int)));
    connect(slSourceBufferCount, SIGNAL(valueChanged(int)),
            this, SLOT(sourceBufferCountChanged(int)));

    // device treeview
    connect(listDevices,
            SIGNAL(currentItemChanged(QTreeWidgetItem*,QTreeWidgetItem*)),
            SLOT(listEntrySelected(QTreeWidgetItem*,QTreeWidgetItem*)));
    connect(listDevices, SIGNAL(itemExpanded(QTreeWidgetItem*)),
            SLOT(listItemExpanded(QTreeWidgetItem*)));
    connect(listDevices, SIGNAL(focusLost()),
            SLOT(updateListSelection()));

    // "select device..." button
    connect(btSourceSelect, SIGNAL(clicked()),
            this, SLOT(selectRecordDevice()));
    connect(cbDevice, SIGNAL(activated(QString)),
            this, SLOT(setDevice(QString)));

    // setup controls
    connect(chkRecordTime, SIGNAL(toggled(bool)),
            this, SLOT(recordTimeChecked(bool)));
    connect(sbRecordTime, SIGNAL(valueChanged(int)),
            this, SLOT(recordTimeChanged(int)));

    connect(chkRecordStartTime, SIGNAL(toggled(bool)),
            this, SLOT(startTimeChecked(bool)));
    connect(startTime, SIGNAL(dateTimeChanged(QDateTime)),
            this, SLOT(startTimeChanged(QDateTime)));

    connect(chkRecordTrigger, SIGNAL(toggled(bool)),
            this, SLOT(triggerChecked(bool)));
    connect(sbRecordTrigger, SIGNAL(valueChanged(int)),
            this, SLOT(triggerChanged(int)));

    connect(cbFormatSampleRate, SIGNAL(editTextChanged(QString)),
            this, SLOT(sampleRateChanged(QString)));
    connect(cbFormatSampleRate, SIGNAL(activated(QString)),
            this, SLOT(sampleRateChanged(QString)));

    connect(sbFormatTracks, SIGNAL(valueChanged(int)),
            this, SLOT(tracksChanged(int)));

    connect(cbFormatCompression, SIGNAL(activated(int)),
            this, SLOT(compressionChanged(int)));

    connect(sbFormatResolution, SIGNAL(valueChanged(int)),
            this, SLOT(bitsPerSampleChanged(int)));

    connect(cbFormatSampleFormat, SIGNAL(activated(int)),
            this, SLOT(sampleFormatChanged(int)));

    // connect the buttons to the record controller
    connect(btNew, SIGNAL(clicked()),
            controller, SLOT(actionReset()));
    connect(btStop, SIGNAL(clicked()),
            controller, SLOT(actionStop()));
    connect(btPause, SIGNAL(clicked()),
            controller, SLOT(actionPause()));
    connect(btRecord, SIGNAL(clicked()),
            controller, SLOT(actionStart()));

    // stop recording when the window gets closed
    connect(this, SIGNAL(rejected()), controller, SLOT(actionStop()));
    connect(this, SIGNAL(accepted()), controller, SLOT(actionStop()));

    // connect the notifications/commands of the record controller
    connect(controller, SIGNAL(stateChanged(Kwave::RecordState)),
            this, SLOT(setState(Kwave::RecordState)));

    // timer for updating the buffer progress bar
    connect(&m_buffer_progress_timer, SIGNAL(timeout()),
            this, SLOT(updateBufferProgressBar()));

    // help button
    connect(buttonBox->button(QDialogButtonBox::Help), SIGNAL(clicked()),
            this,   SLOT(invokeHelp()));

    // status bar
    m_state_icon_widget = new Kwave::StatusWidget(this);
    Q_ASSERT(m_state_icon_widget);
    if (!m_state_icon_widget) return;

    m_state_icon_widget->setFixedSize(16, 16);
    lbl_state->addWidget(m_state_icon_widget);

    m_status_bar.m_state = new (std::nothrow) QLabel(_(" "));
    Q_ASSERT(m_status_bar.m_state);
    if (!m_status_bar.m_state) return;
    m_status_bar.m_state->setAlignment(Qt::AlignLeft | Qt::AlignVCenter);
    lbl_state->addWidget(m_status_bar.m_state);

    m_status_bar.m_time = new (std::nothrow) QLabel(_(" "));
    Q_ASSERT(m_status_bar.m_time);
    if (!m_status_bar.m_time) return;
    m_status_bar.m_time->setAlignment(Qt::AlignLeft | Qt::AlignVCenter);
    lbl_state->addWidget(m_status_bar.m_time);

    m_status_bar.m_sample_rate = new (std::nothrow) QLabel(_(" "));
    Q_ASSERT(m_status_bar.m_sample_rate);
    if (!m_status_bar.m_sample_rate) return;
    m_status_bar.m_sample_rate->setAlignment(Qt::AlignRight | Qt::AlignVCenter);
    lbl_state->addWidget(m_status_bar.m_sample_rate);

    m_status_bar.m_bits_per_sample = new (std::nothrow) QLabel(_(" "));
    Q_ASSERT(m_status_bar.m_bits_per_sample);
    if (!m_status_bar.m_bits_per_sample) return;
    m_status_bar.m_bits_per_sample->setAlignment(Qt::AlignRight | Qt::AlignVCenter);
    lbl_state->addWidget(m_status_bar.m_bits_per_sample);

    m_status_bar.m_tracks = new (std::nothrow) QLabel(_(" "));
    Q_ASSERT(m_status_bar.m_tracks);
    if (!m_status_bar.m_tracks) return;
    m_status_bar.m_tracks->setAlignment(Qt::AlignRight | Qt::AlignVCenter);
    lbl_state->addWidget(m_status_bar.m_tracks);

    m_state_icon_widget->setFixedSize(16, lbl_state->childrenRect().height());

