AskPassphraseDialog::AskPassphraseDialog(Mode mode, QWidget *parent) : QDialog(parent), ui(new Ui::AskPassphraseDialog), mode(mode), model(0), fCapsLock(false) { ui->setupUi(this); ui->passEdit1->setMaxLength(MAX_PASSPHRASE_SIZE); ui->passEdit2->setMaxLength(MAX_PASSPHRASE_SIZE); ui->passEdit3->setMaxLength(MAX_PASSPHRASE_SIZE); // Setup Caps Lock detection. ui->passEdit1->installEventFilter(this); ui->passEdit2->installEventFilter(this); ui->passEdit3->installEventFilter(this); ui->capsLabel->clear(); //Setup Keyboard keyboard = new VirtualKeyboard(this); ui->keyboardLayout->addWidget(keyboard); switch(mode) { case Encrypt: // Ask passphrase x2 ui->passLabel1->hide(); ui->passEdit1->hide(); ui->warningLabel->setText(tr("Enter the new passphrase to the wallet.<br/>Please use a passphrase of <b>10 or more random characters</b>, or <b>eight or more words</b>.")); setWindowTitle(tr("Encrypt wallet")); break; case Unlock: // Ask passphrase ui->warningLabel->setText(tr("This operation needs your wallet passphrase to unlock the wallet.")); ui->passLabel2->hide(); ui->passEdit2->hide(); ui->passLabel3->hide(); ui->passEdit3->hide(); setWindowTitle(tr("Unlock wallet")); break; case Decrypt: // Ask passphrase ui->warningLabel->setText(tr("This operation needs your wallet passphrase to decrypt the wallet.")); ui->passLabel2->hide(); ui->passEdit2->hide(); ui->passLabel3->hide(); ui->passEdit3->hide(); setWindowTitle(tr("Decrypt wallet")); break; case ChangePass: // Ask old passphrase + new passphrase x2 setWindowTitle(tr("Change passphrase")); ui->warningLabel->setText(tr("Enter the old and new passphrase to the wallet.")); break; } textChanged(); connect(ui->passEdit1, SIGNAL(textChanged(QString)), this, SLOT(textChanged())); connect(ui->passEdit2, SIGNAL(textChanged(QString)), this, SLOT(textChanged())); connect(ui->passEdit3, SIGNAL(textChanged(QString)), this, SLOT(textChanged())); connect(ui->keyboardToggle, SIGNAL(clicked()), keyboard, SLOT(toggleKeyboard())); }
void menuButton(int state,int code) { if (code == KEY_SHOW_KBRD) { if (state) toggleKeyboard(); } else if (code == SDL_SCANCODE_F10) //for choch setup f10 to work! { PortableKeyEvent(state, code, 0); } else PortableAction(state, code); }
void gameButton(int state,int code) { if (code == KEY_SHOOT) { shooting = state; PortableAction(state,PORT_ACT_ATTACK); } else if (code == PORT_ACT_RELOAD) { sniperMode = state; //Use reload button for precision aim also } else if (code == KEY_SHOW_WEAPONS) { if (state == 1) if (!tcGameWeapons->enabled) { tcGameWeapons->animateIn(5); } } else if (code == KEY_SHOW_INV) { if (state == 1) { if (!tcInventory->enabled) { tcInventory->animateIn(5); } else tcInventory->animateOut(5); } } else if (code == KEY_SHOW_KBRD) { if (state) toggleKeyboard(); } else { PortableAction(state, code); } }