Exemple #1
0
__interrupt void PORT2_ISR(void)
{
	if (P2IFG == BIT0)
		button0();

	if (P2IFG == BIT1)
		button1();

	if (P2IFG == BIT2)
		button2();

	if (P2IFG == BIT3)
		button3();

	if (P2IFG == BIT4)
		button4();

	if (P2IFG == BIT5)
		button5();

	if (P2IFG == BIT6)
		button6();

	if (P2IFG == BIT7)
		button7();
}
//-----------------------------------------------------------------------------
int ctkCheckablePushButtonTest1(int argc, char * argv [] )
{
  QApplication app(argc, argv);

  QWidget topLevel;
  ctkCheckablePushButton button1(QObject::tr("My very long text on button"));
  ctkCheckablePushButton button2(QObject::tr("Button2"));
  ctkCheckablePushButton button3(QObject::tr("Button3"));
  ctkCheckablePushButton button4(QObject::tr("Button4"));
  ctkCheckablePushButton button5(QObject::tr("Button5"));
  ctkCheckablePushButton button6(QObject::tr("Button6"));
  ctkCheckablePushButton button7(QObject::tr("Checkable PushButton"));
  ctkCheckablePushButton button8(QObject::tr("Connected, Not User Checkable"));
  ctkCheckablePushButton button9(QObject::tr("Connected, Not User Checkable"));
  ctkCheckablePushButton button10(QObject::tr("Not Connected, User Checkable"));
  ctkCheckablePushButton button11(QObject::tr("Not Connected, User Checkable"));
  ctkCheckablePushButton button12(QObject::tr("Checkbox Not User Checkable\nButton Checkable"));
  ctkCheckablePushButton button13(QObject::tr("Checkbox and Button User Checkable"));

  QVBoxLayout *layout= new QVBoxLayout;
  layout->addWidget(&button1);
  layout->addWidget(&button2);
  layout->addWidget(&button3);
  layout->addWidget(&button4);
  layout->addWidget(&button5);
  layout->addWidget(&button6);
  layout->addWidget(&button7);
  layout->addWidget(&button8);
  layout->addWidget(&button9);
  layout->addWidget(&button10);
  layout->addWidget(&button11);
  layout->addWidget(&button12);
  layout->addWidget(&button13);
  topLevel.setLayout(layout);

  topLevel.show();
  button1.setButtonTextAlignment(Qt::AlignRight | Qt::AlignVCenter);

  if (button1.buttonTextAlignment() != (Qt::AlignRight | Qt::AlignVCenter))
    {
    std::cerr << "ctkCheckablePushButton::setButtonTextAlignment failed."
              << std::endl;
    return EXIT_FAILURE;
    }

  button2.setIndicatorAlignment(Qt::AlignRight);

  if (button2.indicatorAlignment() != Qt::AlignRight)
    {
    std::cerr << "ctkCheckablePushButton::setIndicatorAlignment failed."
              << std::endl;
    return EXIT_FAILURE;
    }

  button3.setButtonTextAlignment(Qt::AlignCenter);
  button3.setIndicatorAlignment(Qt::AlignCenter);
  button3.setCheckable(true);
  
  button4.setCheckable(true);
  button4.toggle();
  
  button5.setButtonTextAlignment(Qt::AlignCenter);
  button5.setIndicatorAlignment(Qt::AlignRight);
  
  button6.setIndicatorAlignment(Qt::AlignTop);
  button7.setButtonTextAlignment(Qt::AlignCenter);
  button7.setIndicatorAlignment(Qt::AlignLeft);
  
  // Connected to button, not user checkable:
  button8.setCheckBoxUserCheckable(false);
  button8.setCheckState(Qt::Checked);
  button9.setCheckBoxUserCheckable(false);
  button9.setCheckState(Qt::Unchecked);

  // Not connected to button, user checkable:
  button10.setCheckBoxControlsButton(false);
  button10.setCheckState(Qt::Checked);
  button11.setCheckBoxControlsButton(false);
  button11.setCheckState(Qt::PartiallyChecked);

  button12.setCheckBoxControlsButton(false);
  button12.setCheckBoxUserCheckable(false);
  button12.setCheckable(true);
  button13.setCheckBoxControlsButton(false);
  button13.setCheckBoxUserCheckable(true);
  button13.setCheckable(true);

  if (argc < 2 || QString(argv[1]) != "-I" )
    {
    QTimer::singleShot(200, &app, SLOT(quit()));
    }

  return app.exec();
}
Exemple #3
0
void QtCalculator::pb6toggled(bool myboolean){
  if(myboolean)
    button6();
  if(pb6->isOn() && (!key_pressed))
    pb6->setOn(FALSE);
}
Exemple #4
0
    bool PlayerInputStruct::pollEvents(PlayerInputStruct &oldInputs, GameEvent &e)
    {
        //Check if the given event is already a game input event.
        if(e.type() != GameEvent::GameInput)
        {
            e = event::GameInput();
        }

        if(oldInputs.action() != action()) {
            e.gameInput.setControl(GameControl::ACTION);
            e.gameInput.setState(action());
            oldInputs.setAction(action());
            return true;
        }
        if(oldInputs.up() != up()) {
            e.gameInput.setControl(GameControl::UP);
            e.gameInput.setValue(up());
            oldInputs.setUp(up());
            return true;
        }
        if(oldInputs.down() != down()) {
            e.gameInput.setControl(GameControl::DOWN);
            e.gameInput.setValue(down());
            oldInputs.setDown(down());
            return true;
        }
        if(oldInputs.left() != left()) {
            e.gameInput.setControl(GameControl::LEFT);
            e.gameInput.setValue(left());
            oldInputs.setLeft(left());
            return true;
        }
        if(oldInputs.right() != right()) {
            e.gameInput.setControl(GameControl::RIGHT);
            e.gameInput.setValue(right());
            oldInputs.setRight(right());
            return true;
        }
        if(oldInputs.button1() != button1()) {
            e.gameInput.setControl(GameControl::BUTTON1);
            e.gameInput.setState(button1());
            oldInputs.setButton1(button1());
            return true;
        }
        if(oldInputs.button2() != button2()) {
            e.gameInput.setControl(GameControl::BUTTON2);
            e.gameInput.setState(button2());
            oldInputs.setButton2(button2());
            return true;
        }
        if(oldInputs.button3() != button3()) {
            e.gameInput.setControl(GameControl::BUTTON3);
            e.gameInput.setState(button3());
            oldInputs.setButton3(button3());
            return true;
        }
        if(oldInputs.button4() != button4()) {
            e.gameInput.setControl(GameControl::BUTTON4);
            e.gameInput.setState(button4());
            oldInputs.setButton4(button4());
            return true;
        }
        if(oldInputs.button5() != button5()) {
            e.gameInput.setControl(GameControl::BUTTON5);
            e.gameInput.setState(button5());
            oldInputs.setButton5(button5());
            return true;
        }
        if(oldInputs.button6() != button6()) {
            e.gameInput.setControl(GameControl::BUTTON6);
            e.gameInput.setState(button6());
            oldInputs.setButton6(button6());
            return true;
        }
        return false;
    }