コード例 #1
0
void ScrollControl::UpdateScrollBars()
{
	if ( !m_InnerPanel )
	{ return; }

	if ( ContentsAreDocked() )
	{
		m_VerticalScrollBar->SetHidden( true );
		m_HorizontalScrollBar->SetHidden( true );
		m_InnerPanel->SetSize( GetSize() );
		m_InnerPanel->SetPos( 0, 0 );
		return;
	}

	int childrenWidth = 0;
	int childrenHeight = 0;

	//Get the max size of all our children together
	for ( Base::List::iterator iter = m_InnerPanel->Children.begin(); iter != m_InnerPanel->Children.end(); ++iter )
	{
		Base* pChild = *iter;
		childrenWidth = Utility::Max( childrenWidth, pChild->Right() );
		childrenHeight = Utility::Max( childrenHeight, pChild->Bottom() );
	}

	if ( m_bCanScrollH )
	{
		m_InnerPanel->SetSize( Utility::Max( Width(), childrenWidth ), Utility::Max( Height(), childrenHeight ) );
	}
	else
	{
		m_InnerPanel->SetSize( Width() - ( m_VerticalScrollBar->Hidden() ? 0 : m_VerticalScrollBar->Width() - 1 ), Utility::Max( Height(), childrenHeight ) );
	}

	float wPercent = ( float ) Width()  / ( float )( childrenWidth + ( m_VerticalScrollBar->Hidden() ? 0 : m_VerticalScrollBar->Width() ) );
	float hPercent = ( float ) Height() / ( float )( childrenHeight + ( m_HorizontalScrollBar->Hidden() ? 0 : m_HorizontalScrollBar->Height() ) );

	if ( m_bCanScrollV )
	{ SetVScrollRequired( hPercent >= 1 ); }
	else
	{ m_VerticalScrollBar->SetHidden( true ); }

	if ( m_bCanScrollH )
	{ SetHScrollRequired( wPercent >= 1 ); }
	else
	{ m_HorizontalScrollBar->SetHidden( true ); }

	m_VerticalScrollBar->SetContentSize( m_InnerPanel->Height() );
	m_VerticalScrollBar->SetViewableContentSize( Height() - ( m_HorizontalScrollBar->Hidden() ? 0 : m_HorizontalScrollBar->Height() ) );
	m_HorizontalScrollBar->SetContentSize( m_InnerPanel->Width() );
	m_HorizontalScrollBar->SetViewableContentSize( Width() - ( m_VerticalScrollBar->Hidden() ? 0 : m_VerticalScrollBar->Width() ) );
	int newInnerPanelPosX = 0;
	int newInnerPanelPosY = 0;

	if ( CanScrollV() && !m_VerticalScrollBar->Hidden() )
	{
		newInnerPanelPosY = - ( ( m_InnerPanel->Height() ) - Height() + ( m_HorizontalScrollBar->Hidden() ? 0 : m_HorizontalScrollBar->Height() ) ) * m_VerticalScrollBar->GetScrolledAmount();
	}

	if ( CanScrollH() && !m_HorizontalScrollBar->Hidden() )
	{
		newInnerPanelPosX = - ( ( m_InnerPanel->Width() ) - Width()  + ( m_VerticalScrollBar->Hidden() ? 0 : m_VerticalScrollBar->Width() ) )  * m_HorizontalScrollBar->GetScrolledAmount();
	}

	m_InnerPanel->SetPos( newInnerPanelPosX , newInnerPanelPosY );
}
コード例 #2
0
	void init(const PlayBoardBase<H, W>& board)
	{
		Base::init(board);
		std::fill_n(leftMost, arrayH, 0);
		std::fill_n(rightMost, arrayH, width()-1);
    }
コード例 #3
0
inline
typename
enable_if2
  <
  (is_arma_sparse_type<T1>::value && is_arma_type<T2>::value && is_same_type<typename T1::elem_type, typename T2::elem_type>::value),
  SpMat<typename T1::elem_type>
  >::result
operator/
  (
  const SpBase<typename T1::elem_type, T1>& x,
  const   Base<typename T2::elem_type, T2>& y
  )
  {
  arma_extra_debug_sigprint();

  const SpProxy<T1> pa(x.get_ref());
  const   Proxy<T2> pb(y.get_ref());

  arma_debug_assert_same_size(pa.get_n_rows(), pa.get_n_cols(), pb.get_n_rows(), pb.get_n_cols(), "element-wise division");

