Example #1
0
bool KHTMLReader::parse_ul(DOM::Element e)
{
    _list_depth++;
    bool popstateneeded = false;
    for (DOM::Node items = e.firstChild();!items.isNull();items = items.nextSibling()) {
        if (items.nodeName().string().toLower() == "li") {
            if (popstateneeded) {
                popState();
                //popstateneeded = false;
            }
            pushNewState();
            startNewLayout();
            popstateneeded = true;
            _writer->layoutAttribute(state()->paragraph, "COUNTER", "numberingtype", "1");
            _writer->layoutAttribute(state()->paragraph, "COUNTER", "righttext", ".");
            if (e.tagName().string().toLower() == "ol") {
                _writer->layoutAttribute(state()->paragraph, "COUNTER", "type", "1");
                _writer->layoutAttribute(state()->paragraph, "COUNTER", "numberingtype", "1");
                _writer->layoutAttribute(state()->paragraph, "COUNTER", "righttext", ".");
            } else {
                _writer->layoutAttribute(state()->paragraph, "COUNTER", "type", "10");
                _writer->layoutAttribute(state()->paragraph, "COUNTER", "numberingtype", "");
                _writer->layoutAttribute(state()->paragraph, "COUNTER", "righttext", "");
            }
            _writer->layoutAttribute(state()->paragraph, "COUNTER", "depth", QString("%1").arg(_list_depth - 1));
        }
        parseNode(items);
    }
    if (popstateneeded)
        popState();
    _list_depth--;
    return false;
}
Example #2
0
void RTF::Reader::insertUnicodeSymbol(qint32 value)
{
	m_cursor.insertText(QChar(value));

	for (int i = m_state.skip; i > 0;) {
		m_token.readNext();

		if (m_token.type() == TextToken) {
			int len = m_token.text().count();
			if (len > i) {
				m_cursor.insertText(m_codec->toUnicode(m_token.text().mid(i)));
				break;
			} else {
				i -= len;
			}
		} else if (m_token.type() == ControlWordToken) {
			--i;
		} else if (m_token.type() == StartGroupToken) {
			pushState();
			break;
		} else if (m_token.type() == EndGroupToken) {
			popState();
			break;
		}
	}
}
Example #3
0
void Game::executeStackChanges()
{
	// Parameters expected in mStackAction and mStackParam.
	switch (rStackAction) {
	case SAID::POP:
	{
		popState();
		break;
	}
	case SAID::PUSH:
	{
		pushState(rStackParam);
		break;
	}
	case SAID::SWAP:
	{
		swapState(rStackParam);
		break;
	}
	case SAID::RETURN_TO:
	{
		returnToState(rStackParam);
		break;
	}
	case SAID::CLEAR:
	{
		clearStateStack();
		break;
	}
	default: break;
	}

	// Finally, reset stack action requests:
	rStackAction = SAID::NOTHING;
}
void StateManager::changeState(State *state) {
	// pop the current state
	popState();

	// push the new state
	pushState(state);
}
Example #5
0
void Game::changeState(GameState* state) {
    if(!this->states.empty())
        popState();
    pushState(state);

    return;
}
Example #6
0
Game::~Game()
{
	while (!states.empty())
	{
		popState();
	}
}
Example #7
0
void App::changeState(AppState* state) {
    if(!this->states.empty())
        popState();
    pushState(state);
    
    return;
}
Example #8
0
void StateMachine::popStateOrRevert()
{
	if(!popState())
	{
		pushState(previousState);
	}
}
Example #9
0
void CursorDropdown::onStateDeactivate(StateEvent* event)
{
    if (!_deactivated)
    {
        auto game = Game::getInstance();
        auto mouse = game->mouse();
        // workaround to get rid of cursor disappearing issues
        std::vector<unsigned int> icons;
        while (mouse->states()->size() > _initialMouseStack)
        {
            icons.push_back(mouse->state());
            mouse->popState();
        }
        if (icons.size() > 0)
        {
            icons.pop_back(); // remove empty icon from CursorDropdown state
            // place only new icons back in stack
            for (auto it = icons.rbegin(); it != icons.rend(); it++)
            {
                mouse->pushState(*it);
            }
        }
        mouse->setX(_initialX);
        mouse->setY(_initialY);
        _deactivated = true;
    }
}
Example #10
0
GameManager::~GameManager()
{
	while (!gameState.empty())
	{
		popState();	//Delete happens in pop.
	}
}
Example #11
0
void KHTMLReader::parseNode(DOM::Node node)
{

    // check if this is a text node.
    DOM::Text t = node;
    if (!t.isNull()) {
        _writer->addText(state()->paragraph, t.data().string(), 1, state()->in_pre_mode);
        return; // no children anymore...
    }

    // is this really needed ? it can't do harm anyway.
    state()->format = _writer->currentFormat(state()->paragraph, true);
    state()->layout = _writer->currentLayout(state()->paragraph);
    pushNewState();

