void CEntityEditorSoundPropertyPanel::OnButtonClicked(IGameGUIButton *piControl) { if(m_Object.m_piDesign==NULL){return;} bool bUpdateConfig=false; SSoundAnimationObjectTypeConfig sConfig; m_Object.m_piDesign->GetConfig(&sConfig); unsigned int nIncrement=10; if(m_piGUIManager->IsKeyDown(GK_LCONTROL)){nIncrement=100;} if(m_piGUIManager->IsKeyDown(GK_LSHIFT)){nIncrement=500;} if(m_piBTLoop==piControl){bUpdateConfig=true;sConfig.bLoop=!sConfig.bLoop;} if(m_piBTIncreaseVolume==piControl){bUpdateConfig=true;sConfig.nVolume+=5;if(sConfig.nVolume>100){sConfig.nVolume=100;}} if(m_piBTDecreaseVolume==piControl){bUpdateConfig=true;sConfig.nVolume-=5;if(sConfig.nVolume<0){sConfig.nVolume=0;}} if(m_piBTIncreaseStartTime==piControl){bUpdateConfig=true;sConfig.nStartTime+=nIncrement;} if(m_piBTDecreaseStartTime==piControl){bUpdateConfig=true;sConfig.nStartTime=(sConfig.nStartTime<nIncrement)?0:sConfig.nStartTime-nIncrement;} if(m_piBTIncreaseEndTime==piControl){bUpdateConfig=true;sConfig.nEndTime+=nIncrement;} if(m_piBTDecreaseEndTime==piControl){bUpdateConfig=true;sConfig.nEndTime=(sConfig.nEndTime<nIncrement)?0:sConfig.nEndTime-nIncrement;} if(bUpdateConfig) { m_Object.m_piDesign->SetConfig(&sConfig); UpdateData(); NOTIFY_EVENT(IEntityEditorPropertyPanelEvents,OnObjectChanged(this,m_Object.m_piObject)); } if(piControl==m_piBTRemove) { if(!ConfirmDialog("Remove sound '"+m_Object.m_piDesign->GetAnimationObjectDescription()+"' ?","Entity Editor",eMessageDialogType_Warning)){return;} ISystemObject *piObject=ADD(m_Object.m_piObject); m_Object.Detach(); NOTIFY_EVENT(IEntityEditorPropertyPanelEvents,OnObjectRemoved(this,piObject)); REL(piObject); } }
EXTERN_C int WINAPI LogoffWindowsDialog(HWND hWndOwner) { if (ConfirmDialog(hWndOwner, IDS_LOGOFF_PROMPT, IDS_LOGOFF_TITLE)) ExitWindowsEx(EWX_LOGOFF, 0); return 0; }
void CGameGUIFileDialog::ProcessSelect() { std::string sFile=m_sFile; if(m_piEDPath){sFile=m_piEDPath->GetText();} if(FileIsDirectory(sFile.c_str())) { UpdateFiles(); return; } if(m_bOpenMode) { if(!FileExists(sFile.c_str())) { MessageDialog((std::string)"The file '"+sFile+"' does not exist.","Error",eMessageDialogType_Error); if(m_piEDPath){m_piGUIManager->SetFocus(m_piEDPath);} return; } } else { if(FileExists(sFile.c_str()) && m_bOverWriteWarn) { if(ConfirmDialog((std::string)"Overwrite '"+sFile+"' ?.","Warning!",eMessageDialogType_Warning)!=DIALOG_OK) { if(m_piEDPath){m_piGUIManager->SetFocus(m_piEDPath);} return; } } } m_sFile=sFile; EndDialog(DIALOG_OK); }
int Transaction::ReqOrderInsert(AirTradeFtdcInputOrderField* pInputOrder, int nRequestID) { // 尝试获取资金信息,发送Ctrl+C m_stockTreeView.ClickItem(TEXT("中签")); // 需要先切换到不常用的界面然后再点需要的界面才工作正常 m_stockTreeView.ClickItem(TEXT("资金股票")); RefreshDialogsAndControls(); m_sendKeys.Send("^C", m_controls[CONTROL_CHAXUN_ZJGP]); // 加载买入股票界面 m_stockTreeView.ClickItem(TEXT("中签")); m_stockTreeView.ClickItem(TEXT("买入[F1]")); RefreshDialogsAndControls(); // 填写买入信息 ::PostMessage(m_controls[CONTROL_MAIRU_DAIMA], EM_SETSEL, 0, -1); m_sendKeys.Send("000793", m_controls[CONTROL_MAIRU_DAIMA]); ::PostMessage(m_controls[CONTROL_MAIRU_JIAGE], EM_SETSEL, 0, -1); m_sendKeys.Send("9.99", m_controls[CONTROL_MAIRU_JIAGE]); ::PostMessage(m_controls[CONTROL_MAIRU_SHULIANG], EM_SETSEL, 0, -1); m_sendKeys.Send("20000", m_controls[CONTROL_MAIRU_SHULIANG]); // 执行买入操作 m_sendKeys.Send("B", m_controls[CONTROL_MAIRU_DAIMA]); // 确认买入操作 ConfirmDialog(true); // 获取提示信息 GetHint(); return 0; }
