コード例 #1
0
void LineEditWithHistory::keyPressEvent(QKeyEvent *event)
{
    if(event->key() == Qt::Key_Up)
    {
        GetPrevious();
        emit UpPressed();
        return;
    }

    if(event->key() == Qt::Key_Down)
    {
        GetNext();
        emit DownPressed();
        return;
    }

    if(event->key() == Qt::Key_Escape)
    {
        setText(m_sEditBuffer.c_str());
        m_nCurrentCommand = m_history.size();
        return;
    }

    QLineEdit::keyPressEvent(event);

    m_sEditBuffer = text().toStdString();
}
コード例 #2
0
ファイル: input.c プロジェクト: zeldin/freedroidClassic-PS3
bool
NoDirectionPressed (void)
{
  if ( (axis_is_active && (input_axis.x || input_axis.y)) ||
      DownPressed () || UpPressed() || LeftPressed() || RightPressed() )
    return ( FALSE );
  else
    return ( TRUE );
} // int NoDirectionPressed(void)
コード例 #3
0
ファイル: PongController.cpp プロジェクト: dtbinh/Pong
void PongController::specialKeyPressed(std::string key)
{
	if(key.find("up") == 0)
	{
		UpPressed(2);
	}
	if(key.find("down") == 0)
	{
		DownPressed(2);
	}
}
コード例 #4
0
LibraryViewContainer::LibraryViewContainer(QWidget* parent)
    : QWidget(parent), ui_(new Ui_LibraryViewContainer) {
  ui_->setupUi(this);
  view()->SetFilter(filter());

  connect(filter(), SIGNAL(UpPressed()), view(), SLOT(UpAndFocus()));
  connect(filter(), SIGNAL(DownPressed()), view(), SLOT(DownAndFocus()));
  connect(filter(), SIGNAL(ReturnPressed()), view(),
          SLOT(FilterReturnPressed()));
  connect(view(), SIGNAL(FocusOnFilterSignal(QKeyEvent*)), filter(),
          SLOT(FocusOnFilter(QKeyEvent*)));

  ReloadSettings();
}
コード例 #5
0
void LibraryFilterWidget::keyReleaseEvent(QKeyEvent* e) {
  switch (e->key()) {
    case Qt::Key_Up:
      emit UpPressed();
      e->accept();
      break;

    case Qt::Key_Down:
      emit DownPressed();
      e->accept();
      break;

    case Qt::Key_Escape:
      ui_->filter->clear();
      e->accept();
      break;
  }

  QWidget::keyReleaseEvent(e);
}
コード例 #6
0
/*-----------------------------------------------------------------
 * @Desc: the acutal Takeover game-playing is done here
 *
 *
 *-----------------------------------------------------------------*/
void
PlayGame (void)
{
  int countdown = 100;   /* lenght of Game in 1/10 seconds */
  char count_text[80];
  int FinishTakeover = FALSE;
  int row;

  Uint32 prev_count_tick, count_tick_len;  /* tick vars for count-down */
  Uint32 prev_move_tick, move_tick_len;    /* tick vars for motion */
  Uint32 last_movekey_time, wait_move_ticks = 110;    /* number of ticks to wait before "key-repeat" */

  int up, down, set; 
  int up_counter, down_counter; 
  int wheel_up, wheel_down;

  count_tick_len = 100;   /* countdown in 1/10 second steps */
  move_tick_len  = 60;    /* allow motion at this tick-speed in ms */
  
  up = down = set = FALSE;
  up_counter = down_counter = 0;
  wheel_up = wheel_down = 0;

  prev_count_tick = prev_move_tick = SDL_GetTicks (); /* start tick clock */
  
  ResetMouseWheel ();  // forget about previous wheel events

  CountdownSound();
  while (!FinishTakeover)
    {
      cur_time = SDL_GetTicks ();
      
      /* 
       * here we register if there have been key-press events in the
       * "waiting period" between move-ticks :
       */
      if ( !up && UpPressed () )
	{
	  up = TRUE;
	  last_movekey_time = SDL_GetTicks();
	}
      if (!down && DownPressed() )
	{
	  down = TRUE;
	  last_movekey_time = SDL_GetTicks();
	}

      set  = set  || (SpacePressed() || MouseLeftPressed());

      if (WheelUpPressed()) wheel_up ++;
      if (WheelDownPressed()) wheel_down ++;

