示例#1
0
void CWindowMover::checkLaunchArea()
{
    CCoeControl* control =(viewer->winId());
    int y=control->Position().iY;
    int x=control->Position().iX;
    float verSense=settings->value("settings/versense",0.5).toFloat();
    int height=control->Size().iHeight;
    if (x==0&&abs(y-prevY)<40&&y>(-height*verSense)&&y<-40)
    {
        qDebug()<<"will show launch area";
        emit showLaunchArea();
        startAnim(EYAxis,0);
    }
    prevY=y;
}
示例#2
0
void HCCWindow::show() {
    if(m_tips) {
        //UIPanel* _panel = (UIPanel*)m_tips;
        //_panel->setBackGroundColorOpacity(0);
        m_layer->addWidget(m_tips);
        m_tips->setZOrder(HWindowsManager::S()->getTopZOrder());
        setZOrder(m_tips->getZOrder());
        UIWidget* m_bg = m_tips->getChildByName("bg");
        if (m_autoCenter) {
            m_bg->setPosition(_pCenter);
        }
        if (m_bg) {
            m_widgetHelper = new HUIWidgetHelper(m_bg);
        }
    }
    HWindowsManager::S()->pushWindow(this);
    startAnim();
}
示例#3
0
文件: HWindow.cpp 项目: joyfish/Shoot
void HWindow::showWindow(){
    if(m_tips){
//         Layout* _panel = (Layout*)m_tips;
//        _panel->setSize(Size(_pScreenSize.width, _pScreenSize.height));
//        _panel->setBackGroundColorOpacity(128);
        m_node->addChild(m_tips);
    
        m_tips->setZOrder(HWindowsManager::S()->getTopZOrder());
        setZOrder(m_tips->getZOrder());
        Node* m_bg = m_tips->getChildByName("bg");
        if (m_autoCenter) {
            m_bg->setPosition(Point(_pCenterX,_pCenterY));
        }
        if (m_bg) {
            m_windowsHelper = new HWindowsHelper(m_bg);
        }
    }
    HWindowsManager::S()->pushWindow(this);
    setTocuhEnable(false);
    startAnim();
}
示例#4
0
void CWindowMover::HandlePointerEventL(const TPointerEvent& aPointerEvent)
    {
    CCoeControl* control =(viewer->winId());
    if (aPointerEvent.iType == TPointerEvent::EButton1Down)
        {
        iPointerPoint1=aPointerEvent.iPosition;
        iPointerPoint2=aPointerEvent.iPosition;
        MovingChanged(true);

        QGraphicsSceneMouseEvent pressEvent(QEvent::GraphicsSceneMousePress);
        pressEvent.setScenePos(QPointF(iPointerPoint1.iX-control->Position().iX, iPointerPoint1.iY-control->Position().iY));
        qDebug()<<pressEvent.scenePos().x()<<pressEvent.scenePos().y();
        pressEvent.setButton(Qt::LeftButton);
        pressEvent.setButtons(Qt::LeftButton);
        QApplication::sendEvent(viewer->scene(), &pressEvent);
        }
    else if (aPointerEvent.iType == TPointerEvent::EDrag)
        {
        iDragged=ETrue;
        TInt dx=aPointerEvent.iPosition.iX-iPointerPoint1.iX;
        TInt dy=aPointerEvent.iPosition.iY-iPointerPoint1.iY;
        if (!axisSet)
        {
            if (abs(dy)>abs(dx)) {axisX=0; axisY=1;}
            else {axisX=1;axisY=0;}
            axisSet=true;
        }
        RWindow rWindow=(control->Window());
        control->SetPosition(TPoint(dx*axisX,dy*axisY));
        control->DrawBackground(TRect(control->Position(),control->Size()));
        }
    else if (aPointerEvent.iType==TPointerEvent::EButton1Up)
        {
        iPointerPoint2=aPointerEvent.iPosition;
        //MakeVisible(EFalse);
        int gest=settings->value("settings/gesture").toInt();
        if (gest==0) axisSet=false;

