PrevNextButtonGroup::PrevNextButtonGroup( QWidget *parent )
	: QWidget(parent)
{
	setupUi(this);

	firstButton->setIcon( QIcon(":/TransactionRecord/Resources/start.png") );
	prevButton->setIcon( QIcon(":/TransactionRecord/Resources/prev.png") );
	nextButton->setIcon( QIcon(":/TransactionRecord/Resources/next.png") );
	lastButton->setIcon( QIcon(":/TransactionRecord/Resources/end.png") );

	connect( firstButton, SIGNAL( clicked() ), this, SLOT( buttonClick() ) );
	connect( prevButton, SIGNAL( clicked() ), this, SLOT( buttonClick() ) );
	connect( nextButton, SIGNAL( clicked() ), this, SLOT( buttonClick() ) );
	connect( lastButton, SIGNAL( clicked() ), this, SLOT( buttonClick() ) );
}
Пример #2
0
ProjectionPanel::ProjectionPanel(Storage *storage, ProjectionView *p, QWidget *parent) : QWidget(parent)
{
    attribute = new QLabel(tr("Attribute"));
    attributeBox = new QComboBox();
    resetButton = new QPushButton("reset", this);
    panel = new PainterPanel(storage, p);

    QGridLayout *mainLayout = new QGridLayout;

    QStringList* labels = storage->getLabels();
    for(int i = 0; i < labels->size(); i++){
        attributeBox->addItem(labels->at(i), i);
    }
    attribute->setBuddy(attributeBox);

    mainLayout->addWidget(panel, 0, 0, 1, 4);
    mainLayout->addWidget(attribute, 2, 0, Qt::AlignRight);
    mainLayout->addWidget(attributeBox, 2, 1);
    mainLayout->addWidget(resetButton, 2, 2);
    this->setLayout(mainLayout);

    connect(attributeBox, SIGNAL(activated(int)), this, SLOT(attributeChange()));
    connect(resetButton, SIGNAL(released()), this, SLOT(buttonClick()));
    QRect rect = QApplication::desktop()->screenGeometry();
    float width = rect.width() * 0.7;
    float height = rect.height() * 0.7;
    this->resize(width, height);
    this->setWindowTitle(tr("ND-Touch Pad"));
}
void MButtonGroup::addButton(MButton *button)
{
    Q_D(MButtonGroup);

    if (d->buttonList.contains(button)) {
        return;
    }

    d->buttonList.append(button);

    button->setGroup(this);
    connect(button, SIGNAL(pressed()), d, SLOT(buttonPress()));
    connect(button, SIGNAL(released()), d, SLOT(buttonRelease()));
    connect(button, SIGNAL(clicked()), d, SLOT(buttonClick()));
    connect(button, SIGNAL(toggled(bool)), d, SLOT(buttonToggle(bool)));

    /* Adding a checked button to a group makes it the currently checked button */
    if (button->isCheckable() && button->isChecked()) {
        if (exclusive() && d->checkedButton) {
            //TODO do this somehow differently if possible.
            d->exclusive = false;
            d->checkedButton->setChecked(false);
            d->exclusive = true;
        }
        d->checkedButton = button;
    }
}
Пример #4
0
int main(int argc, char** argv)
{
    QApplication AutoTM(argc, argv);

        QApplication::setOrganizationName("Fakel");
        QApplication::setApplicationName("AutoTM");
        QApplication::setApplicationVersion("1.0");
        QTextCodec::setCodecForLocale(QTextCodec::codecForName("cp1251"));
        QTextCodec::setCodecForTr(QTextCodec::codecForName("cp1251"));

        Menu menu;
        QDeclarativeView view(QUrl::fromLocalFile("view/qml/MainWindow.qml"));
        view.setWindowTitle(QObject::tr("AutoTm v.1.0."));
            QObject* main = (QObject*) view.rootObject();
            QObject* mainMenu = main->findChild<QObject*>("menu");
            QObject::connect(mainMenu->findChild<QObject*>("quit"),        SIGNAL(buttonClick()), &menu, SLOT(clickedExit()));
            QObject::connect(mainMenu->findChild<QObject*>("getFilesDir"), SIGNAL(buttonClick()), &menu, SLOT(clickedFiles()));
            QObject::connect(mainMenu->findChild<QObject*>("getReportDir"),SIGNAL(buttonClick()), &menu, SLOT(clickedReport()));
            QObject::connect(mainMenu->findChild<QObject*>("start"),       SIGNAL(buttonClick()), &menu, SLOT(clickedStart()));
       view.show();