      /* allow for a WIN-key that give immedate victory */
      if ( KeyIsPressedR ('w') && CtrlPressed() && AltPressed() )
	{
	  LeaderColor = YourColor;   /* simple as that */
	  return;  /* leave now, to avoid changing of LeaderColor! */
	} 
	
      if ( cur_time > prev_count_tick + count_tick_len ) /* time to count 1 down */
	{
	  prev_count_tick += count_tick_len;  /* set for next countdown tick */
	  countdown--;
	  sprintf (count_text, "Finish-%d", countdown);
	  DisplayBanner (count_text, NULL , 0 );

	  if (countdown && (countdown%10 == 0) ) CountdownSound();
	  if (countdown == 0)
	    {
	      EndCountdownSound();
	      FinishTakeover = TRUE;
	    }

	  AnimateCurrents ();  /* do some animation on the active cables */

	} /* if (countdown_tick has occurred) */


      /* time for movement */
      if ( cur_time > prev_move_tick + move_tick_len )  
	{
	  prev_move_tick += move_tick_len; /* set for next motion tick */
	  EnemyMovements ();

	  if (wheel_up || (up && (SDL_GetTicks() - last_movekey_time > wait_move_ticks)))
	    {
	      CapsuleCurRow[YourColor]--;
	      if (CapsuleCurRow[YourColor] < 1)
		CapsuleCurRow[YourColor] = NUM_LINES;
	
	      if (!UpPressed()) up = FALSE;  
	      if (wheel_up) wheel_up --;
	    }
	  if (wheel_down || (down && (SDL_GetTicks() - last_movekey_time > wait_move_ticks)))
	    {
	      CapsuleCurRow[YourColor]++;
	      if (CapsuleCurRow[YourColor] > NUM_LINES)
		CapsuleCurRow[YourColor] = 1;

	      if (!DownPressed()) down = FALSE;
	      if (wheel_down) wheel_down --;
	    }    

	  if ( set && (NumCapsules[YOU] > 0))
	    {
	      set = FALSE;
	      row = CapsuleCurRow[YourColor] - 1;
	      if ((row >= 0) &&
		  (ToPlayground[YourColor][0][row] != KABELENDE) &&
		  (ActivationMap[YourColor][0][row] == INACTIVE))
		{
		  NumCapsules[YOU]--;
		  CapsuleCurRow[YourColor] = 0;
		  ToPlayground[YourColor][0][row] = VERSTAERKER;
		  ActivationMap[YourColor][0][row] = ACTIVE1;
		  CapsuleCountdown[YourColor][0][row] = CAPSULE_COUNTDOWN * 2;

		  Takeover_Set_Capsule_Sound ();
		}	/* if (row > 0 && ... ) */
	    } /* if ( set ) */

	  ProcessCapsules ();	/* count down the lifetime of the capsules */

	  ProcessPlayground ();
	  ProcessPlayground ();
	  ProcessPlayground ();
	  ProcessPlayground ();	/* this has to be done several times to be sure */

	  ProcessDisplayColumn ();

	} /* if (motion_tick has occurred) */

      ShowPlayground ();

    }	/* while !FinishTakeover */

  /* Schluss- Countdown */
  countdown = CAPSULE_COUNTDOWN;

  while (countdown--)
    {
      while ( SDL_GetTicks() < prev_count_tick + count_tick_len ) ;
      prev_count_tick += count_tick_len;
      ProcessCapsules ();	/* count down the lifetime of the capsules */
      ProcessCapsules ();	/* do it twice this time to be faster */
      AnimateCurrents ();
      ProcessPlayground ();
      ProcessPlayground ();
      ProcessPlayground ();
      ProcessPlayground ();	/* this has to be done several times to be sure */
      ProcessDisplayColumn ();
      ShowPlayground ();

    }	/* while (countdown) */

    return;

} /* PlayGame() */