void PlayerHand::setHandEnabled(bool enable) { if (mEnabled != enable) { mEnabled = enable; updateGraphic(); } }
void QEventPageWidget::on_pushSetSprite_clicked() { DialogCharaPicker dlg(this, true); dlg.setName(m_eventPage->character_name); dlg.setFrame(m_eventPage->character_pattern); dlg.setFacing(m_eventPage->character_direction); dlg.setIndex(m_eventPage->character_index); dlg.exec(); if (dlg.result() == QDialogButtonBox::Ok) { m_eventPage->character_name = dlg.name(); m_eventPage->character_pattern = dlg.frame(); m_eventPage->character_direction = dlg.facing(); m_eventPage->character_index = dlg.index(); updateGraphic(); } }
void QEventPageWidget::setEventPage(RPG::EventPage *eventPage) { m_eventPage = eventPage; ui->checkSwitchA->setChecked(eventPage->condition.flags.switch_a); ui->checkSwitchB->setChecked(eventPage->condition.flags.switch_b); ui->checkVar->setChecked(eventPage->condition.flags.variable); ui->comboVarOperation->setCurrentIndex(eventPage->condition.compare_operator); ui->spinVarValue->setValue(eventPage->condition.variable_value); ui->checkItem->setChecked(eventPage->condition.flags.item); ui->comboItem->setCurrentIndex(eventPage->condition.item_id-1); ui->checkHero->setChecked(eventPage->condition.flags.actor); ui->comboHero->setCurrentIndex(eventPage->condition.actor_id-1); ui->checkTimerA->setChecked(eventPage->condition.flags.timer); ui->spinTimerAMin->setValue(eventPage->condition.timer_sec/60); ui->spinTimerASec->setValue(eventPage->condition.timer_sec%60); ui->checkTimerB->setChecked(eventPage->condition.flags.timer2); ui->spinTimerBMin->setValue(eventPage->condition.timer2_sec/60); ui->spinTimerBSec->setValue(eventPage->condition.timer2_sec%60); ui->checkTransparent->setChecked(eventPage->translucent); ui->comboMoveType->setCurrentIndex(eventPage->move_type); ui->comboMoveSpeed->setCurrentIndex(eventPage->move_speed-1); ui->comboCondition->setCurrentIndex(eventPage->trigger); ui->comboLayer->setCurrentIndex(eventPage->layer); ui->checkOverlap->setChecked(eventPage->overlap); ui->comboAnimationType->setCurrentIndex(eventPage->animation_type); ui->comboMoveFrequency->setCurrentIndex(eventPage->move_frequency-1); m_effect->setEnabled(m_eventPage->translucent); updateGraphic(); m_codeGen = 0; QTreeWidgetItem *parent = 0; for (unsigned int i = 0; i < m_eventPage->event_commands.size(); i++) { QStringList p; for (unsigned int j = 0; j < m_eventPage->event_commands[i].parameters.size(); j++) p << QString::number(m_eventPage->event_commands[i].parameters[j]); QTreeWidgetItem *item = new QTreeWidgetItem(QStringList() << verbalize(m_eventPage->event_commands[i]) << QString::number(m_codeGen) << QString::fromStdString(m_eventPage->event_commands[i].string) << p.join("|")); if (m_eventPage->event_commands[i].code == Cmd::ShowChoiceOption && m_eventPage->event_commands[i].parameters[0] != 0) parent = parent->parent(); if (m_eventPage->event_commands[i].code == Cmd::ShowChoiceEnd) { parent = parent->parent()->parent(); continue; } if (parent) { switch (m_eventPage->event_commands[i].code) { case (Cmd::ShowChoiceEnd): case (Cmd::EndBranch): case (Cmd::EndLoop): case (Cmd::EndBranch_B): parent = parent->parent(); } if (!parent) ui->treeCommands->addTopLevelItem(item); else parent->addChild(item); } else ui->treeCommands->addTopLevelItem(item); switch (m_eventPage->event_commands[i].code) { case (Cmd::ShowChoice): case (Cmd::ConditionalBranch): case (Cmd::Loop): case (Cmd::ConditionalBranch_B): case (Cmd::ShowChoiceOption): case (Cmd::ElseBranch): case (Cmd::ElseBranch_B): parent = item; break; } m_codeGen++; } ui->treeCommands->expandAll(); }
void PlayerHand::setInhand( Item *item ) { mInhand = item; updateGraphic(); }