void TreeViewItem::OnSelected(suic::RoutedEventArg& e) { if (ItemSelected) { ItemSelected(this); } }
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); }
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(); } }
/*$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); } }
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; } } }
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; } } }