void QTodoList::sort() { QTodoSortDialog sort_dialog; deselectAll(); if(sort_dialog.exec() == QDialog::Accepted) { preserveContentsYPos(); const QTodoSortCriteriaMap* criterias = sort_dialog.getCriterias(); QPtrList<QWidget> list_widgets; list_widgets.append(0); QTodoListIterator it(this); for(;it.current();++it) list_widgets.append(it.current()); QTodoListItemsSorter sorter(&list_widgets,criterias); QPtrList<QWidget>* sorted = sorter.get(); QTUM::get()->startRecording(); takeAll(); for(unsigned int i = 0; i < sorted->count(); ++i) { if(QTodoItem* item = dynamic_cast<QTodoItem*>(sorted->at(i))) { insertTodo(item,i); item->setDepth(item->getDepth()); } } QTUM::get()->stopRecording(); restoreContentsYPos(); } }
void HbXmlLoaderBaseActions::deleteAll() { QList<QObject *> list = takeAll(); qDeleteAll( list ); reset(); }
void gauss(int n, ll p) { // nx(n+1)-Matrix, Körper F_p. for (int line = 0; line < n; line++) { int swappee = line; while (mat[swappee][line] == 0) swappee++; swapLines(n, line, swappee); normalLine(n, line, p); takeAll(n, line, p); }}
void Hero::handleStateInGame(bool pressed, int key) { // only when alive if (!getHp() || !pressed) { return; } switch (key) { case (int)Key::UP: setDisplacement(0, -1); break; case (int)Key::DOWN: setDisplacement(0, 1); break; case (int)Key::LEFT: setDisplacement(-1, 0); break; case (int)Key::RIGHT: setDisplacement(1, 0); break; case 't': case 'T': takeAll(); break; case 'a': case 'A': hit(Direction::LEFT); break; case 'd': case 'D': hit(Direction::RIGHT); break; case 's': case 'S': hit(Direction::DOWN); break; case 'w': case 'W': hit(Direction::UP); break; case ' ': m_state = State::Status; break; } }