        float horSense=settings->value("settings/horsense",0.5).toFloat();
        float verSense=settings->value("settings/versense",0.5).toFloat();
        int width=control->Size().iWidth;
        int height=control->Size().iHeight;
        int x=control->Position().iX;
        int y=control->Position().iY;
        qDebug()<<"("<<x<<","<<y<<")"<<horSense<<verSense;
        if (x>(horSense)*width)
           {startAnim(EXAxis,width);}
        else if (x<(-horSense)*width)
           {startAnim(EXAxis,-width);}
        else if (x!=0)
           {startAnim(EXAxis,0);}
        if (y>(verSense)*height)
           {startAnim(EYAxis,height);}
        else if (y<(-verSense)*height)
           {startAnim(EYAxis,-height);}
        else if (y!=0)
           {startAnim(EYAxis,0);}
        if (abs(iPointerPoint1.iX-iPointerPoint2.iX)<20&&abs(iPointerPoint1.iY-iPointerPoint2.iY)<20)
        {
            QGraphicsSceneMouseEvent releaseEvent(QEvent::GraphicsSceneMouseRelease);
            releaseEvent.setScenePos(QPointF(iPointerPoint1.iX-control->Position().iX, iPointerPoint1.iY-control->Position().iY));
            releaseEvent.setButton(Qt::LeftButton);
            releaseEvent.setButtons(Qt::LeftButton);
            QApplication::sendEvent(viewer->scene(), &releaseEvent);
        }
        else
        {
            QGraphicsSceneMouseEvent moveEvent(QEvent::GraphicsSceneMouseMove);
            moveEvent.setScenePos(QPointF(iPointerPoint1.iX-control->Position().iX-10,iPointerPoint1.iY-control->Position().iY-10));
            moveEvent.setButton(Qt::LeftButton);
            moveEvent.setButtons(Qt::LeftButton);
            QApplication::sendEvent(viewer->scene(), &moveEvent);
            QGraphicsSceneMouseEvent releaseEvent(QEvent::GraphicsSceneMouseRelease);
            releaseEvent.setScenePos(QPointF(0,0));
            releaseEvent.setButton(Qt::LeftButton);
            releaseEvent.setButtons(Qt::LeftButton);
            QApplication::sendEvent(viewer->scene(), &releaseEvent);

        }
        MovingChanged(false);
        }
    CCoeControl::HandlePointerEventL(aPointerEvent);
    }
示例#5
0
void CGO_Player::setAniDirState (Uint8 state, Uint8 direction)
{
	bool directionChanged = false;

	// direction is different
	if (this->direction != direction)
	{
		// set the new direction
		if (direction < ANONE)
		{
			this->direction = direction;
			directionChanged = true;
		}

		// if direction is NONE, set the previous direction
		if (direction == ANONE)
		{
			direction = this->direction;
		}
	}

	if (this->ani != NULL && this->stateAni == state && !directionChanged)
	{
		// nothing
	}
	else
	{
		setAnimLoop(true);

		switch (state)
		{
		case SSTAND:
			stopAnim();
			this->stateAni = SSTAND;
			ani = &(a_stand[direction]);
			///////////////		render.PushRedrawEvent();
			break;
		case SWALK:
			this->stateAni = SWALK;
			stopAnim();
			ani = &(a_walk[direction]);
			startAnim();
			break;
		case SCORNERHEAD:
			this->stateAni = SCORNERHEAD;
			srand(SDL_GetTicks() + state + direction + getX() + getY() );
			stopAnim();
			ani = &(a_cornerhead[rand() % CCORNERHEAD]);
			startAnim();
			break;
		case SDIE:
			this->stateAni = SDIE;
			setAnimLoop(false); // die and freeze
			srand(SDL_GetTicks() + state + direction + getX() + getY() );
			stopAnim();
			ani = &(a_die[rand() % CDIES]);
			startAnim();
			break;
		case SPUNCH:
			this->stateAni = SPUNCH;
			stopAnim();
			ani = &(a_punch[direction]);
			startAnim();
			break;
		case SKICK:
			this->stateAni = SKICK;
			stopAnim();
			ani = &(a_kick[direction]);
			startAnim();
			break;
		case SPICKUP:
			this->stateAni = SPICKUP;
			stopAnim();
			ani = &(a_pickup[direction]);
			startAnim();
			break;
		case SSPIN:
			this->stateAni = SSPIN;
			stopAnim();
			ani = &(a_spin);
			startAnim();
			break;
		}

		//	 cout << "direction: " << (int)direction << ", stateAni: " << (int)state << endl;

	}
}