本文整理汇总了C++中setAction函数的典型用法代码示例。如果您正苦于以下问题:C++ setAction函数的具体用法?C++ setAction怎么用?C++ setAction使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了setAction函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: setAction
void CArachnut::getTouchedBy(CSpriteObject &theObject)
{
if( theObject.dead )
return;
if( CBullet *bullet = dynamic_cast<CBullet*>(&theObject) )
{
bullet->setAction(A_KEENSHOT_IMPACT);
bullet->playSound( SOUND_SHOT_HIT );
setAction(A_ARACHNUT_STUNNED);
}
if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
{
player->kill();
}
}
示例2: moveDope
void CDopeFish::processEat()
{
moveDope(DOPE_BITE_SPEED);
if(m_eatTimer>0)
{
m_eatTimer--;
}
else
{
m_eatTimer = 0;
setAction(A_DOPEFISH_START_BURP);
m_burped = false;
mp_processState = &CDopeFish::processBurp;
}
}
示例3: QWidget
UASActionsWidget::UASActionsWidget(QWidget *parent) : QWidget(parent)
{
QLOG_INFO() << "UASActionsWidget creating " << this;
m_uas = NULL;
ui.setupUi(this);
connect(ui.changeAltitudeButton,SIGNAL(clicked()),this,SLOT(changeAltitudeClicked()));
connect(ui.changeSpeedButton,SIGNAL(clicked()),this,SLOT(changeSpeedClicked()));
connect(ui.goToWaypointButton,SIGNAL(clicked()),this,SLOT(goToWaypointClicked()));
connect(ui.armDisarmButton,SIGNAL(clicked()),this,SLOT(armButtonClicked()));
connect(UASManager::instance(),SIGNAL(activeUASSet(UASInterface*)),this,SLOT(activeUASSet(UASInterface*)));
if (UASManager::instance()->getActiveUAS())
{
activeUASSet(UASManager::instance()->getActiveUAS());
}
// Setup Action Combo Box
ui.actionComboBox->addItem("Loiter Unlimited", MAV_CMD_NAV_LOITER_UNLIM);
ui.actionComboBox->addItem("Return To Launch", MAV_CMD_NAV_RETURN_TO_LAUNCH);
ui.actionComboBox->addItem("Preflight Calibration", MAV_CMD_PREFLIGHT_CALIBRATION);
ui.actionComboBox->addItem("Mission Start", MAV_CMD_MISSION_START);
ui.actionComboBox->addItem("Preflight Reboot", MAV_CMD_PREFLIGHT_REBOOT_SHUTDOWN);
connect(ui.exeActionButton, SIGNAL(clicked()),
this, SLOT(setAction()));
// Mode Shortcut Buttons
connect(ui.autoModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.stabilizeModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.rtlModeButton, SIGNAL(clicked()),
this, SLOT(setRTLMode()));
connect(ui.loiterModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt1ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt2ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt3ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt4ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
}
示例4: init
bool Unit::init()
{
if (_unitDefiniation)
{
std::string csb = _unitDefiniation->getName();
cocos2d::Node * node = cocos2d::CSLoader::createNode(csb);
cocostudio::timeline::ActionTimeline * action = cocos2d::CSLoader::createTimeline(csb);
if (node) setEntry(node);
if (action) setAction(action);
if (node && action)
{
node->runAction(action);
}
}
return true;
}
示例5: UndoEventData
void CreateNewEventCommand::redo()
{
if (mpEventData == NULL)
{
mpEventWidget->createNewEvent();
std::string sName = mpEventWidget->mpEvent->getObjectName();
mpEventData = new UndoEventData(mpEventWidget->mpEvent);
setName(sName);
}
else
{
mpEventWidget->addEvent(mpEventData);
}
setUndoState(true);
setAction("Create");
}
示例6: moveRight
void CBobba::processJumping()
{
// Move normally in the direction
if( xDirection == RIGHT )
{
moveRight( MOVE_X_SPEED );
}
else
{
moveLeft( MOVE_X_SPEED );
}
if(blockedd && yinertia >= 0)
{
setAction(A_BOBBA_SIT);
playSound(SOUND_BOBBA_LAND);
}
}
示例7: QModelIndex
void insertReactionRowsCommand::redo()
{
mpReactionDM->insertNewReactionRow(mPosition, mRows, QModelIndex());
assert(CCopasiRootContainer::getDatamodelList()->size() > 0);
CCopasiDataModel* pDataModel = (*CCopasiRootContainer::getDatamodelList())[0];
assert(pDataModel != NULL);
CModel * pModel = pDataModel->getModel();
assert(pModel != NULL);
mpReaction = pModel->getReactions()[mPosition];
std::string sName = mpReaction->getObjectName();
mpReactionData->setName(sName);
CReactionInterface* ri = new CReactionInterface((*CCopasiRootContainer::getDatamodelList())[0]->getModel());
ri->initFromReaction(mpReaction);
mpReactionData->setRi(ri);
setUndoState(true);
setAction("Add to list");
setName(mpReactionData->getName());
}
示例8: uploadProgress
void TTRssFetcher::finishedSetAction()
{
if (!processResponse()) {
return;
}
auto db = DatabaseManager::instance();
DatabaseManager::Action action = actionsList.takeFirst();
db->removeActionsByIdAndType(action.id1, action.type);
emit uploadProgress(uploadProggressTotal - actionsList.size(), uploadProggressTotal);
if (actionsList.isEmpty()) {
startFetching();
} else {
setAction();
}
}
示例9: QAction
void MenuButton::setAction(const QString & name)
{
if (actionName() == name)
return;
if (_guiClientInterface)
{
QAction *action = _guiClientInterface->findAction(name);
if (!action)
{
// Create one so property can be saved. Maybe gui client
// action name provided will be valid in another instance.