  SpMat<typename T1::elem_type> result(pa.get_n_rows(), pa.get_n_cols());

  // The compiler should be smart enough to optimize out the inner if/else statement entirely
  typename SpProxy<T1>::const_iterator_type it = pa.begin();
  uword new_n_nonzero;
  while(it.pos() < pa.get_n_nonzero())
    {
    if(Proxy<T2>::prefer_at_accessor == false)
      {
      const typename T1::elem_type val = (*it) / pb[(it.col() * pb.get_n_rows()) + it.row()];
      if(val != 0)
        {
        ++new_n_nonzero;
        }
      }
    else
      {
      const typename T1::elem_type val = (*it) / pb.at(it.row(), it.col());
      if(val != 0)
        {
        ++new_n_nonzero;
        }
      }

    ++it;
    }

  result.mem_resize(new_n_nonzero);

  typename SpProxy<T1>::const_iterator_type it2 = pa.begin();
  uword cur_pos = 0;
  while(it2.pos() < pa.get_n_nonzero())
    {
    if(Proxy<T2>::prefer_at_accessor == false)
      {
      const typename T1::elem_type val = (*it2) / pb[(it2.col() * pb.get_n_rows()) + it2.row()];
      if(val != 0)
        {
        access::rw(result.values[cur_pos]) = val;
        access::rw(result.row_indices[cur_pos]) = it2.row();
        ++access::rw(result.col_ptrs[it2.col() + 1]);
        ++cur_pos;
        }
      }
    else
      {
      const typename T1::elem_type val = (*it2) / pb.at(it2.row(), it2.col());
      if(val != 0)
        {
        access::rw(result.values[cur_pos]) = val;
        access::rw(result.row_indices[cur_pos]) = it2.row();
        ++access::rw(result.col_ptrs[it2.col() + 1]);
        ++cur_pos;
        }
      }

    ++it2;
    }

  // Fix column pointers
  for(uword col = 1; col <= result.n_cols; ++col)
    {
    access::rw(result.col_ptrs[col]) += result.col_ptrs[col - 1];
    }

  return result;
  }
コード例 #4
0
void GraphModeler::openModifyObject(Q3ListViewItem *item)
{
    if (!item) return;

    Base* object = graphListener->findObject(item);
    BaseData* data = graphListener->findData(item);
    if( data == NULL && object == NULL)
    {
        assert(0);
    }

    ModifyObjectFlags dialogFlags = ModifyObjectFlags();
    dialogFlags.setFlagsForModeler();

    if (data)       //user clicked on a data
    {
        current_Id_modifyDialog = data;
    }
    else
    {
        if(object)
        {
            current_Id_modifyDialog = object;
            if (dynamic_cast<core::objectmodel::ConfigurationSetting*>(object)) dialogFlags.HIDE_FLAG=true;
        }
        else
        {
            assert(0);
        }
    }

    //Unicity and identification of the windows

    std::map< void*, QDialog* >::iterator testWindow =  map_modifyObjectWindow.find( current_Id_modifyDialog);
    if ( testWindow != map_modifyObjectWindow.end())
    {
        //Object already being modified: no need to open a new window
        (*testWindow).second->raise();
        return;
    }


    ModifyObject *dialogModify = new ModifyObject( current_Id_modifyDialog,item,this,dialogFlags,item->text(0));

    connect(dialogModify, SIGNAL(beginObjectModification(sofa::core::objectmodel::Base*)), historyManager, SLOT(beginModification(sofa::core::objectmodel::Base*)));
    connect(dialogModify, SIGNAL(endObjectModification(sofa::core::objectmodel::Base*)),   historyManager, SLOT(endModification(sofa::core::objectmodel::Base*)));

    if(data)
    {
        dialogModify->createDialog(data);
    }
    if(object)
    {
        dialogModify->createDialog(object);
    }

    if(object && propertyWidget)
        propertyWidget->addComponent(object->getName().c_str(), object, item);

    map_modifyObjectWindow.insert( std::make_pair(current_Id_modifyDialog, dialogModify));
    //If the item clicked is a node, we add it to the list of the element modified

