void FocusManager::ViewRemoved(View* parent, View* removed) { if(focused_view_ && focused_view_==removed) { ClearFocus(); } }
void Screen::SetFocused(Widget *w, bool enableKeyRepeat) { ClearFocus(); if (enableKeyRepeat) SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); _focusedWidgetOnDelete = w->onDelete.connect(sigc::ptr_fun(&Screen::OnDeleteFocusedWidget)); focusedWidget = w; }
void ContainerWindow::SetFocus() { /* just in case our child window was focused previously, we must clear it now */ ClearFocus(); Window::SetFocus(); }
void AFournoidAIController::SetEnemy(APawn *InPawn){ if(BlackboardComp){ BlackboardComp->SetValue<UBlackboardKeyType_Object>(EnemyKeyID, InPawn); if(InPawn!=NULL){ SetFocus(InPawn); }else{ ClearFocus(EAIFocusPriority::Gameplay); } } }
void FocusManager::ValidateFocusedView() { if(focused_view_) { if(!ContainsView(focused_view_)) { ClearFocus(); } } }
void Planet::Depopulate() { PopCenter::Depopulate(); GetMeter(METER_INDUSTRY)->Reset(); GetMeter(METER_RESEARCH)->Reset(); GetMeter(METER_TRADE)->Reset(); GetMeter(METER_CONSTRUCTION)->Reset(); ClearFocus(); }
void ContainerWindow::SetActiveChild(Window &child) { if (active_child == &child) return; ClearFocus(); active_child = &child; if (parent != NULL) parent->SetActiveChild(*this); }
void AAIController::SetFocalPoint(FVector NewFocus, EAIFocusPriority::Type InPriority) { // clear out existing ClearFocus(InPriority); // now set new focus if (InPriority >= FocusInformation.Priorities.Num()) { FocusInformation.Priorities.SetNum(InPriority + 1); } FFocusKnowledge::FFocusItem& FocusItem = FocusInformation.Priorities[InPriority]; FocusItem.Position = NewFocus; }
// Event when controlled pawn has died void AMurphysLawAIController::OnKilled(const float TimeToRespawn) { // Disable movement task branch from BT and current Move task SetBlackboardCanMove(false); StopMovement(); SetBlackboardTarget(nullptr); // Stop looking at target // Note : Calling ClearFocus changes the current rotation. // Saving the rotation avoid instant turn upon death const FRotator CurrentRotation = GetPawn()->GetActorRotation(); ClearFocus(EAIFocusPriority::Gameplay); ClearFocus(EAIFocusPriority::Default); ClearFocus(EAIFocusPriority::LastFocusPriority); ClearFocus(EAIFocusPriority::Move); GetPawn()->SetActorRotation(CurrentRotation); // Respawn logic MyCharacter = Cast<AMurphysLawCharacter>(this->GetPawn()); UnPossess(); GetWorldTimerManager().SetTimer(TimerHandle_Respawn, this, &AMurphysLawAIController::Respawn, TimeToRespawn); }
void AAIController::SetFocus(AActor* NewFocus, EAIFocusPriority::Type InPriority) { if (NewFocus) { if (InPriority >= FocusInformation.Priorities.Num()) { FocusInformation.Priorities.SetNum(InPriority + 1); } FocusInformation.Priorities[InPriority].Actor = NewFocus; } else { ClearFocus(InPriority); } }
void AAIController::SetFocus(AActor* NewFocus, EAIFocusPriority::Type InPriority) { // clear out existing ClearFocus(InPriority); // now set new if (NewFocus) { if (InPriority >= FocusInformation.Priorities.Num()) { FocusInformation.Priorities.SetNum(InPriority + 1); } FocusInformation.Priorities[InPriority].Actor = NewFocus; } }
void FocusManager::RestoreFocusedView() { ViewStorage* view_storage = ViewStorage::GetSharedInstance(); if(!view_storage) { // This should never happen but bug 981648 seems to indicate it could. NOTREACHED(); return; } View* view = view_storage->RetrieveView(stored_focused_view_storage_id_); if(view) { if(ContainsView(view)) { if(!view->IsFocusableInRootView() && view->IsAccessibilityFocusableInRootView()) { // RequestFocus would fail, but we want to restore focus to controls // that had focus in accessibility mode. SetFocusedViewWithReason(view, kReasonFocusRestore); } else { // This usually just sets the focus if this view is focusable, but // let the view override RequestFocus if necessary. view->RequestFocus(); // If it succeeded, the reason would be incorrect; set it to // focus restore. if(focused_view_ == view) { focus_change_reason_ = kReasonFocusRestore; } } } } else { // Clearing the focus will focus the root window, so we still get key // events. ClearFocus(); } }
void ResourceCenter::SetFocus(const std::string& focus) { if (focus == m_focus) return; if (focus.empty()) { ClearFocus(); return; } std::vector<std::string> avail_foci = AvailableFoci(); if (std::find(avail_foci.begin(), avail_foci.end(), focus) != avail_foci.end()) { m_focus = focus; if (m_focus == m_focus_turn_initial) m_last_turn_focus_changed = m_last_turn_focus_changed_turn_initial; else m_last_turn_focus_changed = CurrentTurn(); ResourceCenterChangedSignal(); return; } ErrorLogger() << "ResourceCenter::SetFocus Exploiter!-- unavailable focus " << focus << " attempted to be set for object w/ dump string: " << Dump(); }
void FocusManager::StoreFocusedView() { ViewStorage* view_storage = ViewStorage::GetSharedInstance(); if(!view_storage) { // This should never happen but bug 981648 seems to indicate it could. NOTREACHED(); return; } // TODO (jcampan): when a TabContents containing a popup is closed, the focus // is stored twice causing an assert. We should find a better alternative than // removing the view from the storage explicitly. view_storage->RemoveView(stored_focused_view_storage_id_); if(!focused_view_) { return; } view_storage->StoreView(stored_focused_view_storage_id_, focused_view_); View* v = focused_view_; { // Temporarily disable notification. ClearFocus() will set the focus to the // main browser window. This extra focus bounce which happens during // deactivation can confuse registered WidgetFocusListeners, as the focus // is not changing due to a user-initiated event. AutoNativeNotificationDisabler local_notification_disabler; ClearFocus(); } if(v) { v->SchedulePaint(); // Remove focus border. } }
void KeyboardFocusManager::OnTouched(const TouchEvent& touchEvent) { // Clear the focus when user touch the screen ClearFocus(); }
void AAIController::K2_ClearFocus() { ClearFocus(EAIFocusPriority::Gameplay); }
void Screen::SetFocused(Widget *w, bool enableKeyRepeat) { ClearFocus(); _focusedWidgetOnDelete = w->onDelete.connect(sigc::ptr_fun(&Screen::OnDeleteFocusedWidget)); focusedWidget = w; }