void State::OnStart(State &rState) const { if (On_Start) { On_Start(rState); } }
for (int i=0; i<vw.cameras_to_open; i++) { if (vw.found_list[i] == 1) { vw.Stop_Acquisition(i); } } delete [] product_type; delete ui; } void MainWindow::Connect_Signals() { connect(&camera_thread, SIGNAL(FrameReceived(int)), this, SLOT(On_Frame_Received(int))); connect(ui->Start, SIGNAL(clicked()), this, SLOT(On_Start())); connect(ui->Stop, SIGNAL(clicked()), this, SLOT(On_Stop())); connect(ui->Front_Learn, SIGNAL(clicked()), this, SLOT(On_Front_Learn())); connect(ui->Back_Learn, SIGNAL(clicked()), this, SLOT(On_Back_Learn())); connect(ui->actionDelay_Inspection, SIGNAL(triggered()), this, SLOT(On_Delay_State_Changed())); connect(ui->actionStart_Data_Logging, SIGNAL(toggled(bool)), this, SLOT(On_Action_Start_Data_Logging(bool))); connect(ui->Front_Threshold, SIGNAL(valueChanged(int)), this, SLOT(On_Front_Locator_Threshold_Changed(int))); connect(ui->Front_Threshold, SIGNAL(sliderReleased()), this, SLOT(On_Front_Locator_Threshold_Finished())); connect(ui->Back_Threshold, SIGNAL(valueChanged(int)), this, SLOT(On_Back_Locator_Threshold_Changed(int))); connect(ui->Back_Threshold, SIGNAL(sliderReleased()), this, SLOT(On_Back_Locator_Threshold_Finished())); connect(ui->Camera_Shutter_Front, SIGNAL(valueChanged(int)), this, SLOT(On_Front_Camera_Shutter_Changed(int))); connect(ui->Camera_Shutter_Back, SIGNAL(valueChanged(int)), this, SLOT(On_Back_Camera_Shutter_Changed(int))); connect(ui->actionQuit, SIGNAL(triggered()), this, SLOT(On_Action_Quit()));