I have a CTaskBarIcon *m_pTaskbar member variable in myApp class.
That variable will take an instance of CTaskBarIcon object.
When deleting the m_pTaskbar from within onExit method a runtime error occurs when quitting the program, and cause of the problem is to delete m_pTaskbar variable.
app.h
#include "taskBarIcon.h"
class myApp: public wxApp{
public:
// ....
private:
CTaskBarIcon *m_pTaskbar; // = NULL
};
app.cpp
int myApp::OnExit() {
if (m_pTaskbar != NULL) {
delete m_pTaskbar; // <-- The problem here
m_pTaskbar = NULL;
}
return 0;
}
int myApp::OnRun() {
mainFrm *_mainFrm = mainFrm::getInstance(); // The main window
_mainFrm->Show(false);
m_pTaskbar = new CTaskBarIcon(_mainFrm);
m_pTaskbar->SetIcon(wxIcon("appIcon"), _mainFrm->GetTitle());
return wxApp::OnRun();
}
CTaskBarIcon.cpp
CTaskBarIcon::CTaskBarIcon(mainFrm *handler) : m_pHandler(handler), m_pMenu(NULL) {
this->Bind(wxEVT_TASKBAR_CLICK, &CTaskBarIcon::rightButton_Click, this);
}
CTaskBarIcon::~CTaskBarIcon() {
if (m_pMenu != NULL) {
delete m_pMenu;
m_pMenu = NULL;
}
}
void CTaskBarIcon::rightButton_Click(wxTaskBarIconEvent & event) {
PopupMenu(CreatePopupMenu());
}
void CTaskBarIcon::popupMenu_showWindow(wxCommandEvent & event) {
m_pHandler->Iconize(false); // 'm_pHandler' is the main window
m_pHandler->Show();
m_pHandler->Raise();
this->Destroy();
}
void CTaskBarIcon::popupMenu_showAbout(wxCommandEvent & event) {
aboutFrm aboutWindow(m_pHandler, "About");
aboutWindow.ShowModal();
aboutWindow.Raise();
}
void CTaskBarIcon::popupMenu_exit(wxCommandEvent & event) {
m_pHandler->Close(true);
this->Destroy();
}
wxMenu* CTaskBarIcon::CreatePopupMenu() {
this->m_pMenu = new wxMenu();
m_pMenu->Append(wxID_SHOW, "&Show");
m_pMenu->Append(wxID_ABOUT, "&About");
m_pMenu->Append(wxID_EXIT, "E&xit");
m_pMenu->Bind(wxEVT_MENU, &CTaskBarIcon::popupMenu_showWindow, this, wxID_SHOW);
m_pMenu->Bind(wxEVT_MENU, &CTaskBarIcon::popupMenu_showAbout, this, wxID_ABOUT);
m_pMenu->Bind(wxEVT_MENU, &CTaskBarIcon::popupMenu_exit, this, wxID_EXIT);
return this->m_pMenu;
}
Is there a problem with my code?
There might be a problem with deleting a wxTaskBarIcon from its own event handler. Can you try if using CallAfter([this] { Destroy(); }) instead of just calling Destroy() directly fixes the problem?
Related
My problem is that I have written this code inside Game::HandleInput() method but I cannot make the sf::Mouse::getPosition() method to get the mouse coordinates relative to window. Without argument, I don't get an error. However, ship doesn't rotate properly. I have tried getPosition(m_window) and getPosition(&m_window). I am getting this error:
no instance of overloaded function "sf::Mouse::getPosition" matches the argument list
EDIT: UPDATED THE WINDOW.H
Window.h:
class Window{
//Constructers
public:
Window();
Window(const std::string& l_title, const sf::Vector2u& l_size);
...
private:
sf::RenderWindow m_window;
...
