Esempio n. 1
0
void MythUITextEdit::Finalize()
{
    SetInitialStates();

    // Give it something to chew on, so it can position the initial
    // cursor in the right place.  Toggle text, to force an area recalc.
    m_Text->SetText(".");
    m_Text->SetText("");
    m_cursorImage->SetPosition(m_Text->CursorPosition(0));
}
Esempio n. 2
0
/**
 *  \copydoc MythUIType::CopyFrom()
 */
void MythUICheckBox::CopyFrom(MythUIType *base)
{
    MythUICheckBox *button = dynamic_cast<MythUICheckBox *>(base);

    if (!button)
    {
        LOG(VB_GENERAL, LOG_ERR, "Dynamic cast of base failed");
        return;
    }

    MythUIType::CopyFrom(base);

    SetInitialStates();
}
Esempio n. 3
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/**
 *  \copydoc MythUIType::CopyFrom()
 */
void MythUICheckBox::CopyFrom(MythUIType *base)
{
    MythUICheckBox *button = dynamic_cast<MythUICheckBox *>(base);
    if (!button)
    {
        VERBOSE(VB_IMPORTANT, "MythUICheckBox::CopyFrom: Dynamic cast of base "
                              "failed");
        return;
    }

    MythUIType::CopyFrom(base);

    SetInitialStates();
}
Esempio n. 4
0
/**
 *  \copydoc MythUIType::CopyFrom()
 */
void MythUIButton::CopyFrom(MythUIType *base)
{
    MythUIButton *button = dynamic_cast<MythUIButton *>(base);
    if (!button)
    {
        VERBOSE(VB_IMPORTANT,
                        "MythUIButton::CopyFrom: Dynamic cast of base failed");
        return;
    }

    m_Message = button->m_Message;
    m_ValueText = button->m_ValueText;
    m_Lockable = button->m_Lockable;

    MythUIType::CopyFrom(base);

    SetInitialStates();
}
Esempio n. 5
0
int main(int argc, char** argv)
#endif
{
	// initialize everything needed
	Log::Open();
	Audio::Open();

	ini->Load("GameData/Preferences.ini");
	
	// get the resolution from prefs
	int width = 854;
	int height = 480;

	width = atoi(ini->getValue("Preferences","DisplayWidth").c_str());
	height = atoi(ini->getValue("Preferences","DisplayHeight").c_str());
	
	InitWindow(width, height);
	
	// we're done reading the ini, nuke it.
	delete ini;
	
	/*
	 * Shaders are used for a lot here, so of course OpenGL 2.0 is required.
	 * In the future I may start using Cg, although I like GLSL more it would allow
	 * having a DX renderer without a ton of dupe shaders.
	 */
	if (!GLEW_VERSION_2_0)
	{
		Log::Print("OpenGL 2.0 is not supported. You may need to update your drivers.");
		return 1;
	}

	lua_testLoad();

	// Set up our defaults and pass control.
	SetInitialStates();
	Game::Run();

	// Clean up
	glfwTerminate();
	Audio::Close();
	Log::Close();
	return 0;
}
Esempio n. 6
0
void MythUITextEdit::CopyFrom(MythUIType *base)
{
    MythUITextEdit *textedit = dynamic_cast<MythUITextEdit *>(base);
    if (!textedit)
    {
        VERBOSE(VB_IMPORTANT, "ERROR, bad parsing");
        return;
    }

    m_Message.clear();
    m_Position = -1;

    m_blinkInterval = textedit->m_blinkInterval;
    m_cursorBlinkRate = textedit->m_cursorBlinkRate;
    m_maxLength = textedit->m_maxLength;
    m_Filter = textedit->m_Filter;
    m_keyboardPosition = textedit->m_keyboardPosition;

    MythUIType::CopyFrom(base);

    SetInitialStates();
}
Esempio n. 7
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void MythUITextEdit::Finalize()
{
    SetInitialStates();
}
Esempio n. 8
0
/**
 *  \copydoc MythUIType::Finalize()
 */
void MythUICheckBox::Finalize()
{
    SetInitialStates();
}
Esempio n. 9
0
/**
 *  \copydoc MythUIType::Finalize()
 */
void MythUIButton::Finalize()
{
    SetInitialStates();
    SetText(m_ValueText);
}