KasPopup *KasGroupItem::createPopup() { KasPopup *pop = new KasPopup(this); bar = kasbar()->createChildBar((kasbar()->orientation() == Horizontal) ? Vertical : Horizontal, pop); connect(pop, SIGNAL(shown()), SLOT(updatePopup())); return pop; // // Test code // // // // This generates cool looking fractal-like patterns if you keep unfolding the // // groups! // int pos = (int) this; // if ( pos % 2 ) // bar->append( new KasItem( bar ) ); // if ( pos % 5 ) // bar->append( new KasItem( bar ) ); // bar->append( new KasGroupItem( bar ) ); // if ( pos % 3 ) // bar->append( new KasItem( bar ) ); // if ( pos % 7 ) // bar->append( new KasItem( bar ) ); // //////////// }
boolean Gamebuino::update() { if (((nextFrameMillis - millis()) > timePerFrame) && frameEndMicros) { //if time to render a new frame is reached and the frame end has ran once nextFrameMillis = millis() + timePerFrame; frameCount++; frameEndMicros = 0; frameStartMicros = micros(); backlight.update(); buttons.update(); battery.update(); return true; } else { if (!frameEndMicros) { //runs once at the end of the frame sound.update(); updatePopup(); displayBattery(); display.update(); //send the buffer to the screen if(!display.persistance) display.clear(); //clear the buffer frameEndMicros = micros(); //measure the frame's end time frameDurationMicros = frameEndMicros - frameStartMicros; // display.setTextColor(BLACK); // display.setCursor(0, 40); // display.print(frameDurationMicros / timePerFrame); // display.print(" "); // display.print(2048 - freeRam()); // display.setCursor(0, 32); // display.print("CPU:"); // display.print(frameDurationMicros / timePerFrame); // display.println("/1000"); // display.print("RAM:"); // display.print(2048 - freeRam()); // display.println("/2048"); } return false; } }
void KNCollectionView::readConfig() { KConfig *conf = knGlobals.config(); conf->setGroup("GroupView"); // execute the listview layout stuff only once static bool initDone = false; if(!initDone) { initDone = true; const int unreadColumn = conf->readNumEntry("UnreadColumn", 1); const int totalColumn = conf->readNumEntry("TotalColumn", 2); // we need to _activate_ them in the correct order // this is ugly because we can't use header()->moveSection // but otherwise the restoreLayout doesn't know that to do if(unreadColumn != -1 && unreadColumn < totalColumn) addUnreadColumn(i18n("Unread"), 48); if(totalColumn != -1) addTotalColumn(i18n("Total"), 36); if(unreadColumn != -1 && unreadColumn > totalColumn) addUnreadColumn(i18n("Unread"), 48); updatePopup(); restoreLayout(knGlobals.config(), "GroupView"); } // font & color settings KNConfig::Appearance *app = knGlobals.configManager()->appearance(); setFont(app->groupListFont()); QPalette p = palette(); p.setColor(QColorGroup::Base, app->backgroundColor()); p.setColor(QColorGroup::Text, app->textColor()); setPalette(p); setAlternateBackground(app->backgroundColor()); // FIXME: make this configurable mPaintInfo.colUnread = QColor("blue"); mPaintInfo.colFore = app->textColor(); mPaintInfo.colBack = app->backgroundColor(); }
void UndoRedoToolButton::undoRedoChange( bool ua, bool ra ) { setEnabled( mIsUndo ? ua : ra ); updatePopup(); }
value drawFightInterface() { if (game.popupClock) if (sfClock_GetTime(game.popupClock) > game.popupTime) { sfClock_Destroy(game.popupClock); game.popupClock = NULL; game.popupTime = 0.0f; sfString_Destroy(game.popupMessage); game.popupMessage = NULL; sfSprite_Destroy(game.popupBackground); game.popupBackground = NULL; game.popupMessageCount--; if (game.popupMessageCount > 0) updatePopup(); } sfRenderWindow_Clear(game.renderWindow, sfWhite); if (fi.background) sfRenderWindow_DrawSprite(game.renderWindow, fi.background); if (fi.headerBackground) sfRenderWindow_DrawSprite(game.renderWindow, fi.headerBackground); if (fi.leftLifeBarContainer) sfRenderWindow_DrawSprite(game.renderWindow, fi.leftLifeBarContainer); if (fi.leftManaBarContainer) sfRenderWindow_DrawSprite(game.renderWindow, fi.leftManaBarContainer); if (fi.rightLifeBarContainer) sfRenderWindow_DrawSprite(game.renderWindow, fi.rightLifeBarContainer); if (fi.rightManaBarContainer) sfRenderWindow_DrawSprite(game.renderWindow, fi.rightManaBarContainer); if (fi.leftManaBar && fi.leftMana > 0) sfRenderWindow_DrawSprite(game.renderWindow, fi.leftManaBar); if (fi.rightManaBar && fi.rightMana > 0) sfRenderWindow_DrawSprite(game.renderWindow, fi.rightManaBar); if (fi.leftLifeBar && fi.leftLife > 0) sfRenderWindow_DrawSprite(game.renderWindow, fi.leftLifeBar); if (fi.rightLifeBar && fi.rightLife > 0) sfRenderWindow_DrawSprite(game.renderWindow, fi.rightLifeBar); if (fi.leftCreature) sfRenderWindow_DrawSprite(game.renderWindow, fi.leftCreature); if (fi.rightCreature) sfRenderWindow_DrawSprite(game.renderWindow, fi.rightCreature); if (fi.rightCreatureName) sfRenderWindow_DrawString(game.renderWindow, fi.rightCreatureName); if (fi.leftCreatureName) sfRenderWindow_DrawString(game.renderWindow, fi.leftCreatureName); if (fi.rightCreatureLevel) sfRenderWindow_DrawString(game.renderWindow, fi.rightCreatureLevel); if (fi.leftCreatureLevel) sfRenderWindow_DrawString(game.renderWindow, fi.leftCreatureLevel); if (fi.leftLifeBarText) sfRenderWindow_DrawString(game.renderWindow, fi.leftLifeBarText); if (fi.leftManaBarText) sfRenderWindow_DrawString(game.renderWindow, fi.leftManaBarText); if (fi.rightLifeBarText) sfRenderWindow_DrawString(game.renderWindow, fi.rightLifeBarText); if (fi.rightManaBarText) sfRenderWindow_DrawString(game.renderWindow, fi.rightManaBarText); DialogPanel_draw(game.dialogPanel, game.renderWindow); if (anythingSelection.running == 1) drawAnythingSelection(); if (game.trophyBackground) sfRenderWindow_DrawSprite(game.renderWindow, game.trophyBackground); if (game.trophy) sfRenderWindow_DrawSprite(game.renderWindow, game.trophy); if (game.text) sfRenderWindow_DrawString(game.renderWindow, game.text); if (game.popupBackground != NULL) sfRenderWindow_DrawSprite(game.renderWindow, game.popupBackground); if (game.popupMessage != NULL) sfRenderWindow_DrawString(game.renderWindow, game.popupMessage); sfRenderWindow_Display(game.renderWindow); return Val_unit; }