コード例 #1
0
void SelectionModelSynchronizer::syncedSelectionChanged(const QItemSelection &selected, const QItemSelection &deselected) {
  Q_UNUSED(selected);
  Q_UNUSED(deselected);

  if(!_changeSelectionEnabled)
    return;

  QItemSelectionModel *selectionModel = qobject_cast<QItemSelectionModel *>(sender());
  Q_ASSERT(selectionModel);

  QItemSelection mappedSelection = selectionModel->selection();
  QItemSelection currentSelectionMapped = mapSelectionFromSource(currentSelection(), selectionModel);

  QItemSelection checkSelection = currentSelectionMapped;
  checkSelection.merge(mappedSelection, QItemSelectionModel::Deselect);
  if(checkSelection.isEmpty()) {
    // that means the new selection contains the current selection (currentSel - newSel = {})
    checkSelection = mappedSelection;
    checkSelection.merge(currentSelectionMapped, QItemSelectionModel::Deselect);
    if(checkSelection.isEmpty()) {
      // that means the current selection contains the new selection (newSel - currentSel = {})
      // -> currentSel == newSel
      return;
    }
  }
  setCurrentSelection(mapSelectionToSource(mappedSelection, selectionModel));
}
コード例 #2
0
ファイル: selectioncontroller.cpp プロジェクト: aveminus/freq
    void SelectionController::
            setupGui()
    {
        Ui::SaweMainWindow* main = _model->project()->mainWindow();
        Ui::MainWindow* ui = main->getItems();

        //connect(ui->actionActionAdd_selection, SIGNAL(triggered()), SLOT(receiveAddSelection()));
        connect(ui->actionActionRemove_selection, SIGNAL(triggered()), SLOT(receiveAddClearSelection()));
        connect(ui->actionCropSelection, SIGNAL(triggered()), SLOT(receiveCropSelection()));
        //connect(ui->actionMoveSelection, SIGNAL(toggled(bool)), SLOT(receiveMoveSelection(bool)));
        //connect(ui->actionMoveSelectionTime, SIGNAL(toggled(bool)), SLOT(receiveMoveSelectionInTime(bool)));

        ui->actionActionAdd_selection->setEnabled( false );
        ui->actionActionRemove_selection->setEnabled( true );
        ui->actionCropSelection->setEnabled( true );
        ui->actionMoveSelection->setEnabled( false );
        ui->actionMoveSelectionTime->setEnabled( false );

        Support::ToolBar* toolBarTool = new Support::ToolBar(main);
        toolBarTool->setObjectName(QString::fromUtf8("toolBarSelectionController"));
        toolBarTool->setEnabled(true);
        toolBarTool->setContextMenuPolicy(Qt::NoContextMenu);
        toolBarTool->setToolButtonStyle(Qt::ToolButtonIconOnly);
        main->addToolBar(Qt::TopToolBarArea, toolBarTool);

        connect(ui->actionToggleSelectionToolBox, SIGNAL(toggled(bool)), toolBarTool, SLOT(setVisible(bool)));
        connect(toolBarTool, SIGNAL(visibleChanged(bool)), ui->actionToggleSelectionToolBox, SLOT(setChecked(bool)));

        selectionComboBox_ = new Ui::ComboBoxAction();
        toolBarTool->addWidget( selectionComboBox_ );
        toolBarTool->addAction( ui->actionActionRemove_selection );
        toolBarTool->addAction( ui->actionCropSelection );
        toolBarTool->setVisible( true );

        connect(_model, SIGNAL(selectionChanged()), SLOT(onSelectionChanged()));
        //connect(_model->project()->head.get(), SIGNAL(headChanged()), SLOT(tryHeadAsSelection()));
        connect(selectionComboBox_, SIGNAL(toggled(bool)), SLOT(selectionComboBoxToggled()));
        connect(this, SIGNAL(enabledChanged(bool)), selectionComboBox_, SLOT(setChecked(bool)));

        deselect_action_ = new QAction(this);
        connect(deselect_action_, SIGNAL(triggered()), SLOT(deselect()));
        deselect_action_->setShortcut(Qt::Key_Escape);
        addAction(deselect_action_);


        setCurrentSelection(Signal::OperationDesc::ptr());

        toolfactory();

        renderview_tool_selector->default_tool = this;

#ifdef TARGET_hast
        ui->actionActionRemove_selection->setVisible(false);
        ui->actionCropSelection->setVisible(false);
#endif

    }
コード例 #3
0
ファイル: selectioncontroller.cpp プロジェクト: aveminus/freq
    void SelectionController::
            setThisAsCurrentTool( bool active )
    {
        if (!active)
            setCurrentSelection( Signal::OperationDesc::ptr() );

        if (active)
            renderview_tool_selector->setCurrentToolCommand( this );
        else
            renderview_tool_selector->setCurrentTool( this, active );
    }
コード例 #4
0
ファイル: MainMenu.cpp プロジェクト: Sethix/Ghost-Puncher
// Set our start values and load our menu textures if it's our first time at the screen.
MainMenu::MainMenu()
{
	setCurrentSelection(0);
	setSplashState(true);
	setChangedSelection(false);
	setExiting(false);

	hScoreString = "High score: ";

	setSelectedTexture("Select");
	setSplashTexture("Splash");
	setFontMap("Font");

