Exemplo n.º 1
0
/**
**  Replace a group of selected units by an other group of units.
**
**  @param units  Array of units to be selected.
**  @param count  Number of units in array to be selected.
*/
static void ChangeSelectedUnits(CUnit **units, unsigned int count)
{
	Assert(count <= MaxSelectable);

	if (count == 1 && units[0]->Type->ClicksToExplode &&
		!units[0]->Type->IsNotSelectable) {
		HandleSuicideClick(*units[0]);
		if (!units[0]->IsAlive()) {
			NetworkSendSelection(units, count);
			return ;
		}
	}
	UnSelectAll();
	NetworkSendSelection(units, count);
	for (unsigned int i = 0; i < count; ++i) {
		CUnit &unit = *units[i];
		if (!unit.Removed && !unit.TeamSelected && !unit.Type->IsNotSelectable) {
			Selected.push_back(&unit);
			unit.Selected = 1;
			if (count > 1) {
				unit.LastGroup = GroupId;
			}
		}
	}
}
Exemplo n.º 2
0
/**
**  Select units from group of a particular unit.
**  Doesn't change the selection if the group has no unit,
**  or the unit doesn't belong to any group.
**
**  @param unit  unit belonging to the group to be selected.
**
**  @return      0 if the unit doesn't belong to a group,
**               or the number of units in the group.
*/
int SelectGroupFromUnit(CUnit &unit)
{
	if (!unit.LastGroup) { // belongs to no group
		return 0;
	}

	UnSelectAll();
	return AddGroupFromUnitToSelection(unit);
}
Exemplo n.º 3
0
void
AttributeSubject::Notify()
{
    // Call the base class's Notify method.
    Subject::Notify();

    // Now that all the Obsevrers have been called, unselect all the
    // attributes.
    UnSelectAll();
}
Exemplo n.º 4
0
/**
**  Restore selection.
*/
void RestoreSelection()
{
	UnSelectAll();
	for (int i = 0; i < PlayerMax; ++i) {
		TeamSelected[i] = _TeamSelected[i];
		for (size_t j = 0; j != _TeamSelected[i].size(); ++j) {
			TeamSelected[i][j]->TeamSelected |= (1 << i);
		}
	}
	Selected = _Selected;
	for (size_t i = 0; i != _Selected.size(); ++i) {
		Selected[i]->Selected = 1;
	}
}
Exemplo n.º 5
0
/**
**  Restore selection.
*/
void RestoreSelection()
{
	UnSelectAll();
	for (int i = 0; i < PlayerMax; ++i) {
		TeamNumSelected[i] = _TeamNumSelected[i];
		for (int j = 0; j < _TeamNumSelected[i]; ++j) {
			TeamSelected[i][j] = _TeamSelected[i][j];
			TeamSelected[i][j]->TeamSelected |= (1 << i);
		}
	}
	NumSelected = _NumSelected;
	for (int j = 0; j < _NumSelected; ++j) {
		Selected[j] = _Selected[j];
		Selected[j]->Selected = 1;
	}
}
Exemplo n.º 6
0
/**
**  Replace a group of selected units by an other group of units.
**
**  @param units  Array of units to be selected.
**  @param count  Number of units in array to be selected.
*/
static void ChangeSelectedUnits(CUnit **units, unsigned int count)
{
	Assert(count <= MaxSelectable);

	if (count == 1 && units[0]->Type->ClicksToExplode &&
		!units[0]->Type->BoolFlag[ISNOTSELECTABLE_INDEX].value) {
		HandleSuicideClick(*units[0]);
		if (!units[0]->IsAlive()) {
			NetworkSendSelection(units, count);
			return ;
		}
	}
	//Wyrmgus start
	bool suitable_selectee = false;
	for (unsigned int i = 0; i < count; ++i) {
		CUnit &unit = *units[i];
		if (!unit.Removed && !unit.TeamSelected && !unit.Type->BoolFlag[ISNOTSELECTABLE_INDEX].value && unit.IsAlive()) {
			suitable_selectee = true;
		}
	}
	if (!suitable_selectee) {
		return;
	}
	//Wyrmgus end
	UnSelectAll();
	NetworkSendSelection(units, count);
	for (unsigned int i = 0; i < count; ++i) {
		CUnit &unit = *units[i];
		if (!unit.Removed && !unit.TeamSelected && !unit.Type->BoolFlag[ISNOTSELECTABLE_INDEX].value && unit.IsAlive()) {
			Selected.push_back(&unit);
			unit.Selected = 1;
			if (count > 1) {
				unit.LastGroup = GroupId;
			}
		}
	}
}
Exemplo n.º 7
0
/**
**  Select units from a particular type and belonging to the local player.
**
**  The base is included in the selection and defines
**  the type of the other units to be selected.
**
**  @param base  Select all units of same type.
**
**  @return      Number of units found, 0 means selection unchanged
**
**  FIXME: 0 can't happen. Maybe when scripting will use it?
**
**  FIXME: should always select the nearest 9 units to the base!
*/
int SelectUnitsByType(CUnit &base)
{
	const CUnitType &type = *base.Type;
	const CViewport *vp = UI.MouseViewport;

