/** * 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); } } }
/** * 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(); } } }
/** * 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); } } }
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))); }