EQStatList::EQStatList(EQPlayer* player, QWidget* parent, const char* name) : SEQListView("StatList", parent, name), m_pPlayer(player) { int i; m_guessMaxMana = 0; for (i = 0; i < LIST_MAXLIST; i++) m_statList[i] = NULL; // add columns addColumn("Stat"); addColumn("Val", "Value"); addColumn("Max"); addColumn("%", "Percent"); restoreColumns(); QString statPrefName; for (int nloop = 0; nloop < LIST_MAXLIST; nloop++) { statPrefName.sprintf("show%s", statNames[nloop]); m_showStat[nloop] = pSEQPrefs->getPrefBool(statPrefName, preferenceName(), false); updateStat(nloop); } connect (m_pPlayer, SIGNAL(statChanged(int,int,int)), this, SLOT(statChanged (int,int,int))); connect (m_pPlayer, SIGNAL(expChangedInt(int,int,int)), this, SLOT(expChanged(int,int,int))); connect (m_pPlayer, SIGNAL(expAltChangedInt(int,int,int)), this, SLOT(expAltChanged(int,int,int))); connect (m_pPlayer, SIGNAL(stamChanged(int,int,int,int,int,int)), this, SLOT(stamChanged(int,int,int,int,int,int))); connect (m_pPlayer, SIGNAL(manaChanged(uint32_t,uint32_t)), this, SLOT(manaChanged(uint32_t,uint32_t))); connect (m_pPlayer, SIGNAL(hpChanged(uint16_t, uint16_t)), this, SLOT(hpChanged(uint16_t, uint16_t))); // restore the columns restoreColumns(); }
SkillList::SkillList(Player* player, QWidget* parent, const char* name) : SEQListView("SkillList", parent, name), m_pPlayer(player) { int i; // initialize the lists for (i = 0; i < MAX_KNOWN_SKILLS; i++) m_skillList[i] = NULL; for (i = 0; i < MAX_KNOWN_LANGS; i++) m_languageList[i] = NULL; // add the columns addColumn("Skill"); addColumn("Value"); restoreColumns(); // connect to player signals connect (m_pPlayer, SIGNAL(addSkill(int,int)), this, SLOT(addSkill(int,int))); connect (m_pPlayer, SIGNAL(changeSkill(int,int)), this, SLOT(changeSkill(int,int))); connect (m_pPlayer, SIGNAL(deleteSkills()), this, SLOT(deleteSkills())); connect (m_pPlayer, SIGNAL(addLanguage(int,int)), this, SLOT(addLanguage(int,int))); connect (m_pPlayer, SIGNAL(changeLanguage(int,int)), this, SLOT(changeLanguage(int,int))); connect (m_pPlayer, SIGNAL(deleteLanguages()), this, SLOT(deleteLanguages())); for (i = 0; i < MAX_KNOWN_SKILLS; i++) addSkill(i, m_pPlayer->getSkill(i)); // show the languages or not according to the user preference m_showLanguages = pSEQPrefs->getPrefBool("ShowLanguages", preferenceName(), true); if (m_showLanguages) addLanguages(); }
std::vector<TRenderer::RenderData> *makeRenderData( ToonzScene *scene, const std::vector<int> &rows) { TRenderSettings settings = scene->getProperties()->getOutputProperties()->getRenderSettings(); QList<bool> oldColumnStates; enableColumns(scene, oldColumnStates); std::vector<TRenderer::RenderData> *rds = new std::vector<TRenderer::RenderData>; for (int i = 0; i < (int)rows.size(); i++) { double frame = rows[i]; TFxP sceneFx = buildSceneFx(scene, frame, 1, false); TFxPair fxPair; fxPair.m_frameA = sceneFx; rds->push_back(TRenderer::RenderData(frame, settings, fxPair)); } restoreColumns(scene, oldColumnStates); return rds; }
SpawnPointList::SpawnPointList(SpawnMonitor* spawnMonitor, QWidget* parent, const char* name): SEQListView("SpawnPointList", parent, name), m_spawnMonitor(spawnMonitor), m_menu(NULL), m_aboutToPop(false) { // get whether to keep the list sorted or not m_keepSorted = pSEQPrefs->getPrefBool("KeepSorted", preferenceName(), false); // add all the columns if (showeq_params->retarded_coords) { addColumn ("N/S", "Coord1"); addColumn ("E/W", "Coord2"); } else { addColumn ("X", "Coord1"); addColumn ("Y", "Coord2"); } addColumn("Z", "Coord3"); addColumn("Remaining"); addColumn("Name"); addColumn("Last"); addColumn("Spawned"); addColumn("Count"); // default sort is on remaining setSorting(tSpawnPointRemaining, true); // restore the columns settings from preferences restoreColumns(); // put in all the spawn points that might already be present in // the spawn monitor QAsciiDictIterator<SpawnPoint> it( m_spawnMonitor->spawnPoints() ); SpawnPoint* sp; while ((sp = it.current())) { new SpawnPointListItem(this, sp); ++it; } // create the timer m_timer = new QTimer( this, "spawn-point-timer" ); connect( m_timer, SIGNAL( timeout() ), this, SLOT( refresh() ) ); connect(m_spawnMonitor, SIGNAL(newSpawnPoint(const SpawnPoint*)), this, SLOT(newSpawnPoint(const SpawnPoint*))); connect(m_spawnMonitor, SIGNAL(clearSpawnPoints()), this, SLOT(clear())); connect(m_spawnMonitor, SIGNAL(selectionChanged(const SpawnPoint*)), this, SLOT(handleSelChanged(const SpawnPoint*))); connect(this, SIGNAL(rightButtonClicked(QListViewItem*, const QPoint&, int)), this, SLOT(rightButtonClicked(QListViewItem*, const QPoint&, int))); connect(this, SIGNAL( selectionChanged(QListViewItem*)), this, SLOT(handleSelectItem(QListViewItem*))); m_timer->start(10000L); }