	Assert(UI.MouseViewport);

	if (type.ClicksToExplode) {
		HandleSuicideClick(base);
	}

	// if unit is a cadaver or hidden (not on map)
	// no unit can be selected.
	if (base.Removed || base.IsAlive() == false) {
		return 0;
	}

	if (type.IsNotSelectable && GameRunning) {
		return 0;
	}
	if (base.TeamSelected) { // Somebody else onteam has this unit
		return 0;
	}

	UnSelectAll();
	Selected.push_back(&base);
	base.Selected = 1;

	// if unit isn't belonging to the player or allied player, or is a static unit
	// (like a building), only 1 unit can be selected at the same time.
	if (!CanSelectMultipleUnits(*base.Player) || !type.SelectableByRectangle) {
		return Selected.size();
	}

	//
	// Search for other visible units of the same type
	//
	std::vector<CUnit *> table;
	// select all visible units.
	// StephanR: should be (MapX,MapY,MapX+MapWidth-1,MapY+MapHeight-1) ???
	/* FIXME: this should probably be cleaner implemented if SelectUnitsByType()
	 * took parameters of the selection rectangle as arguments */
	const Vec2i offset(1, 1);
	const Vec2i minPos = vp->MapPos - offset;
	const Vec2i vpSize(vp->MapWidth, vp->MapHeight);
	const Vec2i maxPos = vp->MapPos + vpSize + offset;
	Select(minPos, maxPos, table, HasSameTypeAs(type));

	// FIXME: peon/peasant with gold/wood & co are considered from
	//   different type... idem for tankers
	for (size_t i = 0; i != table.size(); ++i) {
		CUnit &unit = *table[i];
		if (!CanSelectMultipleUnits(*unit.Player)) {
			continue;
		}
		if (unit.IsUnusable()) {  // guess SelectUnits doesn't check this
			continue;
		}
		if (&unit == &base) {  // no need to have the same unit twice :)
			continue;
		}
		if (unit.TeamSelected) { // Somebody else onteam has this unit
			continue;
		}
		Selected.push_back(&unit);
		unit.Selected = 1;
		if (Selected.size() == MaxSelectable) {
			break;
		}
	}
	if (Selected.size() > 1) {
		for (size_t i = 0; i != Selected.size(); ++i) {
			Selected[i]->LastGroup = GroupId;
		}
	}
	NetworkSendSelection(&Selected[0], Selected.size());
	return Selected.size();
}
Exemplo n.º 8
0
/**
**  Unselect all currently selected units.
*/
static void UiUnselectAll()
{
	UnSelectAll();
	NetworkSendSelection((CUnit **)NULL, 0);
	SelectionChanged();
}
Exemplo n.º 9
0
/**
**	Handle keys in command mode.
**
**	@param key	Key scancode.
**	@return		True, if key is handles; otherwise false.
*/
local int CommandKey(int key)
{
    switch( key ) {
	case '\r':
	    KeyState=KeyStateInput;
	    Input[0]='\0';
	    InputIndex=0;
	    ShowInput();
	    return 1;
	case '^':
	    UnSelectAll();
            break;
        case '0':
        case '1':
        case '2':
        case '3':
        case '4':
        case '5':
        case '6':
        case '7':
        case '8':
        case '9':
            if( KeyModifiers&ModifierControl ) {
                //  dirty atoi version :)
                SetGroup(Selected,NumSelected,key-48);
            } else {
                SelectGroup(key-48);
            }
            UpdateBottomPanel();
            MustRedraw|=RedrawCursor|RedrawMap|RedrawPanels;
            break;
#if 0
    IfDebug(
	case '0':
	    ++ThisPlayer;
	    if( ThisPlayer==&Players[PlayerMax] ) {
		ThisPlayer=&Players[0];
	    }
	    MustRedraw=RedrawEverything;
	    break;

