/**
 * Takes care of any events from the core game engine.
 * @param action Pointer to an action.
 */
void InventoryState::handle(Action *action)
{
	State::handle(action);
	
	if (action->getDetails()->type == SDL_MOUSEBUTTONDOWN)
	{
		if (action->getDetails()->button.button == SDL_BUTTON_X1)
		{
			btnNextClick(action);
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_X2)
		{
			btnPrevClick(action);
		}
	}
	if (action->getDetails()->type == SDL_KEYDOWN)
	{
		// "tab" - next solider
		if (action->getDetails()->key.keysym.sym == Options::getInt("keyBattleNextUnit"))
		{
			btnNextClick(action);
		}
		// prev soldier
		else if (action->getDetails()->key.keysym.sym == Options::getInt("keyBattlePrevUnit"))
		{
			btnPrevClick(action);
		}
	}
}
Exemple #2
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/**
 * Closes the window on right-click.
 * @param action Pointer to an action.
 */
void UnitInfoState::handle(Action *action)
{
	State::handle(action);
	if (action->getDetails()->type == SDL_MOUSEBUTTONDOWN)
	{
		if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
		{
			_game->popState();
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_X1)
		{
			if (!_mindProbe) btnNextClick(action);
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_X2)
		{
			if (!_mindProbe) btnPrevClick(action);
		}
	}
	if (action->getDetails()->type == SDL_KEYDOWN)
	{
		if (action->getDetails()->key.keysym.sym == Options::keyBattleNextUnit)
		{
			if (!_mindProbe) btnNextClick(action);
		}
		else if (action->getDetails()->key.keysym.sym == Options::keyBattlePrevUnit)
		{
			if (!_mindProbe) btnPrevClick(action);
		}
		else if (action->getDetails()->key.keysym.sym == Options::keyCancel ||
				 action->getDetails()->key.keysym.sym == Options::keyBattleStats)
		{
			_game->popState();
		}
	}
}
Exemple #3
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/**
 * Takes care of any events from the core game engine.
 * @param action Pointer to an action.
 */
void InventoryState::handle(Action *action)
{
	State::handle(action);
	
	if (action->getDetails()->type == SDL_MOUSEBUTTONDOWN)
	{
		if (action->getDetails()->button.button == SDL_BUTTON_X1)
		{
			btnNextClick(action);
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_X2)
		{
			btnPrevClick(action);
		}
	}
}
/**
 * Closes the window on right-click.
 * @param action Pointer to an action.
 */
void UnitInfoState::handle(Action *action)
{
	State::handle(action);
	if (action->getDetails()->type == SDL_MOUSEBUTTONDOWN)
	{
		if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
		{
			exitClick(action);
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_X1)
		{
			if (!_mindProbe) btnNextClick(action);
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_X2)
		{
			if (!_mindProbe) btnPrevClick(action);
		}
	}
}
Exemple #5
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MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow),
    mMediaPlayer(new DoMediaPlayer)
{
    ui->setupUi(this);

    // Up Title Widget
    ui->objTitleWidget->raise();

    // Add window style
    setWindowFlags(Qt::Window | Qt::FramelessWindowHint |
                   Qt::WindowSystemMenuHint | Qt::WindowMinimizeButtonHint);
    // Paint Attribte
    setAttribute(Qt::WA_TranslucentBackground);

    //singal
    QObject::connect(ui->objTitleWidget,SIGNAL(mousePressMove(int,int)),this,SLOT(MoveWindow(int,int)));
    QObject::connect(ui->WidgetControl,SIGNAL(btnNextClick()),this,SLOT(slot_BtnNextClick()));
    QObject::connect(ui->WidgetControl,SIGNAL(btnPlayPauseClick(int)),this,SLOT(slot_BtnPlayPauseClick(int)));
    QObject::connect(mMediaPlayer,SIGNAL(mediaStatusChanged(QMediaPlayer::MediaStatus)),
                     this,SLOT(slot_mediaStatueChanged(QMediaPlayer::MediaStatus)));
    QObject::connect(mMediaPlayer,SIGNAL(positionChanged(qint64)),ui->WidgetControl,SLOT(slot_setTime(qint64)));
}