Exemple #1
0
//-----------------------------------------------------------------------------
// Function: ComponentTreeView::mouseDoubleClickEvent()
//-----------------------------------------------------------------------------
void ComponentTreeView::mouseDoubleClickEvent( QMouseEvent* event )
{
	event->accept();

	QModelIndex index = indexAt(event->pos());

	if (!index.isValid()) {
		return;
	}

	// save the position where click occurred
	pressedPoint_ = event->pos();
	
	getPressedItem()->openItem();
}
Exemple #2
0
//-----------------------------------------------------------------------------
// Function: ComponentTreeView::contextMenuEvent()
//-----------------------------------------------------------------------------
void ComponentTreeView::contextMenuEvent( QContextMenuEvent* event )
{
	QModelIndex index = indexAt(event->pos());

	if (!index.isValid()) {
		return;
	}
	
	// save the position where click occurred
	pressedPoint_ = event->pos();
    ComponentEditorItem* item = getPressedItem();
	
	// if item can be opened then show the context menu
    QMenu menu(this);

    if (item->canBeOpened())
    {
        menu.addActions(item->actions());
    }
    menu.exec(event->globalPos());

	event->accept();
}
Exemple #3
0
void Options::navigateOptions(sf::Event &event) {
	switch (event.type) {
		case sf::Event::KeyPressed:
			switch (event.key.code) {
				case sf::Keyboard::Up:
					moveUp();
					break;
				case sf::Keyboard::Down:
					moveDown();
					break;
				case sf::Keyboard::Left:
					moveLeft();
					break;
				case sf::Keyboard::Right:
					moveRight();
					break;
				case sf::Keyboard::F12:
					mGame->getPlayer(1)->resetCommands();
					mGame->getPlayer(2)->resetCommands();
					draw(mGame->getRenderWindow(), mGame->getPlayer(1)->getKeyNames(), mGame->getPlayer(2)->getKeyNames());
					break;

				case sf::Keyboard::Return:
					switch (getPressedItem()) {
						case 1:
							whichKeyPressed(mGame->getPlayer(1)->getKeys()[0], mGame->getPlayer(1)->getKeyNames()[0], 0);
							break;
						case 2:
							whichKeyPressed(mGame->getPlayer(1)->getKeys()[1], mGame->getPlayer(1)->getKeyNames()[1], 1);
							break;
						case 3:
							whichKeyPressed(mGame->getPlayer(1)->getKeys()[2], mGame->getPlayer(1)->getKeyNames()[2], 2);
							break;
						case 4:
							whichKeyPressed(mGame->getPlayer(1)->getKeys()[3], mGame->getPlayer(1)->getKeyNames()[3], 3);
							break;
						case 5:
							whichKeyPressed(mGame->getPlayer(1)->getKeys()[4], mGame->getPlayer(1)->getKeyNames()[4], 4);
							break;
						case 6:
							whichKeyPressed(mGame->getPlayer(1)->getKeys()[5], mGame->getPlayer(1)->getKeyNames()[5], 5);
							break;
						case 7:
							whichKeyPressed(mGame->getPlayer(1)->getKeys()[6], mGame->getPlayer(1)->getKeyNames()[6], 6);
							break;
						case 9:
							whichKeyPressed(mGame->getPlayer(2)->getKeys()[0], mGame->getPlayer(2)->getKeyNames()[0], 7);
							break;
						case 10:
							whichKeyPressed(mGame->getPlayer(2)->getKeys()[1], mGame->getPlayer(2)->getKeyNames()[1], 8);
							break;
						case 11:
							whichKeyPressed(mGame->getPlayer(2)->getKeys()[2], mGame->getPlayer(2)->getKeyNames()[2], 9);
							break;
						case 12:
							whichKeyPressed(mGame->getPlayer(2)->getKeys()[3], mGame->getPlayer(2)->getKeyNames()[3], 10);
							break;
						case 13:
							whichKeyPressed(mGame->getPlayer(2)->getKeys()[4], mGame->getPlayer(2)->getKeyNames()[4], 11);
							break;
						case 14:
							whichKeyPressed(mGame->getPlayer(2)->getKeys()[5], mGame->getPlayer(2)->getKeyNames()[5], 12);
							break;
						case 15:
							whichKeyPressed(mGame->getPlayer(2)->getKeys()[6], mGame->getPlayer(2)->getKeyNames()[6], 13);
							break;
						case 16:
							std::cout << "User pressed Return to main menu." << std::endl;
							screenShown = false;
							mGame->getMenu()->setScreenShown(true);
					}
				default:
					break;
			}
			default:

				break;
	}
}