-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathmainwindow_tab_radio.cpp
More file actions
322 lines (299 loc) · 19.6 KB
/
mainwindow_tab_radio.cpp
File metadata and controls
322 lines (299 loc) · 19.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
#include "mainwindow.h"
#include "ui_mainwindow.h"
//------------------------------------------------------------------------------------------------------------------------>>
// FORM CONTROLS - RADIO TAB - SETUP
//------------------------------------------------------------------------------------------------------------------------>>
void MainWindow::SetupControls_RadioTab(void)
{
ui->cboChannel1Type->setType(1);
ui->cboChannel2Type->setType(2);
ui->cboChannel3Type->setType(3);
ui->cboChannel4Type->setType(4);
ui->cboChannel5Type->setType(5);
ui->cboChannel1Type->setCurrentIndex(1); // First has the option of being engine speed, select that by default
ui->cboChannel5Type->setCurrentIndex(1); // Fifth has the option of being volume, select that by default
// Array of channel types
channelTypeCombo[0] = ui->cboChannel1Type;
channelTypeCombo[1] = ui->cboChannel2Type;
channelTypeCombo[2] = ui->cboChannel3Type;
channelTypeCombo[3] = ui->cboChannel4Type;
channelTypeCombo[4] = ui->cboChannel5Type;
// Array of channel switch positions
switchPosCombo[0] = ui->cboCh1NumSwitchPos;
switchPosCombo[1] = ui->cboCh2NumSwitchPos;
switchPosCombo[2] = ui->cboCh3NumSwitchPos;
switchPosCombo[3] = ui->cboCh4NumSwitchPos;
switchPosCombo[4] = ui->cboCh5NumSwitchPos;
// Array of channel reversed settings
reversedCheck[0] = ui->chkReversed1;
reversedCheck[1] = ui->chkReversed2;
reversedCheck[2] = ui->chkReversed3;
reversedCheck[3] = ui->chkReversed4;
reversedCheck[4] = ui->chkReversed5;
// Array of switch functions by channel/position
switchFunctionCombo[0] = ui->cboCh1Pos1;
switchFunctionCombo[1] = ui->cboCh1Pos2;
switchFunctionCombo[2] = ui->cboCh1Pos3;
switchFunctionCombo[3] = ui->cboCh1Pos4;
switchFunctionCombo[4] = ui->cboCh1Pos5;
switchFunctionCombo[5] = ui->cboCh1Pos6;
switchFunctionCombo[6] = ui->cboCh2Pos1;
switchFunctionCombo[7] = ui->cboCh2Pos2;
switchFunctionCombo[8] = ui->cboCh2Pos3;
switchFunctionCombo[9] = ui->cboCh2Pos4;
switchFunctionCombo[10] = ui->cboCh2Pos5;
switchFunctionCombo[11] = ui->cboCh2Pos6;
switchFunctionCombo[12] = ui->cboCh3Pos1;
switchFunctionCombo[13] = ui->cboCh3Pos2;
switchFunctionCombo[14] = ui->cboCh3Pos3;
switchFunctionCombo[15] = ui->cboCh3Pos4;
switchFunctionCombo[16] = ui->cboCh3Pos5;
switchFunctionCombo[17] = ui->cboCh3Pos6;
switchFunctionCombo[18] = ui->cboCh4Pos1;
switchFunctionCombo[19] = ui->cboCh4Pos2;
switchFunctionCombo[20] = ui->cboCh4Pos3;
switchFunctionCombo[21] = ui->cboCh4Pos4;
switchFunctionCombo[22] = ui->cboCh4Pos5;
switchFunctionCombo[23] = ui->cboCh4Pos6;
switchFunctionCombo[24] = ui->cboCh5Pos1;
switchFunctionCombo[25] = ui->cboCh5Pos2;
switchFunctionCombo[26] = ui->cboCh5Pos3;
switchFunctionCombo[27] = ui->cboCh5Pos4;
switchFunctionCombo[28] = ui->cboCh5Pos5;
switchFunctionCombo[29] = ui->cboCh5Pos6;
// Array of user sound number by channel/position
actionNumCombo[0] = ui->cboCh1Pos1_SoundNum;