	case '1':
	    --ThisPlayer;
	    if( ThisPlayer<&Players[0] ) {
		ThisPlayer=&Players[PlayerMax-1];
	    }
	    MustRedraw=RedrawEverything;
	    break;
    );
#endif
        case KeyCodePause:
	case 'P':			// If pause-key didn't work
            if(GamePaused) {
                GamePaused=0;
                SetStatusLine("Game Resumed");
	    } else {
                GamePaused=1;
                SetStatusLine("Game Paused");
	    }
	    break;

	case KeyCodeF10:
	    InterfaceState=IfaceStateMenu;
	    GamePaused=1;
	    SetStatusLine("Game Paused");
	    ProcessMenu(MENU_GAME);
	    break;

	case '+':
	    VideoSyncSpeed+=10;
	    InitVideoSync();
	    SetStatusLine("Faster");
	    break;

	case '-':
	    VideoSyncSpeed-=10;
	    InitVideoSync();
	    SetStatusLine("Slower");
	    break;

	case 'S':			// SMALL s is needed for panel
	    SaveAll();
	    break;

	case 'c':
	    if(	NumSelected==1 ) {
		MapCenter(Selected[0]->X,Selected[0]->Y);
	    }
	    break;

//	TAB toggles minimap.
//	FIXME: more...
	case '\t':
	    DebugLevel1("TAB\n");
	    MinimapWithTerrain^=1;
	    MustRedraw|=RedrawMinimap;
	    break;
	    // FIXME: shift+TAB

	case 'q':
	    Exit(0);
	case KeyCodeUp:
	    if( MapY ) {
		if( KeyModifiers&ModifierControl ) {
		    if( MapY<MapHeight/2 ) {
			MapY=0;
		    } else {
			MapY-=MapHeight/2;
		    }
		} else {
		    --MapY;
		}
		MustRedraw|=RedrawMaps|RedrawMinimapCursor;
	    }
	    break;
	case KeyCodeDown:
	    if( MapY<TheMap.Height-MapHeight ) {
		if( KeyModifiers&ModifierControl ) {
		    if( MapY<TheMap.Height-MapHeight-MapHeight/2 ) {
			MapY+=MapHeight/2;
		    } else {
			MapY=TheMap.Height-MapHeight;
		    }
		} else {
		    ++MapY;
		}
		MustRedraw|=RedrawMaps|RedrawMinimapCursor;
	    }
	    break;
	case KeyCodeLeft:
	    if( MapX ) {
		if( KeyModifiers&ModifierControl ) {
		    if( MapX<MapWidth/2 ) {
			MapX=0;
		    } else {
			MapX-=MapWidth/2;
		    }
		} else {
		    --MapX;
		}
		MustRedraw|=RedrawMaps|RedrawMinimapCursor;
	    }
	    break;
	case KeyCodeRight:
	    if( MapX<TheMap.Width-MapWidth ) {
		if( KeyModifiers&ModifierControl ) {
		    if( MapX<TheMap.Width-MapWidth-MapWidth/2 ) {
			MapX+=MapWidth/2;
		    } else {
			MapX=TheMap.Width-MapWidth;
		    }
		} else {
		    ++MapX;
		}
		MustRedraw|=RedrawMaps|RedrawMinimapCursor;
	    }
	    break;

	default:
	    DebugLevel3("Key %d\n",key);
	    return 0;
    }
Exemplo n.º 10
0
MriWatcherGUI::MriWatcherGUI(QWidget *parent)
{
  setupUi(this);
  installEventFilter(this);
  setAcceptDrops(true);

