void controller_key(t_readline *r, long key) { if (key == 0x445b1b) keyboard_left(r); if (key == 0x435b1b) keyboard_right(r); if (key == 0x44323b315b1b) keyboard_left_word(r); if (key == 0x43323b315b1b) keyboard_right_word(r); if (key == 0x415b1b) up_arrow(r); if (key == 0x425b1b) down_arrow(r); if (key == 127) keyboard_delete(r); if (key == 0x485b1b) keyboard_home(r); if (key == 0x465b1b) keyboard_end(r); if (key == 8948194) keyboard_cut(r); if (key == 42947) keyboard_copy(r); controller_key_bis(r, key); }
static void generate_draw (GtkWidget *widget, cairo_t *cr, UmPasswordDialog *um) { if (!gtk_widget_is_sensitive (widget)) return; down_arrow (gtk_widget_get_style_context (widget), cr, gtk_widget_get_allocated_width (widget) - 12, gtk_widget_get_allocated_height (widget) - 12, 12, 12); }
static void popup_button_draw (GtkWidget *widget, cairo_t *cr, UmPhotoDialog *um) { if (gtk_widget_get_state (gtk_bin_get_child (GTK_BIN (widget))) != GTK_STATE_PRELIGHT && !gtk_widget_is_focus (widget)) { return; } down_arrow (gtk_widget_get_style_context (widget), cr, gtk_widget_get_allocated_width (widget) - 12, gtk_widget_get_allocated_height (widget) - 12, 12, 12); }
// change container, ready/unready object, activate arrows GUI_status InventoryWidget::MouseUp(int x,int y,int button) { CommandBar *command_bar = Game::get_game()->get_command_bar(); if(button == USE_BUTTON || (button == ACTION_BUTTON && command_bar->get_selected_action() > 0)) // Exclude attack mode too { x -= area.x; y -= area.y; if(x >= icon_x && x <= icon_x + 15 && // hit top icon either actor or container y >= 0 && y <= 15) { Event *event = Game::get_game()->get_event(); if(button == ACTION_BUTTON && event->get_mode() == MOVE_MODE) { if(command_bar->try_selected_action() == false) // start new action return GUI_PASS; // false if new event doesn't need target } if(event->can_target_icon()) { if(is_showing_container() && event->get_last_mode() != PUSH_MODE) event->select_obj((Obj *)container_obj, actor); else if(is_showing_container() && get_container()->get_engine_loc() == OBJ_LOC_CONT) event->select_obj((Obj *)get_container()->parent, actor); else event->select_actor(actor); return GUI_YUM; } if(is_showing_container()) set_prev_container(); //return to previous container or main actor inventory else if(!event->using_control_cheat()) Game::get_game()->get_view_manager()->set_party_mode(); Redraw(); } if((button == SDL_BUTTON_WHEELUP || HitRect(x,y,arrow_rects[0])) //up arrow hit rect && Game::get_game()->get_game_type() == NUVIE_GAME_U6) up_arrow(); if((button == SDL_BUTTON_WHEELDOWN || HitRect(x,y,arrow_rects[1])) //down arrow hit rect && Game::get_game()->get_game_type() == NUVIE_GAME_U6) down_arrow(); // only act now if objects can't be used with DoubleClick if(selected_obj && !Game::get_game()->get_map_window()->is_doubleclick_enabled()) try_click(); else if(selected_obj) { wait_for_mouseclick(USE_BUTTON); ready_obj = selected_obj; } } else if(button == SDL_BUTTON_WHEELUP && Game::get_game()->get_game_type() == NUVIE_GAME_U6) up_arrow(); else if(button == SDL_BUTTON_WHEELDOWN && Game::get_game()->get_game_type() == NUVIE_GAME_U6) down_arrow(); selected_obj = NULL; return GUI_YUM; }