//----------------------------------------------------------------------------- // 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(); }
//----------------------------------------------------------------------------- // 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(); }
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; } }