actionNumCombo[1] = ui->cboCh1Pos2_SoundNum;
actionNumCombo[2] = ui->cboCh1Pos3_SoundNum;
actionNumCombo[3] = ui->cboCh1Pos4_SoundNum;
actionNumCombo[4] = ui->cboCh1Pos5_SoundNum;
actionNumCombo[5] = ui->cboCh1Pos6_SoundNum;
actionNumCombo[6] = ui->cboCh2Pos1_SoundNum;
actionNumCombo[7] = ui->cboCh2Pos2_SoundNum;
actionNumCombo[8] = ui->cboCh2Pos3_SoundNum;
actionNumCombo[9] = ui->cboCh2Pos4_SoundNum;
actionNumCombo[10] = ui->cboCh2Pos5_SoundNum;
actionNumCombo[11] = ui->cboCh2Pos6_SoundNum;
actionNumCombo[12] = ui->cboCh3Pos1_SoundNum;
actionNumCombo[13] = ui->cboCh3Pos2_SoundNum;
actionNumCombo[14] = ui->cboCh3Pos3_SoundNum;
actionNumCombo[15] = ui->cboCh3Pos4_SoundNum;
actionNumCombo[16] = ui->cboCh3Pos5_SoundNum;
actionNumCombo[17] = ui->cboCh3Pos6_SoundNum;
actionNumCombo[18] = ui->cboCh4Pos1_SoundNum;
actionNumCombo[19] = ui->cboCh4Pos2_SoundNum;
actionNumCombo[20] = ui->cboCh4Pos3_SoundNum;
actionNumCombo[21] = ui->cboCh4Pos4_SoundNum;
actionNumCombo[22] = ui->cboCh4Pos5_SoundNum;
actionNumCombo[23] = ui->cboCh4Pos6_SoundNum;
actionNumCombo[24] = ui->cboCh5Pos1_SoundNum;
actionNumCombo[25] = ui->cboCh5Pos2_SoundNum;
actionNumCombo[26] = ui->cboCh5Pos3_SoundNum;
actionNumCombo[27] = ui->cboCh5Pos4_SoundNum;
actionNumCombo[28] = ui->cboCh5Pos5_SoundNum;
actionNumCombo[29] = ui->cboCh5Pos6_SoundNum;
// Array of user sound action by channel/position
switchActionCombo[0] = ui->cboCh1Pos1_Play;
switchActionCombo[1] = ui->cboCh1Pos2_Play;
switchActionCombo[2] = ui->cboCh1Pos3_Play;
switchActionCombo[3] = ui->cboCh1Pos4_Play;
switchActionCombo[4] = ui->cboCh1Pos5_Play;
switchActionCombo[5] = ui->cboCh1Pos6_Play;
switchActionCombo[6] = ui->cboCh2Pos1_Play;
switchActionCombo[7] = ui->cboCh2Pos2_Play;
switchActionCombo[8] = ui->cboCh2Pos3_Play;
switchActionCombo[9] = ui->cboCh2Pos4_Play;
switchActionCombo[10] = ui->cboCh2Pos5_Play;
switchActionCombo[11] = ui->cboCh2Pos6_Play;
switchActionCombo[12] = ui->cboCh3Pos1_Play;
switchActionCombo[13] = ui->cboCh3Pos2_Play;
switchActionCombo[14] = ui->cboCh3Pos3_Play;
switchActionCombo[15] = ui->cboCh3Pos4_Play;
switchActionCombo[16] = ui->cboCh3Pos5_Play;
switchActionCombo[17] = ui->cboCh3Pos6_Play;
switchActionCombo[18] = ui->cboCh4Pos1_Play;
switchActionCombo[19] = ui->cboCh4Pos2_Play;
switchActionCombo[20] = ui->cboCh4Pos3_Play;
switchActionCombo[21] = ui->cboCh4Pos4_Play;
switchActionCombo[22] = ui->cboCh4Pos5_Play;
switchActionCombo[23] = ui->cboCh4Pos6_Play;
switchActionCombo[24] = ui->cboCh5Pos1_Play;
switchActionCombo[25] = ui->cboCh5Pos2_Play;
switchActionCombo[26] = ui->cboCh5Pos3_Play;
switchActionCombo[27] = ui->cboCh5Pos4_Play;
switchActionCombo[28] = ui->cboCh5Pos5_Play;
switchActionCombo[29] = ui->cboCh5Pos6_Play;
// Force initalization of function/sound num/sound action combos
for (int i=0; i<CHANNELS; i++)
{
SaveChannelType(channelTypeCombo[i],i);
SaveChannelPositions(switchPosCombo[i], i);
for (int j=0; j<MAX_SWITCH_POSITIONS; j++)
{
SaveChannelSwitchAction(switchFunctionCombo[(i * MAX_SWITCH_POSITIONS) + i], i, j);
}
}
// Save information when any channel type is changed, and enable/disable the position-count combo as required
