////////////////////////////////////////////////////////////////////////// // Implementation ////////////////////////////////////////////////////////////////////////// CQuadTreeNode::CQuadTreeNode(unsigned int t_depth, float t_top, float t_left, float t_right, float t_bottom) { m_depth = t_depth; m_top = t_top; m_left = t_left; m_right = t_right; m_bottom = t_bottom; initChildren(); }
/*! If this is a tuple item, set change flag in list, otherwise if this is an attribute item, then set flag for changes to be propagated to the in-memory (QmvTupleAttribute) storage object. */ void QmvItem::notifyValueChange() { // tuple needs to know about all changes listview->setPersistent( FALSE ); // Is this the parent tuple if ( !shuttletupleattribute ) { setChanged(FALSE); if ( hasSubItems() ) initChildren(); } else { childValueChanged( this ); // Dont update the QmvTupleAttribute yet // - otherwise it will update on every keystroke. setChanged( FALSE ); } }
// Reimplemented void QmvItem::setOpen( bool b ) { // State consistent already if ( b == open ) return; open = b; // Add the children if ( open ) { createChildren(); initChildren(); } else { deleteChildren(); } qApp->processEvents(); listview->updateEditorSize(); }
// Set the scene to as the current active scene (or not) void Scene::setAsCurent(bool isCurrent) { // std::cout << "Scene::setAsCurrent" << std::endl; // Don't do anything if the status ain't changing if (isCurrent != _isCurrent) { // If the scene wasn't loaded yet, load it if (!_wasLoaded) { Agent::loadFromJSON(_configData); initChildren(); _wasLoaded = true; } _isCurrent = isCurrent; if (_sceneView) { _sceneView->setAsCurrent(isCurrent); } } }
BasketRoot::BasketRoot(QSqlDatabase database): Basket(0, database) { initChildren(); }
void BasketRoot::init() { initChildren(); }