void CEntityEditorEventPropertyPanel::OnButtonClicked(IGameGUIButton *piControl) { if(m_Object.m_piDesign==NULL){return;} bool bUpdateConfig=false; SEventAnimationObjectTypeConfig sConfig; m_Object.m_piDesign->GetConfig(&sConfig); if(m_piBTIncreaseTime==piControl){bUpdateConfig=true;sConfig.nTime+=100;} if(m_piBTDecreaseTime==piControl){bUpdateConfig=true;sConfig.nTime=(sConfig.nTime<100)?0:sConfig.nTime-100;} if(bUpdateConfig) { m_Object.m_piDesign->SetConfig(&sConfig); UpdateData(); NOTIFY_EVENT(IEntityEditorPropertyPanelEvents,OnObjectChanged(this,m_Object.m_piObject)); } if(piControl==m_piBTRemove) { if(!ConfirmDialog("Remove event '"+m_Object.m_piDesign->GetAnimationObjectDescription()+"' ?","Entity Editor",eMessageDialogType_Warning)){return;} ISystemObject *piObject=ADD(m_Object.m_piObject); m_Object.Detach(); NOTIFY_EVENT(IEntityEditorPropertyPanelEvents,OnObjectRemoved(this,piObject)); REL(piObject); } }
void VideosWindow::onDeleteClicked() { if (ConfirmDialog(ConfirmDialog::Delete, this).exec() == QMessageBox::Yes) { mafwTrackerSource->destroyObject(ui->objectList->currentIndex().data(UserRoleObjectID).toString()); objectProxyModel->removeRow(ui->objectList->currentIndex().row()); } ui->objectList->clearSelection(); }
void __fastcall TChooseSilentMRWModeDLG::Timer1Timer(TObject *Sender) { CBackEndInterface *BackEnd = CBackEndInterface::Instance(); // Reason for having the timer is for the case where user inserts one incompatibe cart. then chooses silent, then chooses DM, // then gets "Please insert the other Model ..." and then he inserts a VALID catr. to other housing. // Since it is Valid, no TTankDialog is launched that can handle the closing of it. #ifdef OBJET_MACHINE // In DM mode confirm that both Tanks are inserted: if (BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL2) && BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL4) || BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL4) && BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL6) || BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL2) && BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL6)) if (BackEnd->GetTankMaterialType(TYPE_TANK_MODEL2) != "" && BackEnd->GetTankMaterialType(TYPE_TANK_MODEL4) != "" || BackEnd->GetTankMaterialType(TYPE_TANK_MODEL4) != "" && BackEnd->GetTankMaterialType(TYPE_TANK_MODEL6) != "" || BackEnd->GetTankMaterialType(TYPE_TANK_MODEL2) != "" && BackEnd->GetTankMaterialType(TYPE_TANK_MODEL6) != "") ConfirmDialog(); #else if (BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL1) && BackEnd->IsRelevantTankInserted(TYPE_TANK_MODEL2)) if (BackEnd->GetTankMaterialType(TYPE_TANK_MODEL1) != "" && BackEnd->GetTankMaterialType(TYPE_TANK_MODEL2) != "") ConfirmDialog(); #endif }
NS_IMETHODIMP nsSecurityWarningDialogs::ConfirmPostToInsecureFromSecure(nsIInterfaceRequestor *ctx, bool* _result) { nsresult rv; // The Telemetry clickthrough constant is 1 more than the constant for the dialog. rv = ConfirmDialog(ctx, nullptr, // No preference for this one - it's too important MOZ_UTF16("PostToInsecureFromSecureMessage"), nullptr, nsISecurityUITelemetry::WARNING_CONFIRM_POST_TO_INSECURE_FROM_SECURE, _result); return rv; }
