void ContinuedGameMenuWindow::on_dropoutButton_clicked() { //disable continue button and set current character to -1 emit dropoutPlayer(); //switch to gameMainMenuWidnow emit switchToWindow(0); }
void Window::slotReturnPressed() { QListViewItem* item = mView->selectedItem(); if (item && item->isVisible()) { switchToWindow(item); } else { QString cmd = mLineEdit->text(); run(cmd); } }
void ContinuedGameMenuWindow::on_stage4Button_clicked() { //switch to debate window emit setOpponent(4); emit switchToWindow(7); emit getQuestions(); emit stageSelected(4); emit updatePhysicsWorld(getGravity(), getBounce(), getOppBounce()); }
static Bool ringDoSwitch (CompDisplay *d, CompAction *action, CompActionState state, CompOption *option, int nOption, Bool nextWindow, RingType type) { CompScreen *s; Window xid; Bool ret = TRUE; xid = getIntOptionNamed (option, nOption, "root", 0); s = findScreenAtDisplay (d, xid); if (s) { RING_SCREEN (s); if ((rs->state == RingStateNone) || (rs->state == RingStateIn)) { if (type == RingTypeGroup) { CompWindow *w; w = findWindowAtDisplay (d, getIntOptionNamed (option, nOption, "window", 0)); if (w) { rs->type = RingTypeGroup; rs->clientLeader = (w->clientLeader) ? w->clientLeader : w->id; ret = ringInitiate (s, action, state, option, nOption); } } else { rs->type = type; ret = ringInitiate (s, action, state, option, nOption); } if (state & CompActionStateInitKey) action->state |= CompActionStateTermKey; if (state & CompActionStateInitEdge) action->state |= CompActionStateTermEdge; else if (state & CompActionStateInitButton) action->state |= CompActionStateTermButton; } if (ret) switchToWindow (s, nextWindow); } return ret; }
void ContinuedGameMenuWindow::on_returnToMenuButton_clicked() { emit switchToWindow(0); }