connect(ui->cboChannel1Type, &ChannelTypeComboBox::ChannelTypeChanged, [this](ChannelTypeComboBox* changedCombo) {SaveChannelType(changedCombo, 0);});
connect(ui->cboChannel2Type, &ChannelTypeComboBox::ChannelTypeChanged, [this](ChannelTypeComboBox* changedCombo) {SaveChannelType(changedCombo, 1);});
connect(ui->cboChannel3Type, &ChannelTypeComboBox::ChannelTypeChanged, [this](ChannelTypeComboBox* changedCombo) {SaveChannelType(changedCombo, 2);});
connect(ui->cboChannel4Type, &ChannelTypeComboBox::ChannelTypeChanged, [this](ChannelTypeComboBox* changedCombo) {SaveChannelType(changedCombo, 3);});
connect(ui->cboChannel5Type, &ChannelTypeComboBox::ChannelTypeChanged, [this](ChannelTypeComboBox* changedCombo) {SaveChannelType(changedCombo, 4);});
// Save information abou reversed status
connect(ui->chkReversed1, &QCheckBox::toggled, [this](bool isChecked) {SaveChannelReversed(isChecked, 0);});
connect(ui->chkReversed2, &QCheckBox::toggled, [this](bool isChecked) {SaveChannelReversed(isChecked, 1);});
connect(ui->chkReversed3, &QCheckBox::toggled, [this](bool isChecked) {SaveChannelReversed(isChecked, 2);});
connect(ui->chkReversed4, &QCheckBox::toggled, [this](bool isChecked) {SaveChannelReversed(isChecked, 3);});
connect(ui->chkReversed5, &QCheckBox::toggled, [this](bool isChecked) {SaveChannelReversed(isChecked, 4);});
// Save information when any channel position-counts are changed
connect(ui->cboCh1NumSwitchPos, &ChannelPositionsComboBox::ChannelPositionChanged, [this](ChannelPositionsComboBox* changedCombo) {SaveChannelPositions(changedCombo, 0);});
connect(ui->cboCh2NumSwitchPos, &ChannelPositionsComboBox::ChannelPositionChanged, [this](ChannelPositionsComboBox* changedCombo) {SaveChannelPositions(changedCombo, 1);});
connect(ui->cboCh3NumSwitchPos, &ChannelPositionsComboBox::ChannelPositionChanged, [this](ChannelPositionsComboBox* changedCombo) {SaveChannelPositions(changedCombo, 2);});
connect(ui->cboCh4NumSwitchPos, &ChannelPositionsComboBox::ChannelPositionChanged, [this](ChannelPositionsComboBox* changedCombo) {SaveChannelPositions(changedCombo, 3);});
connect(ui->cboCh5NumSwitchPos, &ChannelPositionsComboBox::ChannelPositionChanged, [this](ChannelPositionsComboBox* changedCombo) {SaveChannelPositions(changedCombo, 4);});
connect(ui->cboCh1Pos1, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 0, 0);});
connect(ui->cboCh1Pos2, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 0, 1);});
connect(ui->cboCh1Pos3, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 0, 2);});
connect(ui->cboCh1Pos4, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 0, 3);});
connect(ui->cboCh1Pos5, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 0, 4);});
connect(ui->cboCh1Pos6, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 0, 5);});
connect(ui->cboCh2Pos1, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 1, 0);});
connect(ui->cboCh2Pos2, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 1, 1);});
connect(ui->cboCh2Pos3, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 1, 2);});
connect(ui->cboCh2Pos4, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 1, 3);});
