Пример #1
0
/*!
 * Marks deleted current element or group (with subgroups).
 * While for mark deleted items sets ahother pixmap only.
 * \param item (in) - marked deleted element or group item.
 */
void CatalogForm::mark_deleted( Q3ListViewItem * item )
{
   qulonglong id = getElementId(item);
   if(id)
   {
   	cat->select(id);
//	cat->setSelected(true);
	if(cat->First())
	{
		cat->setMarkDeletedElement(id,true);
		item->setPixmap(0,getMarkDeletedPixmap());
	}
   }
   else
   {
	id = getGroupId(item);
	if(id)
	{
		loadElements(id); // populate items in group
		Q3ValueList<qulonglong> listDeletedId;
		cat->getMarkDeletedList(id,listDeletedId);
		Q3ValueList<qulonglong>::iterator it = listDeletedId.begin();
		while(it != listDeletedId.end()) //first delete elements in this group
		{
			if(map_el.contains(*it))
		    	{
				map_el[*it]->setPixmap(0, getMarkDeletedPixmap());
				cat->setMarkDeletedElement(*it,true);
				it = listDeletedId.remove(it);
			}
			else
			{
				++it;
			}
		}
		it = listDeletedId.begin();
		while(it != listDeletedId.end()) //second delete groups
		{
			if(map_gr.contains(*it))
			{
				map_gr[*it]->setPixmap(0, getMarkDeletedPixmap());
				cat->setMarkDeletedGroup(*it,true);
				it = listDeletedId.remove(it);
				//map_el[*it]->invalidateHeight();// setHeight(10);
			}
			else
			{
				++it;
			}
		}
	}
   }
}
Пример #2
0
/*!
 * Loads elemens in group, if then don't loaded.
 * \param item (in) - group for load.
 */
void
CatalogForm::onLoadElements( Q3ListViewItem *item )
{
	Q3ValueList<Q3ListViewItem*> lst = map_gr.values();
	int ind = lst.findIndex(item);
	qulonglong key;
	if(ind!=-1)
	{
		Q3ValueList<qulonglong> listKey = map_gr.keys();
		key = listKey[ind];
		loadElements(key);
	}
}
Пример #3
0
/*!
 * Handler bGo::onClick() event.
 */
void
CatalogForm::go()
{
	qulonglong ide=getId(), idg;
    	if(!getId())
	{
		ide = findFirst(LineEdit->text());
		setId(ide);
	}
	idg = getIdg(ide);
	loadElements(idg);
	if(map_el.contains(getId()))
    	{
		goToItem(map_el[getId()]);
   	}

}
Пример #4
0
void UserInterface::setup(InputMode inputMode) {
	Scene &scene = _vm->_game->_scene;

	if (_vm->_game->_screenObjects._inputMode != inputMode) {
		Common::String resName = _vm->_game->_aaName;

		// Strip off any extension
		const char *p = strchr(resName.c_str(), '.');
		if (p) {
			resName = Common::String(resName.c_str(), p);
		}

		// Add on suffix if necessary
		if (inputMode != kInputBuildingSentences)
			resName += "A";

		resName += ".INT";

		load(resName);
		_surface.copyTo(this);
	}
	_vm->_game->_screenObjects._inputMode = inputMode;

	scene._userInterface._uiSlots.clear();
	scene._userInterface._uiSlots.fullRefresh();
	_vm->_game->_screenObjects._baseTime = _vm->_events->getFrameCounter();
	_highlightedCommandIndex = -1;
	_highlightedItemVocabIndex = -1;
	_highlightedInvIndex = -1;

	if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE)
		scene._userInterface._uiSlots.draw(false, false);

	scene._action.clear();
	drawTextElements();
	loadElements();
	scene._dynamicHotspots.refresh();
}
Пример #5
0
Map::Map() : vertices(), edges() {
    loadElements();
}
Пример #6
0
void HUDRenderer::init() {
   loadPlane();
   loadElements();
}