Esempio n. 1
0
void TreeViewItem::OnSelected(suic::RoutedEventArg& e)
{
    if (ItemSelected)
    {
        ItemSelected(this);
    }
}
Esempio n. 2
0
static int LogProc(WINDOW wnd, MESSAGE msg, PARAM p1, PARAM p2)
{
    WINDOW cwnd = ControlWindow(&Log, ID_LOGLIST);
    char **mn = message;
    switch (msg)    {
        case INITIATE_DIALOG:
            AddAttribute(cwnd, MULTILINE | VSCROLLBAR);
            while (*mn)    {
                SendMessage(cwnd, ADDTEXT, (PARAM) (*mn), 0);
                mn++;
            }
            SendMessage(cwnd, SHOW_WINDOW, 0, 0);
            break;
        case COMMAND:
            if ((int) p1 == ID_OK)    {
                int item;
                int tl = GetTextLines(cwnd);
                for (item = 0; item < tl; item++)
                    if (ItemSelected(cwnd, item))
                        mn[item][0] = LISTSELECTOR;
            }
            break;
        default:
            break;
    }
    return DefaultWndProc(wnd, msg, p1, p2);
}
Esempio n. 3
0
void StepItem::mousePressEvent(QGraphicsSceneMouseEvent *event) {
    emit ItemSelected(type_);

    this->update();

    QGraphicsItem::mousePressEvent(event);
}
void EmoticonSelector::emoticonClicked(const QString &str)
{
//	kdDebug(14000) << "selected emoticon '" << str << "'" << endl;
	// KDE4/Qt TODO: use qobject_cast instead.
	emit ItemSelected ( str );
	if ( isVisible() && parentWidget() &&
		parentWidget()->inherits("QPopupMenu") )
	{
		parentWidget()->close();
	}
}
Esempio n. 5
0
/*$knob_pross...............................................................*/
void knob_pross(unsigned char cmd) {
    if (cmd&1) {
        MenuScroll(gsnCurMGrp, 1);
    }
    else if (cmd&(1<<1)) {
        MenuScroll(gsnCurMGrp, -1);
    }

    if (cmd&(1<<2)) {
        ItemSelected(gsnCurMGrp);
    }
}
Esempio n. 6
0
void Scene_Battle_Rpg2k::ProcessInput() {
	if (Input::IsTriggered(Input::DECISION)) {
		switch (state) {
		case State_Start:
			// no-op
			break;
		case State_SelectOption:
			// Interpreter message boxes pop up in this state
			if (!message_window->GetVisible()) {
				OptionSelected();
			}
			break;
		case State_SelectActor:
			SetState(State_SelectCommand);
			SelectNextActor();
			break;
		case State_AutoBattle:
			// no-op
			break;
		case State_SelectCommand:
			CommandSelected();
			break;
		case State_SelectEnemyTarget:
			EnemySelected();
			break;
		case State_SelectAllyTarget:
			AllySelected();
			break;
		case State_Battle:
			// no-op
			break;
		case State_SelectItem:
			ItemSelected();
			break;
		case State_SelectSkill:
			SkillSelected();
			break;
		case State_Victory:
		case State_Defeat:
		case State_Escape:
			// no-op
			break;
		}
	}

	if (Input::IsTriggered(Input::CANCEL)) {
		Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Cancel));
		switch (state) {
		case State_Start:
		case State_SelectOption:
			// no-op
			break;
		case State_SelectActor:
		case State_AutoBattle:
			SetState(State_SelectOption);
			break;
		case State_SelectCommand:
			--actor_index;
			SelectPreviousActor();
			break;
		case State_SelectEnemyTarget:
		case State_SelectItem:
		case State_SelectSkill:
			SetState(State_SelectCommand);
			break;
		case State_SelectAllyTarget:
			SetState(previous_state);
			break;
		case State_Battle:
			// no-op
			break;
		case State_Victory:
		case State_Defeat:
		case State_Escape:
			// no-op
			break;
		}
	}
}
Esempio n. 7
0
Bool CtrlMenuSw(short snMGSeq)
{
  ItemSelected(snMGSeq);
  return BOOL_TRUE;// yasirLiang add in20160603
}
void Scene_Battle_Rpg2k3::ProcessInput() {
	if (Input::IsTriggered(Input::DECISION)) {
		switch (state) {
		case State_Start:
			// no-op
			break;
		case State_SelectOption:
			// Interpreter message boxes pop up in this state
			if (!message_window->GetVisible()) {
				OptionSelected();
			}
			break;
		case State_SelectActor:
			// no-op
			break;
		case State_AutoBattle:
			// no-op
			break;
		case State_SelectCommand:
			CommandSelected();
			break;
		case State_SelectEnemyTarget:
			EnemySelected();
			break;
		case State_SelectAllyTarget:
			AllySelected();
			break;
		case State_SelectItem:
			ItemSelected();
			break;
		case State_SelectSkill:
			SkillSelected();
			break;
		case State_AllyAction:
		case State_EnemyAction:
		case State_Battle:
			// no-op
			break;
		case State_Victory:
			if (message_window->IsNextMessagePossible()) {
				message_window->Update();
			} else {
				Scene::Pop();
			}
			break;
		case State_Defeat:
			if (Player::battle_test_flag || Game_Temp::battle_defeat_mode != 0) {
				Scene::Pop();
			} else {
				Scene::Push(EASYRPG_MAKE_SHARED<Scene_Gameover>());
			}
			break;
		case State_Escape:
			// no-op
			break;
		}
	}

	if (Input::IsTriggered(Input::CANCEL)) {
		Game_System::SePlay(Data::system.cancel_se);
		switch (state) {
		case State_Start:
		case State_SelectOption:
			// no-op
			break;
		case State_SelectActor:
		case State_AutoBattle:
			SetState(State_SelectOption);
			break;
		case State_SelectCommand:
			SetState(State_SelectOption);
			break;
		case State_SelectEnemyTarget:
		case State_SelectItem:
		case State_SelectSkill:
			SetState(State_SelectCommand);
			break;
		case State_SelectAllyTarget:
			SetState(State_SelectItem);
			break;
		case State_Battle:
		case State_AllyAction:
		case State_EnemyAction:
			// no-op
			break;
		case State_Victory:
		case State_Defeat:
			if (message_window->IsNextMessagePossible()) {
				message_window->Update();
			} else {
				Scene::Pop();
			}
			break;
		case State_Escape:
			// no-op
			break;
		}
	}
}