void CHUDState::Exit(void) { UpdateSelected(); m_pTM->ReleaseTexture(m_nMiniMapBkgID); m_pTM->ReleaseTexture(m_nIconID); m_pTM->ReleaseTexture(m_nHUDID); }
void t_File::SetSelection() { // set Selection for (int id=0;id<4;id++) { // ClearSelection for (int j=0;j<myProject.NumberOfNames(id);j++) { int WhichOne=(int)Lists[id]->GetClientData(j); int Selected=Lists[id]->Selected(j); myProject.SetIDNameSelect(id,WhichOne,Selected); } } // Select Data myProject.Select(); UpdateSelected(); }
void GameState::HandleEvents(sf::Event theEvent) { // Exit program if Escape key is pressed #if (SFML_VERSION_MAJOR < 2) if((theEvent.Type == sf::Event::KeyReleased) && (theEvent.Key.Code == sf::Key::Escape)) #else if((theEvent.type == sf::Event::KeyReleased) && (theEvent.key.code == sf::Keyboard::Escape)) #endif { // Signal the application to exit mApp.Quit(GQE::StatusAppOK); } // Update selected edge if mouse moved #if (SFML_VERSION_MAJOR < 2) if(theEvent.Type == sf::Event::MouseMoved) #else if(theEvent.type == sf::Event::MouseMoved) #endif { UpdateSelected(theEvent); } #if (SFML_VERSION_MAJOR < 2) if(theEvent.Type == sf::Event::MouseButtonReleased) #else if(theEvent.type == sf::Event::MouseButtonReleased) #endif { // If current player is 0 then the last game ended, start a new game if(0 == mCurrentPlayer) { // Reinitialize the board and start a new game ReInit(); } else { // Player has selected an edge SelectEdge(); } } }
void t_File::UpdateDisplay(int) { char tmp[256]; // write Filename myString name=myProject.GetTSFileName(); if (name=="") { name=TIME_NODATA; } DataFile->SetValue(name.chars()); // write selected points UpdateSelected(); // write total Points sprintf(tmp,"%i",myProject.GetTotalPoints()); Total->SetLabel(tmp); // check Reverse scale ReverseScale->SetValue(myProject.GetReverseScale()); // wxMenuBar *menu=((wxFrame*)GetGrandParent())->GetMenuBar(); menu->Check(M_TIMESTRING_NAME_WEIGHT,myProject.GetUseNameWeight()); menu->Check(M_TIMESTRING_POINT_WEIGHT,myProject.GetUsePointWeight()); // now set the lists int i; for (i=0;i<4;i++) { // fill the lists FillList(Lists[i],i); // set the label Label[i]->SetLabel(myProject.NameSet(i).chars()); } }