void MainWindow::on_movieConverterThread_startConvert(MovieInfo const & movieInfo) { ui->statusBar->showMessage("Converting " + movieInfo.name()); QListWidgetItem* item = getListItem(movieInfo); if (item) { item->setForeground(QBrush(Qt::blue, Qt::SolidPattern)); } }
void MainWindow::on_movieConverterThread_finishedConvert(MovieInfo const & movieInfo, bool ok) { ui->statusBar->clearMessage(); QListWidgetItem* item = getListItem(movieInfo); if (item) { if (ok) item->setForeground(QBrush(Qt::green, Qt::SolidPattern)); else item->setForeground(QBrush(Qt::red, Qt::SolidPattern)); } }
std::pair<int, int> CMazeGameMenu::getChosenResolution() { auto resList = getGuiElement<irr::gui::IGUIListBox>(MenuElement::ResolutionDropDown); std::wstring resStr(resList->getListItem(resList->getSelected())); auto xPosition = resStr.find(L"x"); auto widthStr = resStr.substr(0, xPosition); auto heightStr = resStr.substr(xPosition + 1); LOG(DEBUG) << "Got resolution of: " << widthStr << "," << heightStr; return std::make_pair<int, int>(std::stoi(widthStr), std::stoi(heightStr)); }
void OutlinePalette::slotShowSelect(uint SNr, int Nr) { if (!m_MainWindow || m_MainWindow->scriptIsRunning()) return; if (currDoc==NULL) return; if (currDoc->isLoading()) return; if (selectionTriggered) return; disconnect(reportDisplay, SIGNAL(itemSelectionChanged()), this, SLOT(slotMultiSelect())); reportDisplay->clearSelection(); if (currDoc->m_Selection->count() > 0) { QList<QTreeWidgetItem*> itemSelection; uint docSelectionCount = currDoc->m_Selection->count(); for (uint a = 0; a < docSelectionCount; a++) { PageItem *item = currDoc->m_Selection->itemAt(a); QTreeWidgetItem *retVal = getListItem(item->OwnPage, item->ItemNr); if (retVal != 0) itemSelection.append(retVal); } reportDisplay->selectItems(itemSelection); } else { QTreeWidgetItem *retVal = getListItem(SNr, Nr); if (retVal != 0) retVal->setSelected(true); } QList<QTreeWidgetItem *> items = reportDisplay->selectedItems(); if (items.count() > 0) reportDisplay->scrollToItem(items[0], QAbstractItemView::EnsureVisible); connect(reportDisplay, SIGNAL(itemSelectionChanged()), this, SLOT(slotMultiSelect())); }
AnimationStateMachineNode* AnimationStateMachine::addNode( const char* name, izanagi::IAnimation* anm, IZ_BOOL isLoopAnm/*= IZ_TRUE*/) { auto node = getNode(name); if (!node) { node = AnimationStateMachineNode::create(m_Allocator, name); IZ_ASSERT(node); m_nodes.AddTail(node->getListItem()); node->setAnimation(anm, isLoopAnm); } return node; }
AnimationStateMachineConditionValue* AnimationStateMachine::addConditionValue(const char* name) { auto item = m_values.GetTop(); while (item) { auto value = item->GetData(); if (value->isSame(name)) { return value; } item = item->GetNext(); } auto value = AnimationStateMachineConditionValue::create( m_Allocator, name); IZ_ASSERT(value); m_values.AddTail(value->getListItem()); return value; }