action = new QAction(this);
action->setObjectName(name);
action->setEnabled(false);
}
setAction(action);
}
}
示例10: setAction
void CBobba::processSitting()
{
mTimer++;
if(mTimer < SIT_TIME)
return;
mTimer = 0;
setAction(A_BOBBA_SHOOT);
playSound(SOUND_BOBBA_SHOOT);
int x_coord = getXMidPos();
x_coord += (xDirection == LEFT) ? -(8<<STC) : +(8<<STC);
CEnemyShot *fireball = new CEnemyShot(mp_Map, 0, x_coord, getYUpPos(),
0x2E76, xDirection, 0, 100, mSprVar);
spawnObj( fireball );
}
示例11: switch
void MenuButton::actionEvent(QActionEvent *event)
{
QAction *action = event->action();
switch (event->type())
{
case QEvent::ActionChanged:
if (action == _action)
setAction(action); // update button state
break;
case QEvent::ActionRemoved:
if (_action == action)
_action = 0;
action->disconnect(this);
break;
default:
;
}
QWidget::actionEvent(event);
}
示例12: loadScene
void Scene1001::postInit(SceneObjectList *OwnerList) {
loadScene(16);
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
_stripManager.addSpeaker(&_speakerQText);
_stripManager.addSpeaker(&_speakerCText);
_stripManager.addSpeaker(&_speakerCR);
_stripManager.addSpeaker(&_speakerSL);
_speakerQText._color1 = 11;
_object3.postInit();
_object3.setVisage(16);
_object3.setStrip2(4);
_object3.setPosition(Common::Point(61, 177));
_globals->_soundHandler.play(85);
setAction(&_action1);
}
示例13: UndoGlobalQuantityData
void CreateNewGlobalQuantityCommand::redo()
{
if (mpGlobalQuantityData == NULL)
{
// TODO: this is again needs to happen only once
mpModelValue->createNewGlobalQuantity();
std::string sName = mpModelValue->mpModelValue->getObjectName();
mpGlobalQuantityData = new UndoGlobalQuantityData(mpModelValue->mpModelValue);
setName(sName);
}
else
{
mpModelValue->addGlobalQuantity(mpGlobalQuantityData);
}
setUndoState(true);
setAction("Create");
}
示例14: UndoSpeciesData
void CreateNewSpeciesCommand::redo()
{
if (mpSpeciesData == NULL)
{
// TODO: should only happen once
mpSpeciesDetail->createNewSpecies();
std::string sName = mpSpeciesDetail->mpMetab->getObjectName();
mpSpeciesData = new UndoSpeciesData(mpSpeciesDetail->mpMetab);
setName(sName);
}
else
{
mpSpeciesDetail->addSpecies(mpSpeciesData);
}
setUndoState(true);
setAction("Create");
}
示例15: QWidget
UASActionsWidget::UASActionsWidget(QWidget *parent) : QWidget(parent)
{
QLOG_INFO() << "UASActionsWidget creating " << this;
m_uas = NULL;
ui.setupUi(this);
connect(ui.changeAltitudeButton,SIGNAL(clicked()),this,SLOT(changeAltitudeClicked()));
connect(ui.changeSpeedButton,SIGNAL(clicked()),this,SLOT(changeSpeedClicked()));
connect(ui.goToWaypointButton,SIGNAL(clicked()),this,SLOT(goToWaypointClicked()));
connect(ui.armDisarmButton,SIGNAL(clicked()),this,SLOT(armButtonClicked()));
connect(UASManager::instance(),SIGNAL(activeUASSet(UASInterface*)),this,SLOT(activeUASSet(UASInterface*)));
if (UASManager::instance()->getActiveUAS())
{
activeUASSet(UASManager::instance()->getActiveUAS());
}
ui.missionGroupBox->setDisabled(true);
ui.actionsGroupBox->setDisabled(true);
ui.shortcutGroupBox->setDisabled(true);
connect(ui.exeActionButton, SIGNAL(clicked()),
this, SLOT(setAction()));
// Mode Shortcut Buttons
connect(ui.autoModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.stabilizeModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.rtlModeButton, SIGNAL(clicked()),
this, SLOT(setRTLMode()));
connect(ui.loiterModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt1ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt2ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt3ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
connect(ui.opt4ModeButton, SIGNAL(clicked()),
this, SLOT(setShortcutMode()));
}