void popupWindow::setXOffset(int offset)  {
    if(m_xOffset != offset) {
        m_yOffset = offset;
        updateSize();
        emit xOffsetChanged();
    }
}
Example #2
0
void GameLayers::setXOffset(const qreal &xOffset)
{
    if (m_xOffset != xOffset) {
        m_xOffset = xOffset;

        emit xOffsetChanged();
    }
}
Example #3
0
void ShadowEffect::setXOffset(qreal value)
{
    if (qFuzzyCompare(m_xOffset, value)) {
        return;
    }
    m_xOffset = value;
    m_shadow = QImage();
    updateBoundingRect();
    xOffsetChanged(m_xOffset);
}
Example #4
0
void Viewport::setXOffset(float xOffset)
{
    xOffset = xOffset > m_maxXOffset ? m_maxXOffset : xOffset;

    if (xOffset < 0.0f)
        xOffset = 0.0f;

    if (m_xOffset != xOffset) {
        m_xOffset = xOffset;

        if (m_scene)
            m_scene->setX(-m_xOffset);

        emit xOffsetChanged();
    }
}
Example #5
0
GameLayers::GameLayers(GameScene *parent)
    : GameItem(parent)
    , m_tileWidth(32)
    , m_tileHeight(32)
    , m_totalColumns(0)
    , m_drawType(Quasi::TiledDrawType)
    , m_xOffset(0)
    , m_yOffset(0)
{
    connect(this, SIGNAL(xOffsetChanged()), this, SLOT(changeXOffset()));
    connect(this, SIGNAL(yOffsetChanged()), this, SLOT(changeYOffset()));

    // control variables
    m_drawGrid = false;
    m_gridColor = Qt::red;
}
Example #6
0
void Viewport::setXOffset(float xOffset)
{
    xOffset = qBound<float>(0.0f, xOffset, m_maxXOffset);

    // TODO create a heuristic function to calculate the animation duration
    // when m_animationDuration < 0, according to this delta
    // (bigger delta -> bigger animation duration)
    //qreal delta = qAbs(m_xOffset - xOffset);

    if (m_xOffset != xOffset) {
        m_xOffset = xOffset;

        if (m_scene) {
            m_xGroupAnimation->clear();

            QPropertyAnimation *xAnim = new QPropertyAnimation(m_scene, "x");
            xAnim->setDuration(m_animationDuration); // TODO set duration according the offset value
            xAnim->setEasingCurve(m_animationEasingCurve);
            xAnim->setStartValue(m_scene->x());
            xAnim->setEndValue(-m_xOffset);
            m_xGroupAnimation->addAnimation(xAnim);

            /* TODO: Fix this according to current layer scheme
            QPropertyAnimation *xLayerAnimation = new QPropertyAnimation(m_scene->gameLayers(), "xOffset"); // TODO
            xLayerAnimation->setDuration(m_animationDuration); // TODO
            xLayerAnimation->setEasingCurve(m_animationEasingCurve);
            xLayerAnimation->setStartValue(m_scene->gameLayers()->xOffset());
            xLayerAnimation->setEndValue(m_xOffset);
            m_xGroupAnimation->addAnimation(xLayerAnimation);
            */

            m_xGroupAnimation->start();
        }

        emit xOffsetChanged();
    }
}