    return AutoTM.exec();
}
Пример #5
0
void MessageDialog::onClick() {
	Buttons btn = NoButton;
	if (QObject::sender() == _cancel) {
		btn = Button::Cancel;
	} else if (QObject::sender() == _ok) {
		btn = Button::OK;
	} else if (QObject::sender() == _no) {
		btn = Button::No;
	} else if (QObject::sender() == _yes) {
		btn = Button::Yes;
	} else if (QObject::sender() == _close) {
		btn = Button::Close;
	} else if (QObject::sender() == _dicard) {
		btn = Button::Dicard;
	}	
	emit buttonClick(btn);
}
Пример #6
0
void DialogPlayerCard::on_pushButtonBingLiangCunDuan_clicked()
{
    buttonClick(8);
}
Пример #7
0
void DialogPlayerCard::on_pushButtonLeBuSiShu_clicked()
{
    buttonClick(7);
}
Пример #8
0
void DialogPlayerCard::on_pushButtonShanDian_clicked()
{
    buttonClick(6);
}
Пример #9
0
void DialogPlayerCard::on_pushButtonBaoWu_clicked()
{
    buttonClick(5);
}
Пример #10
0
void DialogPlayerCard::on_pushButtonJianYi_clicked()
{
    buttonClick(4);
}
Пример #11
0
void DialogPlayerCard::on_pushButtonFangJu_clicked()
{
    buttonClick(2);
}
Пример #12
0
void DialogPlayerCard::on_pushButtonWuQi_clicked()
{
    buttonClick(1);
}
Пример #13
0
void DialogPlayerCard::on_pushButtonHands_clicked()
{
    buttonClick(0);
}
Пример #14
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow)
{
    ui->setupUi(this);

    connect(ui->digitButton_0, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_1, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_2, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_3, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_4, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_5, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_6, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_7, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_8, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->digitButton_9, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->dotButton, SIGNAL(clicked()), this, SLOT(buttonClick()));

    connect(ui->plusButton, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->minusButton, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->starButton, SIGNAL(clicked()), this, SLOT(buttonClick()));
    connect(ui->slashButton, SIGNAL(clicked()), this, SLOT(buttonClick()));



}
Пример #15
0
void buttonClick()
{
    // Button click

    // --------------------------- Main ---------------------------

    if(selectedScene == scene["main"])
    {
        // Play
        if(selectedScene->button[selectedButton]->getName() == "Play")
        {
            setScene(scene["saves"]);
            loadSaves();
        }

        // Continue
        else if(selectedScene->button[selectedButton]->getName() == "Continue")
        {
            if(selectedSaveSlot != -1 &&
                    !saveSlot[selectedSaveSlot]->is_empty())
            {
                // Continue game
                loadSaves();
                setScene(scene["game"]);
            }
            else
            {
                message.push_back(new PushMessage("No saves!"));
            }
        }
    }

    // --------------------------- Pause ---------------------------

    else if(selectedScene == scene["gamePause"])
    {
        // Exit to main
        if(selectedScene->button[selectedButton]->getName() == "Main")
        {
            // To main
            if(saveSlot[selectedSaveSlot]->saved())
            {
                setScene(scene["main"]);
            }
            else
            {
                setScene(scene["gamePauseExit"]);
            }
        }

        // Save
        else if(selectedScene->button[selectedButton]->getName() == "Save")
        {
            saveSaves("save.txt");
        }
    }

    // --------------------------- Exit ---------------------------

    else if(selectedScene == scene["mainExit"])
    {
        // No
        if(selectedScene->button[selectedButton]->getName() == "No")
        {
            setScene(scene["main"]);
        }

        // Yes
        else if(selectedScene->button[selectedButton]->getName() == "Yes")
        {
            exit(EXIT_SUCCESS);
        }
    }

    // --------------------------- Game exit ---------------------------

    else if(selectedScene == scene["gamePauseExit"])
    {
        // Save and exit
        if(selectedScene->button[selectedButton]->getName() == "Save and exit")
        {
            saveSaves("save.txt");
            setScene(scene["main"]);
        }

        // Exit unsaved
        else if(selectedScene->button[selectedButton]->getName() == "Exit unsaved")
        {
            setScene(scene["main"]);
        }
    }