	if (!loaded)
	{
		loadTexture(selectedTexture, "../textures/select.png", 1, 1);
		loadTexture(splashTexture, "../textures/splash.bmp", 1, 1);
		loadTexture(fontMap, "../textures/fontmap.png", 16, 16);
	}
}
コード例 #5
0
ファイル: selectioncontroller.cpp プロジェクト: aveminus/freq
 void SelectionController::
         deselect()
 {
     setCurrentSelection(Signal::OperationDesc::ptr());
 }
コード例 #6
0
ファイル: SetupScreen.cpp プロジェクト: ZwodahS/DiceBattle
void SetupScreen::update(sf::RenderWindow& window, const sf::Time& delta, const bool& handleInput)
{
    if(!_connected)
    {
        _rejoinTimer -= delta.asSeconds();
        if(_rejoinTimer <= 0)
        {
            _gameSetup->joinServer();
            _rejoinTimer = 5;
        }
        return;
    }
    // handles input
    if(handleInput && screenState == Screen::Active)
    {
        zf::Mouse& mouse = _game.mouse;
        sf::Vector2f mousePosF = mouse.getWorldPosition(window);
        if(mouse.left.thisReleased)
        {
            if(setupType == GameType::Local)
            {
                if(nameBorder1.bound.contains(mousePosF))
                {
                    setCurrentSelection(Name1);
                }
                else if(nameBorder2.bound.contains(mousePosF))
                {
                    setCurrentSelection(Name2);
                }
                else if(_startButton.clickBound.contains(mousePosF))
                {
                    _game.startLocalGame(player1.name, player2.name);                
                }
            }
            else
            {
                if(nameBorder1.bound.contains(mousePosF))
                {
                    if(player1.uniqueId == "")
                    {
                        _gameSetup->setRole("1");
                    }
                }
                else if(nameBorder2.bound.contains(mousePosF))
                {
                    if(player2.uniqueId == "")
                    {
                        _gameSetup->setRole("2");
                    }
                }
                else if(_startButton.clickBound.contains(mousePosF))
                {
                    // make sure we are host
                    if(setupType == GameType::Host)
                    {
                        std::string r = _gameSetup->getLocalRole();
                        PlayerRole::ePlayerRole role;
                        if(r == "1")
                        {
                            role = PlayerRole::PlayerOne;
                        }
                        else if(r == "2")
                        {
                            role = PlayerRole::PlayerTwo;
                        }
                        else
                        {
                            role = PlayerRole::Observer;
                        }
                        _game.startNetworkGame(_gameSetup, role);
                    }
                }
            }
        }
        else
        {
            _startButton.updateSelection(mousePosF);
            // if it is not local, then the text field is not allow to be edited.
            // It will become a button
            if(setupType != GameType::Local) 
            {
                updateButtonState(nameBorder1, mousePosF);
                updateButtonState(nameBorder2, mousePosF);        
            }
        }
    }
}
コード例 #7
0
ファイル: SetupScreen.cpp プロジェクト: ZwodahS/DiceBattle
SetupScreen::SetupScreen(Game& game, GameType::eGameType st, zf::GameSetup* setup)
    :Screen(game), setupType(st), name1Text("Player1", game.assets.gameScreenAssets.abilityFont, 20), name2Text("Player2", game.assets.gameScreenAssets.abilityFont, 20)
    , currentSelection(Name1), _gameSetup(setup), _connected(false), _rejoinTimer(0)
    , waitingForServerText("Waiting for server ...", game.assets.gameScreenAssets.abilityFont, 20)
    , _startButton(game.assets.setupScreenAssets.startButtonSelected.createSprite(), game.assets.setupScreenAssets.startButton.createSprite(), ButtonSize)
{
    if(st == GameType::Local)
    {
        player1.uniqueId = "Player1";
        player1.name = "Player1";
        player2.uniqueId = "Player2";
        player2.name = "Player2";
        _connected = true;
        setCurrentSelection(Name1);
    }
    else if(st == GameType::Host)
    {
        if(_gameSetup != 0)
        {
            _gameSetup->addGameSetupListener(*this);
        }
        name1Text.setString(" ");
        name2Text.setString(" ");
        player1.uniqueId = "";
        player1.name = "";
        player1.role = "1";
        player2.uniqueId = "";
        player2.name = "";
        player2.role = "2";
        _connected = true;
    }    
    else 
    {
        if(_gameSetup != 0)
        {
            _gameSetup->addGameSetupListener(*this);
        }
        name1Text.setString(" ");
        name2Text.setString(" ");
    }
    // name and the name box
    //
    std::vector<sf::Sprite> nameBoxSprites;
    for(int i = 0 ; i < 4 ; i++)
    {
        nameBoxSprites.push_back(game.assets.setupScreenAssets.nameBox.createSprite());
    }
    nameBoxSprites[None].setColor(sf::Color(255,255,255,255));
    nameBoxSprites[Hovered].setColor(sf::Color(220,220,110,255));
    nameBoxSprites[Disabled].setColor(sf::Color(200,200,165,255));
    nameBoxSprites[Active].setColor(sf::Color(255,255,50,255));
    nameBorder1 = zf::SpriteGroup(nameBoxSprites);
    nameBorder1.setPosition(name1Position);
    name1Text.setPosition(name1Position + nameOffset);
    name1Text.setColor(sf::Color(0,0,0));
    nameBorder2 = zf::SpriteGroup(nameBoxSprites);
    nameBorder2.setPosition(name2Position);
    name2Text.setPosition(name2Position + nameOffset);
    name2Text.setColor(sf::Color(0,0,0));

// VS TEXT    
    sf::Text tmp("VS", game.assets.gameScreenAssets.abilityFont, 40);
    tmp.setPosition(vsTextPosition);
    fixedTexts.push_back(tmp);

    waitingForServerText.setPosition(waitingForServerOffset);
    
    _startButton.setPosition(startButtonPosition);
}