    map_modifyDialogOpened.insert ( std::make_pair ( current_Id_modifyDialog, item ) );
    connect ( dialogModify, SIGNAL( dialogClosed(void *) ) , this, SLOT( modifyUnlock(void *)));
    dialogModify->show();
    dialogModify->raise();
}
コード例 #5
0
 HINLINE static DataSpace<DIM> getGridDim(const Base &base, uint32_t exchangeType)
 {
     return base.getGridSuperCells();
 }
コード例 #6
0
ファイル: DebriefingState.cpp プロジェクト: dalaq/OpenXcom
/**
 * Prepares debriefing: gathers Aliens, Corpses, Artefacts, UFO Components.
 * Adds the items to the craft.
 * Also calculates the soldiers experience, and possible promotions.
 * If aborted, only the things on the exit area are recovered.
 */
void DebriefingState::prepareDebriefing()
{
	_stats.push_back(new DebriefingStat("STR_ALIENS_KILLED", false));
	_stats.push_back(new DebriefingStat("STR_ALIEN_CORPSES_RECOVERED", false));
	_stats.push_back(new DebriefingStat("STR_LIVE_ALIENS_RECOVERED", false));
	_stats.push_back(new DebriefingStat("STR_ALIEN_ARTIFACTS_RECOVERED", false));
	_stats.push_back(new DebriefingStat("STR_ALIEN_BASE_CONTROL_DESTROYED", false));
	_stats.push_back(new DebriefingStat("STR_CIVILIANS_KILLED_BY_ALIENS", false));
	_stats.push_back(new DebriefingStat("STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES", false));
	_stats.push_back(new DebriefingStat("STR_CIVILIANS_SAVED", false));
	_stats.push_back(new DebriefingStat("STR_XCOM_OPERATIVES_KILLED", false));
	//_stats.push_back(new DebriefingStat("STR_XCOM_OPERATIVES_RETIRED_THROUGH_INJURY", false));
	_stats.push_back(new DebriefingStat("STR_XCOM_OPERATIVES_MISSING_IN_ACTION", false));
	_stats.push_back(new DebriefingStat("STR_TANKS_DESTROYED", false));
	_stats.push_back(new DebriefingStat("STR_XCOM_CRAFT_LOST", false));
	_stats.push_back(new DebriefingStat("STR_UFO_POWER_SOURCE", true));
	_stats.push_back(new DebriefingStat("STR_UFO_NAVIGATION", true));
	_stats.push_back(new DebriefingStat("STR_UFO_CONSTRUCTION", true));
	_stats.push_back(new DebriefingStat("STR_ALIEN_FOOD", true));
	_stats.push_back(new DebriefingStat("STR_ALIEN_REPRODUCTION", true));
	_stats.push_back(new DebriefingStat("STR_ALIEN_ENTERTAINMENT", true));
	_stats.push_back(new DebriefingStat("STR_ALIEN_SURGERY", true));
	_stats.push_back(new DebriefingStat("STR_EXAMINATION_ROOM", true));
	_stats.push_back(new DebriefingStat("STR_ALIEN_ALLOYS", true));
	_stats.push_back(new DebriefingStat("STR_ELERIUM_115", true));

	SavedGame *save = _game->getSavedGame();
	SavedBattleGame *battle = save->getBattleGame();
	bool aborted = battle->isAborted();
	Craft* craft = 0;
	std::vector<Craft*>::iterator craftIterator;
	Base* base = 0;

	int playerInExitArea = 0; // if this stays 0 the craft is lost...
	int playersSurvived = 0; // if this stays 0 the craft is lost...

	for (std::vector<Base*>::iterator i = save->getBases()->begin(); i != save->getBases()->end(); ++i)
	{

		// in case we have a craft - check which craft it is about
		for (std::vector<Craft*>::iterator j = (*i)->getCrafts()->begin(); j != (*i)->getCrafts()->end(); ++j)
		{
			if ((*j)->isInBattlescape())
			{
				craft = (*j);
				base = (*i);
				craftIterator = j;
				craft->returnToBase();
				craft->setLowFuel(true);
				craft->setInBattlescape(false);
			}
		}
	}

	// UFO crash/landing site disappears
	for (std::vector<Ufo*>::iterator i = save->getUfos()->begin(); i != save->getUfos()->end(); ++i)
	{
		if ((*i)->isInBattlescape())
		{
			delete *i;
			save->getUfos()->erase(i);
			break;
		}
	}