connect(ui->cboCh2Pos5, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 1, 4);});
connect(ui->cboCh2Pos6, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 1, 5);});
connect(ui->cboCh3Pos1, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 2, 0);});
connect(ui->cboCh3Pos2, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 2, 1);});
connect(ui->cboCh3Pos3, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 2, 2);});
connect(ui->cboCh3Pos4, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 2, 3);});
connect(ui->cboCh3Pos5, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 2, 4);});
connect(ui->cboCh3Pos6, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 2, 5);});
connect(ui->cboCh4Pos1, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 3, 0);});
connect(ui->cboCh4Pos2, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 3, 1);});
connect(ui->cboCh4Pos3, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 3, 2);});
connect(ui->cboCh4Pos4, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 3, 3);});
connect(ui->cboCh4Pos5, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 3, 4);});
connect(ui->cboCh4Pos6, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 3, 5);});
connect(ui->cboCh5Pos1, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 4, 0);});
connect(ui->cboCh5Pos2, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 4, 1);});
connect(ui->cboCh5Pos3, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 4, 2);});
connect(ui->cboCh5Pos4, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 4, 3);});
connect(ui->cboCh5Pos5, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 4, 4);});
connect(ui->cboCh5Pos6, &SwitchFunctionComboBox::SwitchFunctionChanged, [this](SwitchFunctionComboBox* changedCombo) {SaveChannelSwitchAction(changedCombo, 4, 5);});
}
//------------------------------------------------------------------------------------------------------------------------>>
// FORM CONTROLS - RADIO TAB - SAVE AND VALIDATE VALUE CHANGES
//------------------------------------------------------------------------------------------------------------------------>>
void MainWindow::SaveChannelReversed(bool checked, int WhatChannel)
{ // Any change in the reversed status of a channel, save to our variable
ChannelSettings[WhatChannel].reversed = checked;
}
void MainWindow::SaveChannelType(ChannelTypeComboBox *, int ChannelNum)
{
// Any change, save to our variable
// "Switch" is data = 0, so !0 = digital flag
DeviceData.RCChannel[ChannelNum].Digital = !static_cast<boolean>(channelTypeCombo[ChannelNum]->currentData().toUInt());
DeviceData.RCChannel[ChannelNum].chType = static_cast<channel_type>(channelTypeCombo[ChannelNum]->currentData().toUInt());
if (!DeviceData.RCChannel[ChannelNum].Digital)
{
// Type is set to some other function like volume or engine speed,
// re-set and disable the count-of-switch positions and all the other combos related to switch positions
if (switchPosCombo[ChannelNum]->findText("") == -1) // If empty item doesn't already exist,
switchPosCombo[ChannelNum]->addItem(""); // insert an empty item.