  connect(g_loadimg, SIGNAL( clicked() ), this, SLOT( LoadImg() ) );
  connect(g_loadoverlay, SIGNAL( clicked() ), this, SLOT( LoadOverlay() ) );
  connect(g_loadimg2, SIGNAL( clicked() ), this, SLOT( LoadImg2() ) );
  connect(g_reset_view, SIGNAL( clicked() ), this, SLOT( ResetView() ) );
  connect(g_screenshot, SIGNAL( clicked() ), this, SLOT( ScreenShot() ) );
  connect(g_combine, SIGNAL( clicked() ), this, SLOT( Combine() ) );
  connect(g_help, SIGNAL( clicked() ), this, SLOT( Help() ) );
  connect(g_xview, SIGNAL( toggled(bool) ), this, SLOT( ChangeView() ) );
  connect(g_yview, SIGNAL( toggled(bool) ), this, SLOT( ChangeView() ) );
  connect(g_zview, SIGNAL( toggled(bool) ), this, SLOT( ChangeView() ) );
  connect(g_slice_slider, SIGNAL( sliderMoved(int) ), this, SLOT( ChangeSlice(int) ) );
//    connect(g_slice_slider, SIGNAL( valueChanged(int) ), this, SLOT( ChangeSlice(int) ));
  connect(g_overlay_alpha_slider, SIGNAL( valueChanged(int) ), this, SLOT( ChangeOverlayAlpha(int) ) );
  connect(g_draw_name, SIGNAL( stateChanged(int) ), this, SLOT( DrawImageName(int) ) );
  connect(g_draw_info, SIGNAL( stateChanged(int) ), this, SLOT( DrawImageInfo(int) ) );
  connect(g_draw_position, SIGNAL( stateChanged(int) ), this, SLOT( DrawImagePosition(int) ) );
  connect(g_draw_intensity, SIGNAL( stateChanged(int) ), this, SLOT( DrawImageIntensity(int) ) );
  connect(g_overlayzero, SIGNAL( stateChanged(int) ), this, SLOT( ChangeOverlayZero() ) );
  connect(g_intensity_min_slider, SIGNAL( valueChanged(int) ), this, SLOT( ChangeIntensityMin(int) ) );
  connect(g_intensity_max_slider, SIGNAL( valueChanged(int) ), this, SLOT( ChangeIntensityMax(int) ) );
  connect(g_blending_mode, SIGNAL( stateChanged(int) ), this, SLOT( SetBlendingMode() ) );
  connect(g_alpha, SIGNAL( valueChanged(int) ), this, SLOT( ChangeImageAlpha(int) ) );
  connect(g_viewall, SIGNAL( toggled(bool) ), this, SLOT( ViewOptions() ) );
  connect(g_viewcolumn, SIGNAL( toggled(bool) ), this, SLOT( ViewOptions() ) );
  // connect(g_nbcolumn, SIGNAL( returnPressed() ), this, SLOT( ViewOptions() ) );
  connect(g_nbcolumn, SIGNAL( valueChanged(int) ), this, SLOT( ChangeColumn() ));
  connect(g_overlaymin, SIGNAL( returnPressed() ), this, SLOT( ChangeOverlayMinMax() ) );
  connect(g_overlaymax, SIGNAL( returnPressed() ), this, SLOT( ChangeOverlayMinMax() ) );

  m_direction = 0;
  m_numberofimages = 0;
  m_maxsize[0] = 0;
  m_maxsize[1] = 0;
  m_maxsize[2] = 0;
  m_imagemin = 999999;
  m_imagemax = 0;
  m_keyalt = false;
  m_keyctrl = false;   // multiselection
  m_overlaymin = 0;
  m_overlaymax = 0;
  m_imagemanager.ChangeAlpha(100);

  g_slice_slider->setEnabled(false);
  g_overlay_alpha_slider->setEnabled(false);

  g_intensity_min_slider->setMinimum(0);
  g_intensity_max_slider->setMinimum(0);
  g_intensity_min_slider->setMaximum(static_cast<int>(MAX_PERCENTAGE) );
  g_intensity_max_slider->setMaximum(static_cast<int>(MAX_PERCENTAGE) );
  g_intensity_min_slider->setValue(0);
  g_intensity_max_slider->setValue(static_cast<int>(MAX_PERCENTAGE) );

  m_frame = new MriWatcherFrame(g_scrollArea);

  connect(m_frame, SIGNAL( UnSelectAll() ), this, SLOT( UnSelectAll() ) );
  connect(m_frame, SIGNAL( GetFiles(const QString &) ), this, SLOT( LoadFile(const QString &) ) );
  //   m_imageframelayout = new ImageFrameLayout();
  //   QBoxLayout* gm = new QVBoxLayout(m_frame);
  m_imageframelayout = new ImageFrameLayout();
//    g_scrollArea->setLayout(m_imageframelayout);
  g_scrollArea->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOn);
  g_scrollArea->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
  // g_scrollArea->verticalScrollBar()->setRange();
  g_scrollArea->setWidget(m_frame);
  m_frame->setLayout(m_imageframelayout);

  g_name_version->setText(QString("MriWatcher") + "  " + MriWatcher_VERSION);
  g_tips->setText(
    "\nQuick Tips:\n- Left mouse drag: Move image\n- Right mouse drag: Zoom in/out\n- Middle mouse: Pick one voxel\n- Control + mouse: Pick images\n- Shift + mouse: Global operatation\n- Left or right key: Switch order\n- Delete key: Remove image");
/*
     imageLabel = new QLabel;
     imageLabel->setBackgroundRole(QPalette::Base);
     imageLabel->setSizePolicy(QSizePolicy::Ignored, QSizePolicy::Ignored);
     imageLabel->setScaledContents(true);

     g_scrollArea->setBackgroundRole(QPalette::Dark);
     g_scrollArea->setWidget(imageLabel);
     */
}