}
EDIT: ADDED THE FULL CODE OF WINDOW.CPP:
Window.cpp:
#include "Window.h"
Window::Window() {
Setup("Window", sf::Vector2u(640, 480));
}
Window::Window(const std::string& l_title, const sf::Vector2u& l_size) {
Setup(l_title, l_size);
}
Window::~Window() {
Destroy();
}
void Window::Setup(const std::string& l_title,
const sf::Vector2u& l_size)
{
m_windowTitle = l_title;
m_windowSize = l_size;
m_isFullscreen = false;
m_isDone = false;
Create();
}
void Window::Create() {
auto style = (m_isFullscreen ? sf::Style::Fullscreen
: sf::Style::Default);
m_window.create({ m_windowSize.x, m_windowSize.y, 32 },
m_windowTitle, style);
}
void Window::Destroy() {
m_window.close();
}
void Window::Update() {
sf::Event event;
while (m_window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
m_isDone = true;
}
else if (event.type == sf::Event::KeyPressed &&
event.key.code == sf::Keyboard::F5)
{
ToggleFullscreen();
}
}
}
void Window::ToggleFullscreen() {
m_isFullscreen = !m_isFullscreen;
Destroy();
Create();
}
void Window::BeginDraw() { m_window.clear(sf::Color::Black); }
void Window::EndDraw() { m_window.display(); }
bool Window::IsDone() { return m_isDone; }
bool Window::IsFullscreen() { return m_isFullscreen; }
sf::Vector2u Window::GetWindowSize() { return m_windowSize; }
void Window::Draw(sf::Drawable& l_drawable){
m_window.draw(l_drawable);
}
EDIT: UPDATED THE GAME.H
Game.h:
class Game{
public:
Game();
~Game();
void HandleInput();
void Update();
void Render();
Window* GetWindow();
private:
...
Window m_window;
...
}
EDIT: UPDATED THE GAME.CPP
Game.cpp:
Game::Game() : m_window("Multiplayer Space Shooter Game", sf::Vector2u(800, 600)) {
// Setting up class members.
m_shipText.loadFromFile("C:\\Users\\AliTeo\\Desktop\\Piksel çalışmaları\\ship_pixel2.png");
m_ship.setTexture(m_shipText);
m_ship.setOrigin(m_shipText.getSize().x / 2, m_shipText.getSize().y / 2);
m_ship.setPosition(320, 240);
}
void Game::HandleInput() {
...
//Get the angle between ship and mouse.
//Error if there is an argument in getPosition()
m_angle = atan2(sf::Mouse::getPosition().y - m_ship.getPosition().y, sf::Mouse::getPosition().x - m_ship.getPosition().x); //TO DO: getPosition(&Relative To)
m_angle *= 180 / m_PI;
...
}
Window* Game::GetWindow() { return &m_window; }
EDIT: ADDED THE MAIN.CPP
Main.cpp
int main() {
Game game;
while (!game.GetWindow()->IsDone()) {
game.HandleInput();
game.Update();
game.Render();
}
}
First let me give you what I assume is a minimal example reproducing your problem:
#include <SFML/Graphics.hpp>
class MyWindow {
public:
MyWindow()
: m_window({800, 600, 32}, "my window title") {}
private:
sf::RenderWindow m_window;
};
int main() {
MyWindow window;
sf::Mouse::getPosition(window);
}
This code doesn't compile (and admittedly wouldn't do anything interesting when compiled, but that's not the point). I suspect it'd give you the same error that you're currently having if you tried to compile it.
Please note that this is what we expect when we talk about a MCVE: this code is short, simple, exhibits the error and would compile if not because of it.
Besides, it makes the error painfully clear, and if you tried to come up with a MCVE yourself, you may have solved your problem without having to post a question here, which would certainly save you time.
Contrast with your code:
m_angle = atan2(sf::Mouse::getPosition().y - m_ship.getPosition().y
,sf::Mouse::getPosition().x - m_ship.getPosition().x
);
//TO DO: getPosition(Relative To)
This code is legal, but you explained that it is incorrect and you wanted to turn it into something along those lines:
m_angle = atan2(sf::Mouse::getPosition(m_window).y - m_ship.getPosition().y
,sf::Mouse::getPosition(m_window).x - m_ship.getPosition().x
);
//TO DO: getPosition(Relative To)
... which doesn't compile.