    DOM::Element e = node;

    bool go_recursive = true;

    if (!e.isNull()) {
        // get the CSS information
        parseStyle(e);
        // get the tag information
        go_recursive = parseTag(e);
    }
    if (go_recursive) {
        for (DOM::Node q = node.firstChild(); !q.isNull(); q = q.nextSibling()) {
            parseNode(q);
        }
    }
    popState();


}
void
NextLevelState::keyPressed
(const OIS::KeyEvent &e) {
  // Tecla p --> Estado anterior.
  if (e.key == OIS::KC_P or e.key == OIS::KC_ESCAPE) {
    popState();
  }
}
/*****************************************************************************************************************************************************************
*   changeState() removes the top state, and completely replaces it
*   param1  :   a state to push to the end of the state stack
**************************************************************************************************************************************************************/
void StateHandler::changeState(const statePtr& state)
{
    while( !mStates.empty( ) ) {
        popState();
    }

    mStates.emplace( state );
}
Example #14
0
void GameManager::changeState(GameState* state)
{
	if (!gameState.empty())
	{
		popState();
	}
	pushState(state);
}
Example #15
0
void Game::changeState(GameState* state)
{
	if (!states.empty())
	{
		popState();
	}
	pushState(state);
}
Example #16
0
void StateManager::popAllStates()
{
	if (!states.empty())
	{
		popState();
		popAllStates();
	}
}
void
PauseState::keyPressed
(const OIS::KeyEvent &e) {
  // Tecla p --> Estado anterior.
  if (e.key == OIS::KC_P) {
    popState();
  }
}
Example #18
0
void Turnstile_pop_state(Context* ctxt) {
    SatsukiKeyboard *keyboard = reinterpret_cast<SatsukiKeyboard*>(ctxt);
    printf("pop state!!!!!!!!!\n");
    popState(&(keyboard->mSatsukiContext));
    if ((keyboard->mSatsukiContext._state)->Exit != NULL) {
        (keyboard->mSatsukiContext._state)->Exit(&keyboard->mSatsukiContext);
    }
};
Example #19
0
/**
 * Pops all the states currently in stack and pushes in the new state.
 * A shortcut for cleaning up all the old states when they're not necessary
 * like in one-way transitions.
 * @param state Pointer to the new state.
 */
void Game::setState(State *state)
{
	while (!_states.empty())
	{
		popState();
	}
	pushState(state);
	_init = false;
}
Example #20
0
//TODO: this destroys the stack if you try to pop to a state not in it, should just use a list instead of a stack
void StateManager::popToState(GameState *state) {
    while (state != activeState()) {
        if (_states.empty()) {                
            throw std::runtime_error("Can't pop to state not in the stack.");
        } else {
            popState();
        }
    }
}
StateManager::~StateManager() {

    while (!states.empty()) {

        popState();

    }

}
Example #22
0
void GameEngine::changeState(GameState* state)
{
    if (!states.empty()) {
        popState();
    }

    pushState(state);

    peekState()->Init(this);
}
Example #23
0
bool StateManager::resetStates( GameState *newState )
{
	while( !m_stateStack.empty() )
		popState();

	if( newState != nullptr )
		return pushState( newState );

	return true;
}
Example #24
0
void BitshiftUIState::update(unsigned long ms)
{
    if(timeout != 0 && timeout + 2000 < ms)
    {
        Serial.println("POP");
        Serial.println(timeout);
        Serial.println(ms);
        popState();
    }
}
Example #25
0
void CursorDropdown::onLeftButtonUp(MouseEvent* event)
{
    auto game = Game::getInstance();
    game->popState();
    if (!_onlyShowIcon) 
    {
        game->locationState()->handleAction(object(), _icons.at(_currentIcon));
        event->setHandled(true);
    }
}
Example #26
0
bool PauseState::keyPressed(const OIS::KeyEvent &e) 
{
  // Tecla p --> Estado anterior.
      if (e.key == OIS::KC_P)  // Con  P otra vez reanudamos el PlayState
      {
        popState();
      }
  
  return true;
}
bool RecordsState::frameEnded (const Ogre::FrameEvent& evt)
{
    if (_volver)
    {
        delete _rec;
        
        popState();
    }
        
    return true;
}
Example #28
0
void CPauseState::update(float timeSinceLastFrame)
{
	if(mQuit)
	{
		mQuit=false;
	    popState();

	}
	GUIManager::getSingletonPtr()->update(timeSinceLastFrame);

}
Example #29
0
bool PauseState::mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id)
{
  int x = e.state.X.abs;
  int y = e.state.Y.abs;
  if (btn_resume->_checkPoint(x,y))
  {
    sounds::getInstance()->play_effect("push");
    popState();
  }
  return true;
}
Example #30
0
bool EndState::frameEnded(const Ogre::FrameEvent& evt)
{
  if(_exitGame)
    return false;
  if(_save){
    popState();
    changeState(MenuState::getSingletonPtr());
  }
   
  return true;
}