	// lets see what happens with units
	for (std::vector<BattleUnit*>::iterator j = battle->getUnits()->begin(); j != battle->getUnits()->end(); ++j)
	{
		UnitStatus status = (*j)->getStatus();
		UnitFaction faction = (*j)->getFaction();
		int value = (*j)->getUnit()->getValue();
		Soldier *soldier = dynamic_cast<Soldier*>((*j)->getUnit());

		if (status == STATUS_DEAD)
		{
			if (faction == FACTION_HOSTILE)
			{
				addStat("STR_ALIENS_KILLED", 1, value);
			}
			if (faction == FACTION_PLAYER)
			{
				if (soldier != 0)
				{
					addStat("STR_XCOM_OPERATIVES_KILLED", 1, -value);
					for (std::vector<Soldier*>::iterator i = base->getSoldiers()->begin(); i != base->getSoldiers()->end(); ++i)
					{
						if ((*i) == soldier)
						{
							delete (*i);
							base->getSoldiers()->erase(i);
							break;
						}
					}
				}
				else
				{
					// non soldier player = tank
					addStat("STR_TANKS_DESTROYED", 1, -value);
				}
			}
		}
		else if (status == STATUS_UNCONSCIOUS)
		{
			if (faction == FACTION_HOSTILE && (!aborted || (*j)->isInExitArea()))
			{
				addStat("STR_LIVE_ALIENS_RECOVERED", 1, value);
			}
		}
		else if (faction == FACTION_PLAYER)
		{
			playersSurvived++;
			if ((*j)->isInExitArea() || !aborted)
			{
				playerInExitArea++;
				(*j)->postMissionProcedures();
			}
			else
			{
				addStat("STR_XCOM_OPERATIVES_MISSING_IN_ACTION", 1, -value);
				for (std::vector<Soldier*>::iterator i = base->getSoldiers()->begin(); i != base->getSoldiers()->end(); ++i)
				{
					if ((*i) == dynamic_cast<Soldier*>((*j)->getUnit()))
					{
						delete (*i);
						base->getSoldiers()->erase(i);
						break;
					}
				}
			}
		}
	}
	if (((playerInExitArea == 0 && aborted) || (playersSurvived == 0)) && craft != 0)
	{
		addStat("STR_XCOM_CRAFT_LOST", 1, -200);
		delete craft;
		base->getCrafts()->erase(craftIterator);
		for (std::vector<Soldier*>::iterator i = base->getSoldiers()->begin(); i != base->getSoldiers()->end();)
		{
			if ((*i)->getCraft() == craft)
			{
				delete (*i);
				i = base->getSoldiers()->erase(i);
			}
			else
			{
				 ++i;
			}
		}
		_txtTitle->setText(_game->getLanguage()->getString("STR_CRAFT_IS_LOST"));
		return;
	}

	if (!aborted && playersSurvived > 0) 	// RECOVER UFO : run through all tiles to recover UFO components and items
	{
		if (battle->getMissionType() == "STR_BASE_DEFENCE")
		{
			_txtTitle->setText(_game->getLanguage()->getString("STR_BASE_IS_SAVED"));
		}
		else
		{
			_txtTitle->setText(_game->getLanguage()->getString("STR_UFO_IS_RECOVERED"));
		}

		for (int i = 0; i < battle->getHeight() * battle->getLength() * battle->getWidth(); ++i)
		{
			for (int part = 0; part < 4; part++)
			{
				if (battle->getTiles()[i]->getMapData(part))
				{
					switch (battle->getTiles()[i]->getMapData(part)->getSpecialType())
					{
					case UFO_POWER_SOURCE:
						addStat("STR_UFO_POWER_SOURCE", 1, 1); break;
					case DESTROY_OBJECTIVE:break; // this is the brain
					case UFO_NAVIGATION:
						addStat("STR_UFO_NAVIGATION", 1, 1); break;
					case ALIEN_FOOD:
						addStat("STR_ALIEN_FOOD", 1, 1); break;
					case ALIEN_REPRODUCTION:
						addStat("STR_ALIEN_REPRODUCTION", 1, 1); break;
					case ALIEN_ENTERTAINMENT:
						addStat("STR_ALIEN_ENTERTAINMENT", 1, 1); break;
					case ALIEN_SURGERY:
						addStat("STR_ALIEN_SURGERY", 1, 1); break;
					case UNKNOWN09:
						addStat("STR_UFO_CONSTRUCTION", 1, 1); break;
					case ALIEN_ALLOYS:
						addStat("STR_ALIEN_ALLOYS", 1, 1); break;
					case EXAM_ROOM:
						addStat("STR_EXAMINATION_ROOM", 1, 1); break;
					}

