CustomTextEdit::CustomTextEdit(const QString &text, QGraphicsItem *parent) : MTextEdit(MTextEditModel::MultiLine, text, parent) { QObject::connect(this, SIGNAL(textChanged()), this, SLOT(changeLabel())); QObject::connect(this, SIGNAL(cursorPositionChanged()), this, SLOT(changeButton())); QObject::connect(this, SIGNAL(gainedFocus(Qt::FocusReason)), this, SLOT(changeLabel())); QObject::connect(this, SIGNAL(gainedFocus(Qt::FocusReason)), this, SLOT(changeButton())); setInputMethodCorrectionEnabled(false); }
/* *Makes specified move in a recursive way */ BoardNode makeMove(BoardNode newBoard, int moveRow, int moveCol, int currRow, int currCol, moveStage currStep) { if(currStep == DONE) { return newBoard; } switch(currStep) { case DELETE: changeButton(newBoard,currRow,currCol,DEAD); //!removing current button currStep = JUMP; changeButton(newBoard,currRow+moveRow,currCol+moveCol,DEAD); //!deleting button to be jumped break; case JUMP: changeButton(newBoard,currRow+moveRow,currCol+moveCol,ALIVE); //! placing button in new spot currStep = DONE; break; default: fprintf(stderr,"Unrecognised step\n"); break; } return(makeMove(newBoard,moveRow,moveCol,currRow+moveRow,currCol+moveCol,currStep)); }
void StartMenu::update() { if(HowToPlay == false) { updateCurrentButton(); changeButton(); } if(LevelManager::getInstance()->getCurrentLevel() > 0) { Resumedraw = false; } else { Resumedraw = true; } updateButtons(); buttonActivate(); }
void CtrlCheckbox::onVarBoolUpdate( VarBool &rVariable ) { (void)rVariable; changeButton(); }
void KJumpingCube::initKAction() { QAction * action; QSignalMapper * gameMapper = new QSignalMapper (this); connect (gameMapper, SIGNAL (mapped(int)), m_game, SLOT (gameActions(int))); action = KStandardGameAction::gameNew (gameMapper, SLOT (map()), this); actionCollection()->addAction (action->objectName(), action); gameMapper->setMapping (action, NEW); action = KStandardGameAction::load (gameMapper, SLOT (map()), this); actionCollection()->addAction (action->objectName(), action); gameMapper->setMapping (action, LOAD); action = KStandardGameAction::save (gameMapper, SLOT (map()), this); actionCollection()->addAction (action->objectName(), action); gameMapper->setMapping (action, SAVE); action = KStandardGameAction::saveAs (gameMapper, SLOT (map()), this); actionCollection()->addAction (action->objectName(), action); gameMapper->setMapping (action, SAVE_AS); action = KStandardGameAction::hint (gameMapper, SLOT(map()), this); actionCollection()->addAction (action->objectName(), action); gameMapper->setMapping (action, HINT); action = KStandardGameAction::undo (gameMapper, SLOT (map()), this); actionCollection()->addAction (action->objectName(), action); gameMapper->setMapping (action, UNDO); action->setEnabled (false); action = KStandardGameAction::redo (gameMapper, SLOT (map()), this); actionCollection()->addAction (action->objectName(), action); gameMapper->setMapping (action, REDO); action->setEnabled (false); actionButton = new QPushButton (this); actionButton->setObjectName ("ActionButton"); // Action button's style sheet: parameters for red, green and clicked colors. buttonLook = "QPushButton#ActionButton { color: white; background-color: %1; " "border-style: outset; border-width: 2px; border-radius: 10px; " "border-color: beige; font: bold 14px; min-width: 10em; " "padding: 6px; margin: 5px; margin-left: 10px; } " "QPushButton#ActionButton:pressed { background-color: %2; " "border-style: inset; } " "QPushButton#ActionButton:disabled { color: white;" "border-color: beige; background-color: steelblue; }"; gameMapper->setMapping (actionButton, BUTTON); connect (actionButton, SIGNAL(clicked()), gameMapper, SLOT(map())); QWidgetAction *widgetAction = new QWidgetAction(this); widgetAction->setDefaultWidget(actionButton); actionCollection()->addAction (QLatin1String ("action_button"), widgetAction); changeButton (true, true); // Load the button's style sheet. changeButton (false); // Set the button to be inactive. action = KStandardAction::preferences (m_game, SLOT(showSettingsDialog()), actionCollection()); qDebug() << "PREFERENCES ACTION is" << action->objectName(); action->setIconText (i18n("Settings")); action = KStandardGameAction::quit (this, SLOT (close()), this); actionCollection()->addAction (action->objectName(), action); setupGUI(); }