However, in this scope m_window is a Window not a sf::RenderWindow!
The problem is that you're passing a reference to an object (MyWindow in my example, Window in your case) that encapsulates a sf::RenderWindow, but isn't convertible to sf::Window& itself.
Therefore, you can't pass it to sf::Mouse::getPosition which expects either nothing or a sf::Window&, but certainly not a Window& or a MyWindow&.
There are a lot of ways of fixing this. Two of which are presented below:
#include <SFML/Graphics.hpp>
class MyWindow {
public:
MyWindow()
: m_window({800, 600, 32}, "my window title") {}
// you could add an accessor
const sf::Window& getSfmlWindow() const { return m_window; }
// you may also expose a method to get the mouse position
// relatively to this window
const sf::Vector2i getMousePosition() const {
return sf::Mouse::getPosition(m_window);
}
private:
sf::RenderWindow m_window;
};
int main() {
MyWindow window;
sf::Vector2i mouse_position;
// this won't work! window isn't convertible to sf::Window&
// mouse_position = sf::Mouse::getPosition(window);
// using the accessor
mouse_position = sf::Mouse::getPosition(window.getSfmlWindow());
// or the exposed method
mouse_position = window.getMousePosition();
}
Briefly, I have two sprites, one of which is a child of another.
With each sprite related the event listener, as described there.
If both sprites are child nodes of the layer, then everything works great.
Now I need to second sprite is a child node of the first sprite.
But in this case, the second sprite does not respond to events in general.
I'm in a panic and have no idea what's wrong and how to fix it. Please help.
Here's a simplified example:
.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
};
class PlaySprite : public cocos2d::Sprite
{
public:
virtual bool init();
CREATE_FUNC(PlaySprite);
void addEvent();
bool touchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
};
class InPlaySprite : public cocos2d::Sprite
{
public:
virtual bool init();
CREATE_FUNC(InPlaySprite);
void addEvent();
bool touchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
};
#endif // __HELLOWORLD_SCENE_H__
.cpp
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
auto sprite1 = PlaySprite::create();
this->addChild(sprite1);
auto sprite2 = InPlaySprite::create();
// !!!
sprite1->addChild(sprite2);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
Director::getInstance()->end();
}
bool PlaySprite::init()
{
if(!Sprite::init())
return false;
// to do
Size visibleSize = Director::getInstance()->getVisibleSize();
this->setTexture("1.png");
this->setPosition(visibleSize.width / 2, visibleSize.height / 2);
this->addEvent();
return true;
}
void PlaySprite::addEvent()
{
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = [=](Touch* touch, Event* event)
{
return this->touchBegan(touch, event);
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
bool PlaySprite::touchBegan(Touch* touch, Event* event)
{
auto target = (Sprite* ) event->getCurrentTarget();
auto rect = this->getBoundingBox();
if(rect.containsPoint(touch->getLocation()))
{
this->setTexture("1d.png");
return true;
}
return false;
}
bool InPlaySprite::init()
{
if(!Sprite::init())
return false;
// to do
Size visibleSize = Director::getInstance()->getVisibleSize();
this->setTexture("2.png");
this->setPosition(150.0f, 150.0f);
this->addEvent();
return true;
}
void InPlaySprite::addEvent()
{
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = [=](Touch* touch, Event* event)
{
return this->touchBegan(touch, event);
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
bool InPlaySprite::touchBegan(Touch* touch, Event* event)
{
// auto target = (Sprite* ) event->getCurrentTarget();
auto rect = this->getBoundingBox();
if(rect.containsPoint(touch->getLocation()))
{
this->setTexture("2d.png");
return true;
}
return false;
}
Classes PlaySprite and InPlaySprite are are very similar because this is a very simplified example.
I think your problem is that you are swallowing touch events in the parent sprite when you call
listener->setSwallowTouches(true);
If you make that call inside of PlaySprite::addEvent() with false instead, I suspect things will work out for you.