				}
			}
		}

		// alien alloys recovery values are divided by 10 or devided by 150 in case of an alien base
		int divider = battle->getMissionType()=="STR_ALIEN_BASE_ASSAULT"?150:10;
		for (std::vector<DebriefingStat*>::iterator i = _stats.begin(); i != _stats.end(); ++i)
		{
			if ((*i)->item == "STR_ALIEN_ALLOYS")
			{
				(*i)->qty = (*i)->qty / divider;
				(*i)->score = (*i)->score / divider;
				break;
			}

			/*if ((*i)->recovery && (*i)->qty > 0)
			{
				base->getItems()->addItem((*i)->item, (*i)->qty);
			}*/
		}
	}
	else
	{
		if (battle->getMissionType() == "STR_BASE_DEFENCE")
		{
			_txtTitle->setText(_game->getLanguage()->getString("STR_BASE_IS_LOST"));
		}
		else
		{
			_txtTitle->setText(_game->getLanguage()->getString("STR_UFO_IS_NOT_RECOVERED"));
		}
	}

}
コード例 #7
0
ファイル: base.cpp プロジェクト: xiaohaoppy/kbengine
//-------------------------------------------------------------------------------------
PyObject* Base::__py_pyDestroyEntity(PyObject* self, PyObject* args, PyObject * kwargs)
{
	Base* pobj = static_cast<Base*>(self);

	if(pobj->initing())
	{
		PyErr_Format(PyExc_AssertionError,
			"%s::destroy(): %d initing, reject the request!\n",	
			pobj->scriptName(), pobj->id());
		PyErr_PrintEx(0);
		return NULL;
	}

	static char * keywords[] =
	{
		const_cast<char *> ("deleteFromDB"),
		const_cast<char *> ("writeToDB"),
		NULL
	};

	if(pobj->isDestroyed())	
	{
		PyErr_Format(PyExc_AssertionError, "%s::destroy: %d is destroyed!\n",
			pobj->scriptName(), pobj->id());
		PyErr_PrintEx(0);
		return NULL;
	}

	if(pobj->creatingCell() || pobj->cellMailbox() != NULL) 
	{
		PyErr_Format(PyExc_Exception, "%s::destroy: id:%i has cell! creatingCell=%s\n", 
			pobj->scriptName(), pobj->id(),

			pobj->creatingCell() ? "true" : "false");
		PyErr_PrintEx(0);
		return NULL;
	}

	PyObject* pyDeleteFromDB = NULL;
	PyObject* pyWriteToDB = NULL;

	if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|OO", 
		keywords, &pyDeleteFromDB, &pyWriteToDB))
	{
		PyErr_Format(PyExc_AssertionError, "%s::destroy: %d ParseTupleAndKeywords(deleteFromDB, &writeToDB) error!\n",
			pobj->scriptName(), pobj->id());
		PyErr_PrintEx(0);
		return NULL;
	}

	bool deleteFromDB = (pyDeleteFromDB != NULL) ? 
		(PyObject_IsTrue(pyDeleteFromDB) ? true : false) : false; 

	bool writeToDB = (pyWriteToDB != NULL) ? 
		(PyObject_IsTrue(pyWriteToDB) ? true : false) : pobj->hasDB();

	if(deleteFromDB || writeToDB)
	{
		// 有可能已经请求了writeToDB但还未返回写入的dbid
		// 这种情况需要返回给用户一个错误, 用户可以继续尝试这个操作
		if(pobj->hasDB() && pobj->dbid() == 0)
		{
			PyErr_Format(PyExc_AssertionError, "%s::destroy: id:%i has db, current dbid is 0. "
				"please wait for dbmgr to processing!\n", 
				pobj->scriptName(), pobj->id());
			PyErr_PrintEx(0);
			return NULL;
		}
	}

	pobj->onDestroyEntity(deleteFromDB, writeToDB);
	pobj->destroyEntity();

	S_Return;
}