NS_IMETHODIMP nsSecurityWarningDialogs::ConfirmPostToInsecure(nsIInterfaceRequestor *ctx, bool* _result) { nsresult rv; // The Telemetry clickthrough constant is 1 more than the constant for the dialog. rv = ConfirmDialog(ctx, INSECURE_SUBMIT_PREF, NS_LITERAL_STRING("PostToInsecureFromInsecureMessage").get(), NS_LITERAL_STRING("PostToInsecureFromInsecureShowAgain").get(), nsISecurityUITelemetry::WARNING_CONFIRM_POST_TO_INSECURE_FROM_INSECURE, _result); return rv; }
/************************************************************************* * ExitWindowsDialog [SHELL32.60] * * NOTES * exported by ordinal */ void WINAPI ExitWindowsDialog(HWND hWndOwner) { TRACE("(%p)\n", hWndOwner); if (ConfirmDialog(hWndOwner, IDS_SHUTDOWN_PROMPT, IDS_SHUTDOWN_TITLE)) { HANDLE hToken; TOKEN_PRIVILEGES npr; /* enable shutdown privilege for current process */ if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES, &hToken)) { LookupPrivilegeValueA(0, "SeShutdownPrivilege", &npr.Privileges[0].Luid); npr.PrivilegeCount = 1; npr.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED; AdjustTokenPrivileges(hToken, FALSE, &npr, 0, 0, 0); CloseHandle(hToken); } ExitWindowsEx(EWX_SHUTDOWN, 0); } }
int WINAPI RestartDialogEx(HWND hWndOwner, LPCWSTR lpwstrReason, DWORD uFlags, DWORD uReason) { TRACE("(%p)\n", hWndOwner); /* FIXME: use lpwstrReason */ if (ConfirmDialog(hWndOwner, IDS_RESTART_PROMPT, IDS_RESTART_TITLE)) { HANDLE hToken; TOKEN_PRIVILEGES npr; /* enable the shutdown privilege for the current process */ if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES, &hToken)) { LookupPrivilegeValueA(0, "SeShutdownPrivilege", &npr.Privileges[0].Luid); npr.PrivilegeCount = 1; npr.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED; AdjustTokenPrivileges(hToken, FALSE, &npr, 0, 0, 0); CloseHandle(hToken); } ExitWindowsEx(EWX_REBOOT, uReason); } return 0; }
int UI::PlacePieces(Board *b) { //Create windows //navigate piece placement using arrow keys //Select 'W' & 'S' to select which ship you want to select //user 'Q' & 'E' to rotate the ship CCW & CW //Select delete over a selected ship to remove it from the initscr(); if (!b->BoardisValid()) { b->ClearBoard(); } //new win(int height, int width, int starty, int startx) //gameboard WINDOW *winboard = newwin(23, 24, 1, 1); //selection * instructions //WINDOW *wnd = subwin(mwnd, 25, 52, 0, 25); WINDOW *wnd = newwin(25, 52, 0, 25); wborder(winboard, '|', '|', '-', '-', '+', '+', '+', '+'); noecho(); //cbreak(); curs_set(0); keypad(stdscr, TRUE); SetColor(winboard, 1, COLOR_WHITE, COLOR_BLACK, false); //Text SetColor(winboard, 2, COLOR_BLUE, COLOR_BLACK); //Water SetColor(winboard, 3, COLOR_RED, COLOR_BLACK); //placed ships SetColor(winboard, 4, COLOR_YELLOW, COLOR_BLACK);//Highligted ships SetColor(winboard, 5, COLOR_GREEN, COLOR_BLACK); //??? SetColor(wnd, 1, COLOR_WHITE, COLOR_BLACK, false); //Text SetColor(wnd, 2, COLOR_YELLOW, COLOR_BLACK); //Highlighted text SetColor(wnd, 3, COLOR_RED, COLOR_BLACK); //Cursor int selected = 0; //Currently selected ship [0 to 4] Piece tempship = Piece(); tempship.piecelength = 0; tempship.CenterAxis.x = 8; tempship.CenterAxis.y = 8; tempship.orientation = ZeroDegrees; tempship.isValid = true; while (true) { wclear(winboard); wclear(wnd); wborder(winboard, '|', '|', '-', '-', '+', '+', '+', '+'); //render current view SetColor(winboard, 1); //draw backround of battle square mvwprintw(winboard, 1, 4, "A B C D E F G H I J"); for (int i = 0; i < 22; i+=2) { SetColor(winboard, 2); string gletter = std::to_string(i/2); SetColor(winboard, 2); mvwprintw(winboard, i + 3, 4, "0 0 0 0 0 0 0 0 0 0"); SetColor(winboard, 1); if (i % 2 == 0) { SetColor(winboard, 1); mvwprintw(winboard, i + 1, 1, gletter.c_str()); } } //Draw ships SetColor(winboard, 3); for (auto ship : b->BoardPieces) { /*vector<Coordinate> ls; ls = ship.GetOccupiedSpace(); for (int i = 0; i < getPieceLength(ship.Type); i++) { mvwprintw(winboard, ls[i].x + 3, ls[i].y + 4, "X"); }*/ RenderToGrid(winboard, ship); } //Print ship names SetColor(wnd, (short)1, COLOR_WHITE, COLOR_BLACK); (b->IsPieceOnBoard(AircraftCarrier)) ? SetColor(wnd, 2) : SetColor(wnd, 1); mvwprintw(wnd, 1, 15, "Aircraft Carrier"); mvwprintw(wnd, 2, 20, "XXXXX"); (b->IsPieceOnBoard(Battleship)) ? SetColor(wnd, 2) : SetColor(wnd, 1); mvwprintw(wnd, 4, 18, "BattleShip"); mvwprintw(wnd, 5, 21, "XXXX"); (b->IsPieceOnBoard(Submarine)) ? SetColor(wnd, 2) : SetColor(wnd, 1); mvwprintw(wnd, 7, 18, "Submarine"); mvwprintw(wnd, 8, 21, "XXX"); (b->IsPieceOnBoard(Cruiser)) ? SetColor(wnd, 2) : SetColor(wnd, 1); mvwprintw(wnd, 10, 19, "Cruiser"); mvwprintw(wnd, 11, 21, "XXX"); (b->IsPieceOnBoard(Destroyer)) ? SetColor(wnd, 2) : SetColor(wnd, 1); mvwprintw(wnd, 13, 18, "Destroyer"); mvwprintw(wnd, 14, 22, "XX"); mvwprintw(wnd, 16, 6, "Navigate piece placement using arrow keys"); mvwprintw(wnd, 17, 10, "Use 'W' & 'S' to select the ship"); mvwprintw(wnd, 18, 3, "Use 'Q' & 'E' to rotate the ship CCW & CW"); mvwprintw(wnd, 19, 0, "Press 'backspace' to remove a selected ship"); mvwprintw(wnd, 20, 9, "Press enter to add ship/proceed"); //refresh(); //wrefresh(winboard); //wrefresh(wnd); // //what to print //Cursor bool highlightship = false; vector<Coordinate> ls; PieceType cpt = static_cast<PieceType>(selected); //if already placed //turn the temp ship to "invalid" so it won't be rendered. //render the ship using "yellow" hit markers //break; //if the current piece isn't this type, make it so //find a valid spot for it if (b->IsPieceOnBoard(cpt)) { tempship.isValid = false; highlightship = true; //break; } else if(tempship.Type != cpt) { tempship.Type = cpt; //Let's hope this doesnt crash anything at runtime b->NextValidPieceSpot(&tempship, ShipChange); } //Render the current ship, or highlight if (highlightship) { if (b->IsPieceOnBoard(cpt)) { SetColor(winboard, 4); int pos = b->GetPieceOnBoard(cpt); if (pos != -1) { SetColor(wnd, 2); RenderToGrid(winboard, b->BoardPieces.at(pos)); } } } else { //piece is not on board, so render as a sort of 'overlay' if (!b->IsPieceOnBoard(cpt)) { SetColor(winboard, 4); int pos = b->GetPieceOnBoard(cpt); if (pos == -1) { RenderToGrid(winboard, tempship, "O"); } } }//clear cursor mvwprintw(wnd, 1, 13, " "); mvwprintw(wnd, 1, 31, " "); mvwprintw(wnd, 4, 16, " "); mvwprintw(wnd, 4, 28, " "); mvwprintw(wnd, 7, 16, " "); mvwprintw(wnd, 7, 27, " "); mvwprintw(wnd, 10, 17, " "); mvwprintw(wnd, 10, 26, " "); mvwprintw(wnd, 