#include "shortcut-dialog.hpp" KeyboardShortcutDialog::KeyboardShortcutDialog() { ui.setupUi( this ); connect(ui.buttonBox, SIGNAL(accepted()), this, SLOT(doOK())); connect(ui.buttonBox, SIGNAL(rejected()), this, SLOT(doCancel())); for ( int i = 0; i < global_key_sequences.size(); i++) { ui.cbxCenterKey->addItem(global_key_sequences.at(i)); ui.cbxToggleKey->addItem(global_key_sequences.at(i)); ui.cbxZeroKey->addItem(global_key_sequences.at(i)); } tie_setting(s.center.key_index, ui.cbxCenterKey); tie_setting(s.center.alt, ui.chkCenterAlt); tie_setting(s.center.shift, ui.chkCenterShift); tie_setting(s.center.ctrl, ui.chkCenterCtrl); tie_setting(s.toggle.key_index, ui.cbxToggleKey); tie_setting(s.toggle.alt, ui.chkToggleAlt); tie_setting(s.toggle.shift, ui.chkToggleShift); tie_setting(s.toggle.ctrl, ui.chkToggleCtrl); tie_setting(s.zero.key_index, ui.cbxZeroKey); tie_setting(s.zero.alt, ui.chkZeroAlt); tie_setting(s.zero.shift, ui.chkZeroShift); tie_setting(s.zero.ctrl, ui.chkZeroCtrl); tie_setting(s.s_main.tray_enabled, ui.trayp); tie_setting(s.s_main.center_at_startup, ui.center_at_startup); } void KeyboardShortcutDialog::doOK() { s.b->save(); s.s_main.b->save(); ui.game_detector->save(); this->close(); emit reload(); } void KeyboardShortcutDialog::doCancel() { s.b->reload(); s.s_main.b->reload(); ui.game_detector->revert(); close(); }