#include #include "ScenarioWidget.hpp" #include "EventWidget.hpp" #include "StateWidget.hpp" namespace Hardware { StateWidget::StateWidget(Scenario::StateModel& state, ScenarioWidget* scenario, bugui::container_widget* parent) : ScenarioComponentSpec{state, scenario, parent} { connect(&model, &Scenario::StateModel::heightPercentageChanged, this, [parent] { static_cast(parent)->set_y_height(); }); } StateWidget::~StateWidget() { disconnect(&model, &Scenario::StateModel::heightPercentageChanged, this, 0); } int StateWidget::y() const { return model.heightPercentage() * scenario->height(); } void StateWidget::paint(bugui::painter& painter) const { const auto col = skin.StateDot().color(); painter.set_color(col.red(), col.green(), col.blue(), col.alpha()); painter.draw_cell(0, 0); } bool StateWidget::contains(int px, int py) const { if (px == x() && py == y()) return true; return false; } void StateWidget::on_press(int x, int y, bool pressed) { qDebug() << "is inside!"; } void StateWidget::on_double_press(int x, int y) { qDebug() << "double pressed !"; } void StateWidget::on_drag(int from_x, int from_y, int to_x, int to_y) { double increment{to_y / static_cast(scenario->height())}; model.setHeightPercentage(model.heightPercentage() + increment); } } // namespace Hardware #include W_OBJECT_IMPL(Hardware::StateWidget)