void VlcWidgetSeekProgress::mouseReleaseEvent(QMouseEvent *event) { event->ignore(); updateEvent(event->pos()); unlock(); }
void VlcWidgetSeekProgress::mouseMoveEvent(QMouseEvent *event) { event->ignore(); if (!_lock) return; updateEvent(event->pos()); }
void PanelObjectEvent::on_radioButtonEventUser_toggled(bool checked) { ui->comboBoxEventsUser->setEnabled(checked); m_event->setIsSystem(false); QStandardItemModel *model = RPM::get()->project()->gameDatas() ->commonEventsDatas()->modelEventsUser(); SystemEvent *super = reinterpret_cast<SystemEvent *>(model->item(ui ->comboBoxEventsUser->currentIndex())->data().value<quintptr>()); updateEvent(super); updateParameters(super); }
void PanelObjectEvent::on_comboBoxEventsUserCurrentIndexChanged(int index) { QStandardItemModel *model = RPM::get()->project()->gameDatas() ->commonEventsDatas()->modelEventsUser(); SystemEvent *super = reinterpret_cast<SystemEvent *>(model->item(index) ->data().value<quintptr>()); if (!m_event->isSystem()) { updateEvent(super); updateParameters(super); } }
void MainWindow::makeConnections() { connect(&storage, SIGNAL(eventAdded(CalendarEvent)), calendar, SLOT(addEvent(CalendarEvent))); connect(&storage, SIGNAL(eventRemoved(CalendarEvent)), calendar, SLOT(removeEvent(CalendarEvent))); connect(calendar, SIGNAL(eventRemoved(CalendarEvent)), &storage, SLOT(removeEvent(CalendarEvent))); connect(calendar, SIGNAL(eventUpdated(CalendarEvent,CalendarEvent)), &storage, SLOT(updateEvent(CalendarEvent,CalendarEvent))); }
//!*************************************************************** //! @details: //! updates the cursor location //! //! @param[in]: x //! cursor x position //! //! @param[in]: y //! cursor y position //! //! @return: //! void //! //!*************************************************************** void ScreenScroller::updateLocation(int x, int y) { m_cursorX = x; m_cursorY = y; // test whether we shoul be scrolling evaluateLocation(); if (m_shouldScroll && !m_eventRegistered) { // register ourself as an event handler to make // sure we can capture if our window looses focus // so we don't keep scrolling in that case m_timeManager->registerEvent(this); m_eventManager->addSdlEventListener(this); m_eventRegistered = true; // call our internal updater here to kick it off updateEvent(-1); } }
void ResourceManager::loop() { iMustStopLoop = false; while( !iMustStopLoop ) { _updateElapsedTime(); UpdateEvent updateEvent(this, iElapsedTime); // The 'ResourceManager::loop()' function only updates the 'logical' objects. Renderers are updated // using the 'Renderer::launch()' function. To draw a RenderTarget, use 'Renderer::registerTarget()' to // enable it to drawing. // This loop only updates every Windows, and every RenderSceneManager. // First, we update every Windows objects. WindowHolderList whlist = iWindowManager->getWindows(); if(whlist.empty() && iCloseBehaviour == CloseBehaviour::AllWindowClosed) { iMustStopLoop = true; } else { if( !whlist.empty() ) { for(auto wholder : whlist) { if(wholder) { if(wholder->hasBeenClosed()) { // Window has been closed, we can destroy it. iWindowManager->remove(wholder->getName()); } else { // For now , we have to lock the mutex here to be sure any operations are made // within a valid mutex. wholder->lockGuard(); wholder->onEvent(updateEvent); wholder->unlockGuard(); iPerWindowBehaviours.call(); } } } } iLoopBehaviours.call(); } // Update also the RenderScene's objects. RenderSceneHolderList smhlist = iRenderSceneManager->getAll(); if( !smhlist.empty() ) { for(auto smholder : smhlist) { if( smholder ) { smholder->onEvent(updateEvent); } } } // Finally we send update event to every Listeners. sendEvent(updateEvent); } }
void aiEvents::eventCausedByBuff(int stages) { aiDebuff* debuff = (personA)->debuff; int max = (personA)->debuff->ILL; int buffLabel = 0; //check which debuff dominates the next person if (debuff->SLEEPY > max) { max = debuff->SLEEPY; buffLabel = 1; } if (debuff->HUNGRY > max) { max = debuff->HUNGRY; buffLabel = 2; } if (debuff->TIRED > max) { max = debuff->TIRED; buffLabel = 3; } if (debuff->OVERWORKED > max) { max = debuff->OVERWORKED; buffLabel = 4; } if (debuff->BEHINDSCHEDULE > max) { max = debuff->BEHINDSCHEDULE; buffLabel = 5; } if (max > 70) { if (buffLabel = 0) //ILL { if (rand() % 5 == 0) { (personA)->dailyEvents[stages]->eventType = RESTING; updateEvent(stages, personA); } } else if (buffLabel = 1) //SLEEPY { if (rand() % 5 == 0) { (personA)->dailyEvents[stages]->eventType = EATING; updateEvent(stages, personA); } } else if (buffLabel = 2) //HUNGRY { if (rand() % 5 == 0) //20% possibility to change its objective { (personA)->dailyEvents[stages]->eventType = RESTING; updateEvent(stages, personA); } } else if (buffLabel = 3) //TIRED { if (rand() % 5 == 0) { (personA)->dailyEvents[stages]->eventType = RESTING; updateEvent(stages, personA); } else if (rand() % 5 == 1) { (personA)->dailyEvents[stages]->eventType = EATING; updateEvent(stages, personA); } } else if (buffLabel = 4) //OVERWORKED { if (rand() % 5 == 0) { (personA)->dailyEvents[stages]->eventType = RESTING; updateEvent(stages, personA); } else if (rand() % 5 == 1) { (personA)->dailyEvents[stages]->eventType = EATING; updateEvent(stages, personA); } } else if (buffLabel = 5) //BEHINDSCHEDULE { if (rand() % 5 == 0) { (personA)->dailyEvents[stages]->eventType = WORKING; updateEvent(stages, personA); } } } }
void BaseModel::customEvent( QEvent* e ) { if ( e->type() == UpdateEvent::Type ) updateEvent( static_cast<UpdateEvent*>( e ) ); }
SWTrack::SWTrack(AMSEventR *event, int tid) : SubWindow(event, SW_TRACK, WIN_W, WIN_H, TBAR_H), tID(tid) { updateEvent(event); }
SWLadder::SWLadder(AMSEventR *event, int tkid) : SubWindow(event, SW_LADDER, WIN_W, WIN_H, TBAR_H), tkID(tkid) { updateEvent(event); }