switchPosCombo[ChannelNum]->setCurrentText(""); // Set the combo to it
switchPosCombo[ChannelNum]->setEnabled(false); // Now disable the combo
DeviceData.RCChannel[ChannelNum].numPositions = 2; // But default to 2 positions in our variable just so it's a number
}
else
{
// Type is set to digital, show the count-of-switch positions combo with however many positions we have saved
switchPosCombo[ChannelNum]->setCurrentText(QString::number(DeviceData.RCChannel[ChannelNum].numPositions));
// Now we're off the empty selection, remove it
switchPosCombo[ChannelNum]->removeItem(switchPosCombo[ChannelNum]->findText(""));
// Now re-enable
switchPosCombo[ChannelNum]->setEnabled(true);
}
}
void MainWindow::SaveChannelPositions(ChannelPositionsComboBox *, int ChannelNum)
{
// Any change, save to our variable
int pos = switchPosCombo[ChannelNum]->currentData().toInt();
if (pos < MIN_SWITCH_POSITIONS || pos > MAX_SWITCH_POSITIONS) pos = 0;
DeviceData.RCChannel[ChannelNum].numPositions = pos;
// Now show the actions just for the number of positions we've selected
int start_interval = (MAX_SWITCH_POSITIONS * ChannelNum);
if (DeviceData.RCChannel[ChannelNum].numPositions >= MIN_SWITCH_POSITIONS)
{
for (int i=0; i<MAX_SWITCH_POSITIONS; i++)
{
if (DeviceData.RCChannel[ChannelNum].numPositions > i)
{
//switchFunctionCombo[start_interval+i]->show();
switchFunctionCombo[start_interval+i]->setEnabled(true);
// Only show the num/play combos if the switch function selection is SF_USER
if (static_cast<switch_function>(switchFunctionCombo[start_interval+i]->currentData().toUInt()) == SF_USER)
{
actionNumCombo[start_interval + i]->show();
switchActionCombo[start_interval + i]->show();
}
else
{
actionNumCombo[start_interval + i]->hide();
switchActionCombo[start_interval + i]->hide();
}
}
else
{
//switchFunctionCombo[start_interval+i]->hide();
actionNumCombo[start_interval + i]->hide();
switchActionCombo[start_interval + i]->hide();
// Clear any functions from this position
switchFunctionCombo[start_interval+i]->setCurrentIndex(switchFunctionCombo[start_interval + i]->findData(SF_NULL));
switchFunctionCombo[start_interval+i]->setEnabled(false);
}
}
}
else
{
// If we have 0 switch positions we want to hide all
for (int i=0; i<MAX_SWITCH_POSITIONS; i++)
{
//switchFunctionCombo[start_interval+i]->hide();
actionNumCombo[start_interval + i]->hide();
switchActionCombo[start_interval + i]->hide();
// Clear any functions from this position
switchFunctionCombo[start_interval+i]->setCurrentIndex(switchFunctionCombo[start_interval + i]->findData(SF_NULL));
switchFunctionCombo[start_interval+i]->setEnabled(false);
}
}
}
void MainWindow::SaveChannelSwitchAction(SwitchFunctionComboBox *, int ChannelNum, int PosNum)
{
// Any change, save to our variable
int start_interval = (MAX_SWITCH_POSITIONS * ChannelNum);
DeviceData.RCChannel[ChannelNum].swFunction[PosNum] = static_cast<switch_function>(switchFunctionCombo[start_interval + PosNum]->currentData().toUInt());
switch_function sf = DeviceData.RCChannel[ChannelNum].swFunction[PosNum];
// Now show extra options for certain selections
switch (sf)
{
case SF_USER:
case SF_SOUNDBANK:
case SF_MG:
case SF_CANNON_FIRE:
case SF_LIGHT:
// These cases will have multiple numbers and multiple actions
// Set up the numbers and actions, dependent on the switch function:
actionNumCombo[start_interval + PosNum]->setActionNums(sf);
switchActionCombo[start_interval + PosNum]->setActions(sf);
// Now show
actionNumCombo[start_interval + PosNum]->show();
// Except cannon fire doesn't have any actions, just the numbers
if (sf != SF_CANNON_FIRE) switchActionCombo[start_interval + PosNum]->show();
break;
default:
// Otherwise, we hide
actionNumCombo[start_interval + PosNum]->hide();
switchActionCombo[start_interval + PosNum]->hide();
}
}