Exemple #1
0
void 
Board::SetYourSlotName(){
	SlotMap		map;

	m_slotName = map.GetSlotName( m_slotNumber );
	m_location = m_slotNumber;
}
Exemple #2
0
static void ConnectSignal(
	const std::string & valuestr,
	const SlotMap & slotmap,
	Signal & signal)
{
	typename SlotMap::const_iterator it = slotmap.find(valuestr);
	if (it != slotmap.end())
		it->second->connect(signal);
}
Exemple #3
0
void Pass::adjustSlot(int delta, Slot * & slot_out, SlotMap & smap) const
{
    if (delta < 0)
    {
        if (!slot_out)
        {
            slot_out = smap.segment.last();
            ++delta;
            if (smap.highpassed() && !smap.highwater())
            	smap.highpassed(false);
        }
        while (++delta <= 0 && slot_out)
        {
            if (smap.highpassed() && smap.highwater() == slot_out)
            	smap.highpassed(false);
            slot_out = slot_out->prev();
        }
    }
    else if (delta > 0)
    {
        if (!slot_out)
        {
            slot_out = smap.segment.first();
            --delta;
        }
        while (--delta >= 0 && slot_out)
        {
            slot_out = slot_out->next();
            if (slot_out == smap.highwater() && slot_out)
                smap.highpassed(true);
        }
    }
}
	const Property Inventory::getProperty(const CeGuiString& key) const
	{
		Property prop;
		if (key == Inventory::PROPERTY_CONTENT)
		{
			PropertyMap contentProp;

			SlotMap slots = getAllSlots();
			for (SlotMap::const_iterator it = slots.begin(); it != slots.end(); ++it)
			{
				Slot* curSlot = (*it).second;
				if (curSlot->getItem())
				{
					contentProp[(*it).first] =
						GameObjectManager::getSingleton().toProperty(curSlot->getItem());
				}
			}

			prop.setValue(contentProp);
		}
		return prop;
	}
Exemple #5
0
void Slot::setAttr(Segment *seg, attrCode ind, uint8 subindex, int16 value, const SlotMap & map)
{
    if (!this) return;
    if (ind == gr_slatUserDefnV1)
    {
        ind = gr_slatUserDefn;
        subindex = 0;
    }
    switch (ind)
    {
    case gr_slatAdvX :	m_advance.x = value; break;
    case gr_slatAdvY :	m_advance.y = value; break;
    case gr_slatAttTo :
    {
        const uint16 idx = uint16(value);
        if (idx < map.size() && map[idx])
        {
            Slot *other = map[idx];
            if (other != this && other->child(this))
            {
                attachTo(other);
                m_attach = Position(seg->glyphAdvance(other->gid()), 0);
            }
        }
        break;
    }
    case gr_slatAttX :			m_attach.x = value; break;
    case gr_slatAttY :			m_attach.y = value; break;
    case gr_slatAttXOff :
    case gr_slatAttYOff :		break;
    case gr_slatAttWithX :		m_with.x = value; break;
    case gr_slatAttWithY :		m_with.y = value; break;
    case gr_slatAttWithXOff :
    case gr_slatAttWithYOff :	break;
    case gr_slatAttLevel :
        m_attLevel = byte(value);
        break;
    case gr_slatBreak :
        seg->charinfo(m_original)->breakWeight(value);
        break;
    case gr_slatCompRef :	break;      // not sure what to do here
    case gr_slatDir :		break;  // read only
    case gr_slatInsert :
        markInsertBefore(value? true : false);
        break;
    case gr_slatPosX :		break; // can't set these here
    case gr_slatPosY :		break;
    case gr_slatShiftX :	m_shift.x = value; break;
    case gr_slatShiftY :    m_shift.y = value; break;
    case gr_slatMeasureSol :	break;
    case gr_slatMeasureEol :	break;
    case gr_slatJStretch :      break;  // handle these later
    case gr_slatJShrink :       break;
    case gr_slatJStep :         break;
    case gr_slatJWeight :       break;
    case gr_slatJWidth :	m_just = value; break;
    case gr_slatSegSplit :  seg->charinfo(m_original)->addflags(value & 3); break;
    case gr_slatUserDefn :  m_userAttr[subindex] = value; break;
    default :
    	break;
    }
}
 Server* random_addr()
 {
     return _server_map.random_addr();
 }
Exemple #7
0
static void fillServers(SlotMap& m)
{
    std::fill(m.begin(), m.end(), nullptr);
}