void SceneGraph::clearDrawList(SceneGraphNode* node){ if(node==NULL){ node=&root; } node->draw=false; for(int i=0; i<node->children.size(); i++){ clearDrawList(&node->children[i]); } }
void DeckHandler::reset() { ui->deckListWidget->clear(); deckCardList.clear(); clearDrawList(true); DeckCard deckCard(""); deckCard.total = 30; deckCard.listItem = new QListWidgetItem(); deckCard.draw(true, this->cardHeight); insertDeckCard(deckCard); enableDeckButtons(); emit pDebug("Deck list cleared."); }
void DeckHandler::lockDeckInterface() { this->inGame = true; if(!synchronized) return; for (QList<DeckCard>::iterator it = deckCardList.begin(); it != deckCardList.end(); it++) { it->remaining = it->total; } ui->deckListWidget->setSelectionMode(QAbstractItemView::NoSelection); ui->deckListWidget->selectionModel()->reset(); ui->deckListWidget->clearFocus(); ui->deckListWidget->setFocusPolicy(Qt::NoFocus); hideDeckButtons(); updateTransparency(); clearDrawList(true); emit pDebug("Lock deck interface."); }
void DeckHandler::unlockDeckInterface() { this->inGame = false; if(!synchronized) return; for (QList<DeckCard>::iterator it = deckCardList.begin(); it != deckCardList.end(); it++) { if(it->total>0) { it->draw(true, this->cardHeight); it->listItem->setHidden(false); it->remaining = it->total; } else it->listItem->setHidden(true); } ui->deckListWidget->setFocusPolicy(Qt::ClickFocus); ui->deckListWidget->setSelectionMode(QAbstractItemView::SingleSelection); updateTransparency(); clearDrawList(true); emit pDebug("Unlock deck interface."); }
void DeckHandler::setDrawDisappear(int value) { this->drawDisappear = value; clearDrawList(true); }