I'm trying to port my iPhone app to windows 8, I have a problem with this line (it's objective-c) :
[self schedule:#selector(fire:)];
The equivalent on c++ should be :
this->schedule(schedule_selector(AirScene::fire));
Where AirScene is the name of my class, but I have this error returning by Visual Studio 2012 :
error C2064: term does not evaluate to a function taking 1 arguments
So, in other words the function schedule(selector) is not found. It's strange because I have no problem with unschedule method, do you have any idea please ?
EDIT : AirScene.h
#include "cocos2d.h"
#include "Box2D\Box2D.h"
#include "AirSceneDelegate.h"
class AirScene : public cocos2d::CCLayer {
public:
AirScene::~AirScene(void);
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
static cocos2d::CCScene* scene();
LAYER_NODE_FUNC(AirScene);
//Methods
void selectSpriteForTouch(cocos2d::CCPoint touchLocation);
cocos2d::CCPoint checkPuckPosition(cocos2d::CCPoint newPosition);
void panForTranslation(cocos2d::CCPoint translation);
void updateQuestion(string question);
void restoreScene();
void enableScreensaver();
void disableScreensaver(cocos2d::CCPoint touchPosition);
//Setters
void setDelegate(AirSceneDelegate *delegate);
private:
// Init
void initBackground(cocos2d::CCSize winSize);
void initPuck(cocos2d::CCSize winSize, cocos2d::CCPoint position);
void initHoles(cocos2d::CCSize winSize);
void initQuestion(cocos2d::CCSize winSize);
// Methods
void fire(cocos2d::ccTime dt = 0);
void updateHoles(cocos2d::ccTime dt);
void validateVote(bool isPositiveVote);
float getVelocity();
// Attributes
...
//Delegate
AirSceneDelegate* _delegate;
};
AirScene.cpp
#include <iostream>
#include "AirScene.h"
USING_NS_CC;
#pragma region Delete
AirScene::~AirScene(void)
{
///TODO : DELETE ALL
delete(_delegate);
_delegate = 0;
}
#pragma endregion Delete
#pragma region Init
CCScene* AirScene::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::node();
// 'layer' is an autorelease object
AirScene *layer = AirScene::node();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool AirScene::init()
{
// Super Init
if (!CCLayer::init())
return false;
//Init Attributes
screenSaverMode = false;
hasVoted = false;
schedule = false;
_delegate = 0;
_selSprite = NULL;
//Create World
b2Vec2 gravity = b2Vec2(0, 0);
_world = new b2World(gravity);
CCSize size = CCDirector::sharedDirector()->getWinSize();
//Inits
AirScene::initBackground(size);
AirScene::initPuck(size, ccp(512, 200));
AirScene::initHoles(size);
AirScene::initQuestion(size);
return true;
}
// Init Background and set walls
void AirScene::initBackground(CCSize winSize)
{
...
}
/** Init Puck : create puck body and shape */
void AirScene::initPuck(CCSize winSize, CCPoint position)
{
...
}
void AirScene::initHoles(CCSize winSize)
{
...
}
// Set Question Label
void AirScene::initQuestion(CCSize winSize)
{
...
}
#pragma endregion Init
#pragma region Private
void AirScene::fire(ccTime dt)
{
_world->Step(dt, 8, 8);
//CCSprite *ballData = ((CCSprite *)_body->GetUserData())
((CCSprite *)_body->GetUserData())->setPosition(ccp(_body->GetPosition().x * PTM_RATIO, _body->GetPosition().y * PTM_RATIO));
_puckShadow->setPosition(ccp(((CCSprite *)_body->GetUserData())->getPosition().x + 2, ((CCSprite *)_body->GetUserData())->getPosition().y - 2));
if (screenSaverMode)
AirScene::updateHoles(0);
}
//Ajust Glow Effect and Validate Vote
void AirScene::updateHoles(cocos2d::ccTime dt)
{
...
}
float AirScene::getVelocity()
{
...
}
void AirScene::validateVote(bool isPositiveVote)
{
...