13, 16, " "); mvwprintw(wnd, 13, 27, " "); //paint cursor SetColor(wnd, 3); switch (static_cast<PieceType>(selected)) { case AircraftCarrier: mvwprintw(wnd, 1, 13, ">>"); mvwprintw(wnd, 1, 31, "<<"); break; case Battleship: mvwprintw(wnd, 4, 16, ">>"); mvwprintw(wnd, 4, 28, "<<"); break; case Submarine: mvwprintw(wnd, 7, 16, ">>"); mvwprintw(wnd, 7, 27, "<<"); break; case Cruiser: mvwprintw(wnd, 10, 17, ">>"); mvwprintw(wnd, 10, 26, "<<"); break; case Destroyer: mvwprintw(wnd, 13, 16, ">>"); mvwprintw(wnd, 13, 27, "<<"); break; default: break; } SetColor(wnd, 1); refresh(); wrefresh(winboard); wrefresh(wnd); char ckey = getch(); switch (ckey) { //Attempt to move piece up case '\x3': if (tempship.isValid) { b->NextValidPieceSpot(&tempship, Up); } break; //Attempt to move piece down case '\x2': if (tempship.isValid) { b->NextValidPieceSpot(&tempship, Down); } break; //Attempt to move piece down case '\x4': if (tempship.isValid) { b->NextValidPieceSpot(&tempship, Left); } break; //Attempt to move piece Right case '\x5': if (tempship.isValid) { b->NextValidPieceSpot(&tempship, Right); } break; //Attempt to rotate right case 'q': if (tempship.isValid) { b->NextValidPieceSpot(&tempship, CounterClockwise); } break; //Attempt to rotate left case 'e': if (tempship.isValid) { b->NextValidPieceSpot(&tempship, CounterClockwise); } break; //Move cursor up case 'w': (selected == 0) ? (selected = 4) : (selected--); //setup ship info //piece already exists if (b->IsPieceOnBoard(static_cast<PieceType>(selected))) { tempship.isValid = false; } else { //doesnt exist tempship.isValid = true; tempship.Type = static_cast<PieceType>(selected); b->NextValidPieceSpot(&tempship, ShipChange); } break; //Move cursor down case 's': (selected == 4) ? (selected = 0) : (selected++); //setup ship info if (b->IsPieceOnBoard(static_cast<PieceType>(selected))) { tempship.isValid = false; } else { //doesnt exist, yet tempship.isValid = true; tempship.Type = static_cast<PieceType>(selected); b->NextValidPieceSpot(&tempship, ShipChange); } break; /* Attempt to place piece. If already selected, ignore. if all pieces placed, start game */ case '\n': //already piece on board if (b->IsPieceOnBoard(static_cast<PieceType>(selected))) { if (b->BoardisValid()) { bool result = ConfirmDialog("Would you like to continue?"); if (result) { return 1; } } } //Add to board if possible //ship is valid, not a duplicate, else { if (b->ValidPieceSpot(tempship)) { b->BoardPieces.push_back(tempship); tempship.isValid = false; } } break; //If piece is already placed down, remove it case '\b': if (b->IsPieceOnBoard(static_cast<PieceType>(selected))) { int pos = b->GetPieceOnBoard(static_cast<PieceType>(selected)); if (pos != -1) { Piece px = b->BoardPieces.at(pos); //if (b->ValidPieceSpot(px)) { tempship.CenterAxis = px.CenterAxis; tempship.orientation = px.orientation; tempship.isValid = true; tempship.Type = px.Type; b->PopPieceFromBoard(static_cast<PieceType>(selected)); //} } } break; //clears board, and returns to main menu case '\x1b': { bool result = ConfirmDialog("Would you like to quit?"); if (result) { b->ClearBoard(); return 0; } //Confirm dialog! break; } default: break; } } wclear(wnd); wclear(winboard); delwin(wnd); delwin(winboard); endwin(); return 1; }