    // --------------------------- Maps ---------------------------

    else if(selectedScene == scene["saves"])
    {
        if(selectedScene->button[selectedButton]->getName() == "Delete" ||
                selectedScene->button[selectedButton]->getName() == "Cancel")
        {
            // To delete/load save
            deleteSave = !deleteSave;

            // Rename button

            // New button
            Button* newButton =  selectedScene->button[selectedButton];

            if(deleteSave)
            {
                // Set name "Cancel"
                newButton->setName("Cancel");
            }
            else
            {
                // Set name "Delete"
                newButton->setName("Cancel");
            }

            // Set
            selectedScene->button[selectedButton] = newButton;
        }
        else
        {
            // Select GMap
            selectedSaveSlot = selectedButton;

            if(!saveSlot[selectedButton]->is_empty())
            {
                if(deleteSave)
                {
                    // Delete
                    saveSlot[selectedButton] = new SaveSlot(new GMapWorld(biome["forest"], new GMapHome(biome["home"])));

                    // Message
                    message.push_back(new PushMessage("Deleted"));

                    // Button Cancel
                    selectedButton = selectedScene->buttonId["Delete"];
                    buttonClick();

                    // Update saves/buttons
                    saveSaves();
                    loadSaves();
                }
                else
                {
                    // To game
                    setScene(scene["game"]);
                    saveSlot[selectedSaveSlot]->gMap.setSaved(true);
                }
            }
            else
            {
                if(deleteSave)
                {
                    // Message "This is empty slot"
                    message.push_back(new PushMessage("This is empty slot"));
                }
                else
                {
                    // First game

                    // Clear label
                    Label *newLabel = scene["savesNew"]->label[1];
                    newLabel->setText(string());

                    scene["savesNew"]->label[1] = newLabel;

                    // Set scene
                    setScene(scene["savesNew"]);
                }
            }
        }
    }
}
Пример #16
0
void keysCommand(int keyStroke_)
{
    // --------------------------- Keys Command ---------------------------

    // Game
    if(selectedScene == scene["game"])
    {
        // Up
        if(keyEng('w', keyStroke_))
        {
           if(!saveSlot[selectedSaveSlot]->gMap.movePlayerUp().first)
           {
               message.push_back(new PushMessage("You don't move up"));
           }
        }

        // Down
        else if(keyEng('s', keyStroke_))
        {
            if(!saveSlot[selectedSaveSlot]->gMap.movePlayerDown().first)
            {
                message.push_back(new PushMessage("You don't move down"));
            }
        }

        // Left
        else if(keyEng('a', keyStroke_))
        {
            if(!saveSlot[selectedSaveSlot]->gMap.movePlayerLeft().first)
            {
                message.push_back(new PushMessage("You don't move left"));
            }
        }

        // Right
        else if(keyEng('d', keyStroke_))
        {
            if(!saveSlot[selectedSaveSlot]->gMap.movePlayerRight().first)
            {
                message.push_back(new PushMessage("You don't move right"));
            }
        }

        // Pause
        else if(keyEsc(keyStroke_))
        {
            setScene(scene["gamePause"]);
        }
    }

    // Main
    else if(selectedScene == scene["main"])
    {
        // Escape
        if(keyEsc(keyStroke_))
        {
            setScene(scene["mainExit"]);
        }
    }

    // Main
    else if(selectedScene == scene["gamePause"])
    {
        // Escape
        if(keyEsc(keyStroke_))
        {
            setScene(scene["game"]);
        }
    }

    // Main
    else if(selectedScene == scene["gameExit"])
    {
        // Escape
        if(keyEsc(keyStroke_))
        {
            setScene(scene["pause"]);
        }
    }

    // Saves
    else if(selectedScene == scene["saves"])
    {
        // Escape
        if(keyEsc(keyStroke_))
        {
            setScene(scene["main"]);
        }
    }

    // Saves
    else if(selectedScene == scene["exit"])
    {
        // Escape
        if(keyEsc(keyStroke_))
        {
            setScene(scene["main"]);
        }
    }

    // Buttons
    if(!selectedScene->button.empty())
    {
        // Select left button
        if(keyEng('a', keyStroke_))
        {
            if(selectedButton > 0)
            {
                selectedButton--;
            }
        }

        // Select right button
        else if(keyEng('d',  keyStroke_))
        {
            if(selectedButton < selectedScene->button.size()-1)
            {
                selectedButton++;
            }
        }

        // Click select button
        else if(keyEnter(keyStroke_))
        {
            buttonClick();
        }
    }
}