}
#pragma endregion Private
#pragma region Public
void AirScene::selectSpriteForTouch(CCPoint touchLocation)
{
...
}
// Check if the puck is not outside the view
CCPoint AirScene::checkPuckPosition(CCPoint newPosition)
{
...
}
// Move Puck
void AirScene::panForTranslation(CCPoint translation)
{
...
}
// Update Question
void AirScene::updateQuestion(string question)
{
...
}
void AirScene::restoreScene()
{
...
}
void AirScene::enableScreensaver()
{
screenSaverMode = true;
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
//Unschedule actions
this->unscheduleAllSelectors();
//Delete Puck
CCPoint puckPosition = _puck->getPosition();
_puck->removeAllChildrenWithCleanup(true);
_puck->removeFromParentAndCleanup(true);
_puckShadow->removeAllChildrenWithCleanup(true);
_puckShadow->removeFromParentAndCleanup(true);
_world->DestroyBody(_body);
delete(_puck);
delete(_puckShadow);
//RecreatePuck
this->initPuck(winSize, ccp(512, 200));
//Impulse
_body->SetLinearVelocity(b2Vec2(0, 0));
/** ERROR IS CAUSED BY THIS LINE */
this->schedule(schedule_selector(AirScene::fire));
}
void AirScene::disableScreensaver(cocos2d::CCPoint touchPosition)
{
}
#pragma endregion Public
#pragma region Getters & Setters
void AirScene::setDelegate(AirSceneDelegate *delegate)
{
_delegate = delegate;
}
#pragma endregion Getters & Setters
Fixed.
The version of cocos 2d which is used for windows 8 template is an old version, so the good way to schedule a selector is this one :
CCScheduler::sharedScheduler()->scheduleSelector(schedule_selector(AirScene::fire), this, 0, false);
I'm trying to create a button that is derived from the base class CCMenuItemImage. I want this button to be able to call it's function when it's first touched instead of after the touch ends. However, trying to subclass, I get an error saying it's an invald conversion.
button.ccp:
#include "button.h"
void Button::selected(){
CCLOG("SELECTED");
}
void Button::unselected(){
CCLOG("UNSELECTED");
}
Button* Button::create(const char *normalImage, const char *selectedImage, const char *disabledImage, CCObject* target, SEL_MenuHandler selector) {
Button *button = new Button();
if (button && button->initWithNormalImage(normalImage, selectedImage, disabledImage, NULL, NULL))
{
button->autorelease();
return button;
}
CC_SAFE_DELETE(button);
return NULL;
}
button.h:
#ifndef BUTTON_H
#define BUTTON_H
#include "cocos2d.h"
class Button : public cocos2d::CCMenuItemImage{
public:
virtual void selected();
virtual void unselected();
};
#endif
SinglePlayer.ccp piece:
Button *left1 = Button::create("turncircle.png","turncircle.png", this, menu_selector(SinglePlayer::turning));
MenuItem select() is triggered on touch finished by default.
You need to subclass CCSprite with Touch registered with dispatcher and overwrite the ccTouchBegan
What I can understand is that you are trying to do manual control with the touches of your CCMenuItemImage. Actually all the touches are being handled in CCMenu not in MenuItem so you have to inherit CCMenu rather CCMenuItemImage to override the touches.
In my game I had this problem with CCTableView and CCMenuItem where MenuItem was a prioritised in taking gestures. So I tweaked it with inheriting CCMenu.
It also contain some extra code but just to make everything gets intact I am pasting everything.
