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#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();
}
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