    // set the initial state of the dialog to "Reset/Empty"
    setState(Kwave::REC_EMPTY);

    // disable the "level" tab, it is not implemented yet
    tabRecord->setCurrentIndex(1);
    QWidget *page = tabRecord->currentWidget();
    tabRecord->setCurrentIndex(0);
    if (page) delete page;

    // add the "Done" button manually, otherwise it would have "Cancel" semantic
    QPushButton *bt_done =
	buttonBox->addButton(i18n("&Done"), QDialogButtonBox::AcceptRole);
    Q_ASSERT(bt_done);
    if (!bt_done) return;
    connect(bt_done, SIGNAL(clicked(bool)), this, SLOT(accept()));

    switch (mode)
    {
	case Kwave::RecordDialog::SETTINGS_FORMAT:
	    tabRecord->setCurrentIndex(1);
	    break;
	case Kwave::RecordDialog::SETTINGS_SOURCE:
	    tabRecord->setCurrentIndex(2);
	    break;
	case Kwave::RecordDialog::START_RECORDING:  /* FALLTHROUGH */
	case Kwave::RecordDialog::SETTINGS_DEFAULT: /* FALLTHROUGH */
	default:
	    tabRecord->setCurrentIndex(0);
	    // set the focus onto the "Record" button
	    btRecord->setFocus();
	    break;
    }
}
Beispiel #8
0
void Tegiac::changeState(artemis::Entity &e){
	StateComponent* state = (StateComponent*)e.getComponent<StateComponent>();
	PosComponent* position = (PosComponent*)e.getComponent<PosComponent>();
	CharacterInfoComponent* characterInfo = (CharacterInfoComponent*)e.getComponent<CharacterInfoComponent>();
	if (state->state == R::CharacterState::ATTACK){
		AttackComponent* attackComponent = new AttackComponent();
		attackComponent->whoAttack = ((CharacterTypeComponent*)e.getComponent<CharacterTypeComponent>())->type;
		attackComponent->type = state->attack;
		attackComponent->powerOfAttack = characterInfo->NORMAL_SKILL_POWER;
		if (state->attack == R::Attack::TEGIAC_BEAT3){
			actionBeat3(e, state->direction);
			attackComponent->minX = position->x - 60;
			attackComponent->maxX = position->x + 60;
			attackComponent->minY = position->y - 100;
			attackComponent->maxY = position->y + 100;
		}
		else if (state->attack == R::Attack::TEGIAC_KICK2){
			actionKick2(e, state->direction);
			attackComponent->minX = position->x - 60;
			attackComponent->maxX = position->x + 60;
			attackComponent->minY = position->y - 70;
			attackComponent->maxY = position->y + 70;
		}
		else if (state->attack == R::Attack::TEGIAC_KICK3){
			actionKick3(e, state->direction);
			attackComponent->minX = position->x - 130;
			attackComponent->maxX = position->x + 130;
			attackComponent->minY = position->y - 100;
			attackComponent->maxY = position->y + 100;
			attackComponent->manaOfAttack = 40;
		