ScrollMenu.h Class
class ScrollMenu:public CCMenu
{
public:
ScrollMenu();
virtual ~ScrollMenu(){};
bool isMovedGesture_;
bool istabBar_;
CCMenuItem * previousSelectedItem_;
static ScrollMenu* create(CCMenuItem* item,...);
virtual void registerWithTouchDispatcher();
virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event);
virtual void ccTouchMoved(CCTouch* touch, CCEvent* event);
virtual void ccTouchEnded(CCTouch *touch, CCEvent* event);
CREATE_FUNC(ScrollMenu);
};
class ScrollMenuLoader : public cocos2d::extension::CCNodeLoader
{
public:
CCB_STATIC_NEW_AUTORELEASE_OBJECT_METHOD(ScrollMenuLoader, loader);
protected:
CCB_VIRTUAL_NEW_AUTORELEASE_CREATECCNODE_METHOD(ScrollMenu);
};
ScrollMenu.cpp Class
#include "ScrollMenu.h"
ScrollMenu* ScrollMenu::create(CCMenuItem* item, ...)
{
va_list args;
va_start(args, item);
ScrollMenu *pRet = new ScrollMenu();
if (pRet && pRet->initWithItems(item,args))
{
pRet->autorelease();
va_end(args);
return pRet;
}
va_end(args);
CC_SAFE_DELETE(pRet);
return NULL;
}
ScrollMenu::ScrollMenu()
{
isMovedGesture_ = false;
}
void ScrollMenu::registerWithTouchDispatcher()
{
CCDirector* pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, false);
}
bool ScrollMenu::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
return CCMenu::ccTouchBegan(touch, event);
}
void ScrollMenu::ccTouchMoved(CCTouch* touch, CCEvent* event)
{
CC_UNUSED_PARAM(event);
CCAssert(m_eState == kCCMenuStateTrackingTouch, "[Menu ccTouchMoved] -- invalid state");
isMovedGesture_ = true;
}
void ScrollMenu::ccTouchEnded(CCTouch *touch, CCEvent* event)
{
CC_UNUSED_PARAM(touch);
CC_UNUSED_PARAM(event);
CCAssert(m_eState == kCCMenuStateTrackingTouch, "[Menu ccTouchEnded] -- invalid state");
CCMenuItem * currentItem = this->itemForTouch(touch);
if(!currentItem && isMovedGesture_ && m_pSelectedItem)
{
if(!istabBar_ || (previousSelectedItem_ && previousSelectedItem_ != m_pSelectedItem))
{
m_pSelectedItem->unselected();
}
}
else if(currentItem)
{
if(currentItem == m_pSelectedItem)
{
if(!isMovedGesture_)
{
m_pSelectedItem->activate();
previousSelectedItem_ = m_pSelectedItem;
}
else{
if(previousSelectedItem_ != m_pSelectedItem)
{
m_pSelectedItem->unselected();
}
}
}
else
{
if(isMovedGesture_)
{
m_pSelectedItem->unselected();
m_pSelectedItem = currentItem;
m_pSelectedItem->activate();
previousSelectedItem_ = m_pSelectedItem;
}
}
if (!istabBar_) {
currentItem->unselected();
}
}
m_eState = kCCMenuStateWaiting;
isMovedGesture_ = false;
}
The timerEvent, which is a member of a QGLWidget class shall be triggered when the mousemove-function is called. I thought I could do it like this:
void GLWidget::timerEvent(QTimerEvent *e)
{
if (e->timerId()==1 && refresh==true)
{
refresh = !refresh;
swapBuffers();
update();
}
}
It looks like this:
void OpenGLScene::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
int mousex = event->scenePos().x();
int mousey = event->scenePos().y();
if ((test->modus==2) && (test->move1 != -1))
{
p_list[test->move1].x=mousex-(1220);
p_list[test->move1].y=mousey-( 610);
test->refresh = !(test->refresh);
test->timerEvent(???);
update();
}
}
But somehow I dont know what to put into where the questions marks are. I have tried several things. It is not working. I want to set timerId()=1.
Thanks for your help...
why don't you call your own event like :
void OpenGLScene::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
// ...
if ((test->modus==2) && (test->move1 != -1))
{
// ...
test->refresh = !(test->refresh);
//test->timerEvent(???); replaced by :
test->manuelUpdate(); // your own function
//...
}
}
and in your GLWidget :
void GLWidget::manuelUpdate()
{
if (refresh==true)
{
refresh = !refresh;
swapBuffers();
update();
}
}