Boss2FinalArmWaveState::Boss2FinalArmWaveState(EnermyData *pData) { this->pData = pData; moveAroundDelay = 0; float x = ((Boss2FinalData*)pData)->joints[0]->getBody().x + ((Boss2FinalData*)pData)->joints[0]->getBody().width / 2; float y = ((Boss2FinalData*)pData)->joints[0]->getBody().y + ((Boss2FinalData*)pData)->joints[0]->getBody().height / 2; speed = 5.0f; currFrame = 0; if (((Boss2FinalData*)pData)->armSide == Boss2FinalData::ArmSide::LEFT) { moveAround(((Boss2FinalData*)pData)->joints[1], ((Boss2FinalData*)pData)->joints[0], 0, speed, -1, Boss2FinalJoint::MoveAroundDirection::Negative); } else { moveAround(((Boss2FinalData*)pData)->joints[1], ((Boss2FinalData*)pData)->joints[0], 0, speed, -1, Boss2FinalJoint::MoveAroundDirection::Positive); } ((Boss2FinalData*)pData)->joints[2]->moveFollow(((Boss2FinalData*)pData)->joints[1]); ((Boss2FinalData*)pData)->joints[3]->moveFollow(((Boss2FinalData*)pData)->joints[2]); ((Boss2FinalData*)pData)->joints[4]->moveFollow(((Boss2FinalData*)pData)->joints[3]); }
void QHeader::mouseReleaseEvent( QMouseEvent *m ) { if ( m->button() != LeftButton ) return; State oldState = state; state = Idle; switch ( oldState ) { case Pressed: repaint(sRect( handleIdx )); if ( sRect( handleIdx ).contains( m->pos() ) ) emit sectionClicked( handleIdx ); break; case Sliding: { int s = orient == Horizontal ? m->pos().x() : m->pos().y(); // setCursor( arrowCursor ); // We're probably still there... handleColumnResize( handleIdx, s, TRUE ); } break; case Moving: { setCursor( arrowCursor ); if ( handleIdx != moveToIdx && moveToIdx != -1 ) { moveAround( handleIdx, moveToIdx ); emit moved( handleIdx, moveToIdx ); repaint(); } else { if ( sRect( handleIdx).contains( m->pos() ) ) emit sectionClicked( handleIdx ); repaint(sRect( handleIdx )); } break; } case Blocked: //nothing break; default: // empty, probably. Idle, at any rate. break; } }