		}
		else if (state->attack == R::Attack::TEGIAC_PUNCH1){
			actionPunch1(e, state->direction);
			attackComponent->minX = position->x - 60;
			attackComponent->maxX = position->x + 60;
			attackComponent->minY = position->y - 140;
			attackComponent->maxY = position->y + 140;
		}
		else if (state->attack == R::Attack::TEGIAC_PUNCH2){
			actionPunch2(e, state->direction);
			attackComponent->minX = position->x - 60;
			attackComponent->maxX = position->x + 60;
			attackComponent->minY = position->y - 140;
			attackComponent->maxY = position->y + 140;
		}
		else if (state->attack == R::Attack::TEGIAC_PUNCH3){
			actionPunch3(e, state->direction);
			attackComponent->minX = position->x - 80;
			attackComponent->maxX = position->x + 80;
			attackComponent->minY = position->y - 140;
			attackComponent->maxY = position->y + 140;
			attackComponent->powerOfAttack = characterInfo->SPECIAL_SKILL_POWER;
			attackComponent->isSpecialSkill = true;
			return;
		}
		else if (state->attack == R::Attack::TEGIAC_PUNCH_AIR){
			actionPunchAir(e, state->direction);
			attackComponent->minX = position->x - 140;
			attackComponent->maxX = position->x + 140;
			attackComponent->minY = position->y - 140;
			attackComponent->maxY = position->y + 140;
			attackComponent->manaOfAttack = 40;
			attackComponent->powerOfAttack = characterInfo->SPECIAL_SKILL_POWER;
			attackComponent->isSpecialSkill = true;
		}
		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::ENEMY_ATTACK, false, 1, 0, 1);
		}
		EntityUtils::getInstance()->createAttackEntity(e, attackComponent);
	}
	else if (state->state == R::CharacterState::DIE){ 
		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::ENEMY_DEATH, false, 1, 0, 1);
		}
		actionDie(e, state->direction); }
	else if (state->state == R::CharacterState::DEFENSE){
		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn); 
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::ENEMY_HIT3,false,1,0,1);
		}
		if (state->defense == R::Defense::TRUNG_DON)  actionTrungDon(e, state->direction);
		if (state->defense == R::Defense::TRUNG_DON_NGA)  actionTrungDonNga(e, state->direction);
	}
	else if (state->state == R::CharacterState::START){ actionStart(e, state->direction); }
	else if (state->state == R::CharacterState::BACK){ actionBack(e, state->direction); }
	else if (state->state == R::CharacterState::STAND){ actionStand(e); }
	else if (state->state == R::CharacterState::STAND_UP){ actionStandUp(e); }
	else if (state->state == R::CharacterState::LEFT){ actionMove(e, R::Direction::LEFT); }
	else if (state->state == R::CharacterState::RIGHT){ actionMove(e, R::Direction::RIGHT); }
	else if (state->state == R::CharacterState::WALK_LEFT){ actionRun(e, R::Direction::LEFT); }
	else if (state->state == R::CharacterState::WALK_RIGHT){ actionRun(e, R::Direction::RIGHT); }
	else if (state->state == R::CharacterState::JUMP){ actionJump(e, R::Direction::AUTO); }

}
Beispiel #9
0
void CaMap::changeState(artemis::Entity &e){
	StateComponent* state = (StateComponent*)e.getComponent<StateComponent>();
	PosComponent* position = (PosComponent*)e.getComponent<PosComponent>();
	CharacterInfoComponent* characterInfo = (CharacterInfoComponent*)e.getComponent<CharacterInfoComponent>();
	if (state->state == R::CharacterState::ATTACK){
		AttackComponent* attackComponent = new AttackComponent();
		attackComponent->whoAttack = ((CharacterTypeComponent*)e.getComponent<CharacterTypeComponent>())->type;
		attackComponent->type = state->attack;
		attackComponent->powerOfAttack = characterInfo->NORMAL_SKILL_POWER;
		if (state->attack == R::Attack::CAMAP_PUNCH_AIR){
			actionPunchAir(e, state->direction);
			characterInfo->power -= 40;
			return;
		}
		else if (state->attack == R::Attack::CAMAP_SKILL){
			actionSkill(e, state->direction);
			characterInfo->power -= 40;
			return;
		}
		else if (state->attack == R::Attack::CAMAP_PUNCH1){
			actionPunch1(e, state->direction);
			return;
		}
		else if (state->attack == R::Attack::CAMAP_PUNCH2){
			actionPunch2(e, state->direction);
			return;
		
		}
		else if (state->attack == R::Attack::CAMAP_PUNCH3){
			actionPunch3(e, state->direction);
			return;
		}
		else if (state->attack == R::Attack::CAMAP_KICK2){
			actionKick2(e, state->direction);
			return;
		}
		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::ENEMY_ATTACK, false, 1, 0, 1);
		}
		EntityUtils::getInstance()->createAttackEntity(e, attackComponent);
	}
	else if (state->state == R::CharacterState::DIE){ actionDie(e, state->direction); 
	if (R::Constants::soundEnable){
		CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
		CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::ENEMY_DEATH, false, 1, 0, 1);
	}
	
	}
	else if (state->state == R::CharacterState::DEFENSE){
		if (R::Constants::soundEnable){
			CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(R::Constants::soundVolumn);
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(R::Constants::PUNCH, false, 1, 0, 1);
		}
		if (state->defense == R::Defense::TRUNG_DON)  actionTrungDon(e, state->direction);
		if (state->defense == R::Defense::TRUNG_DON_NGA)  actionTrungDonNga(e, state->direction);
	}
	else if (state->state == R::CharacterState::START){ actionStart(e, state->direction); }
	else if (state->state == R::CharacterState::BACK){ actionBack(e, state->direction); }
	else if (state->state == R::CharacterState::STAND){ actionStand(e); }
	else if (state->state == R::CharacterState::STAND_UP){ actionStandUp(e); }
	else if (state->state == R::CharacterState::LEFT){ actionMove(e, R::Direction::LEFT); }
	else if (state->state == R::CharacterState::RIGHT){ actionMove(e, R::Direction::RIGHT); }
	else if (state->state == R::CharacterState::WALK_LEFT){ actionMove(e, R::Direction::LEFT); }
	else if (state->state == R::CharacterState::WALK_RIGHT){ actionMove(e, R::Direction::RIGHT); }
	else if (state->state == R::CharacterState::JUMP){ actionJump(e, R::Direction::RIGHT); }

}