void ICreature::SetActionStateChangeHandler(const ActionStateChangedHandler& stateChangeHandler) { switch(m_ActionPrevState) { case IActionBase::State::INVALID: { break; } case IActionBase::State::PROCESSING: { HandleStateChange(IActionBase::State::CANCELED); break; } default: { HandleStateChange(IActionBase::State::FINISHED); break; } } m_ActionPrevState = IActionBase::State::PROCESSING; m_StateChangeHandler = stateChangeHandler; }
void Widget::SetState( State state ) { // Do nothing if state wouldn't change. if( GetState() == state ) { return; } auto old_state = GetState(); // Store the new state. m_state = state; auto emit_state_change = false; // If HandleStateChange() changed the state, do not call observer, will be // done from there too. if( GetState() != old_state ) { HandleStateChange( static_cast<State>( old_state ) ); emit_state_change = true; } if( state == State::ACTIVE ) { GrabFocus( shared_from_this() ); SetActiveWidget( shared_from_this() ); } else if( old_state == State::ACTIVE ) { SetActiveWidget( Ptr() ); } if( emit_state_change ) { GetSignals().Emit( OnStateChange ); } }
void Widget::SetState( State state ) { // Do nothing if state wouldn't change. if( GetState() == state ) { return; } unsigned char old_state( GetState() ); // Clear the state bits to 0s. m_bitfield &= static_cast<unsigned char>( 0xf1 ); // Store the new state. m_bitfield |= static_cast<unsigned char>( state << 1 ); // If HandleStateChange() changed the state, do not call observer, will be // done from there too. if( GetState() != old_state ) { HandleStateChange( static_cast<State>( old_state ) ); GetSignals().Emit( OnStateChange ); } if( state == ACTIVE ) { GrabFocus( shared_from_this() ); SetActiveWidget( shared_from_this() ); } else if( old_state == ACTIVE ) { SetActiveWidget( Ptr() ); } }
// -------------------------------------------------------- // // --------------------------------------------------------- // void CAlmAlarmControl::SetState(TInt aState) { TRACE_ENTRY_POINT; const TInt oldState( iState ); iState = aState; // handle state transitions HandleStateChange( oldState ); TRACE_EXIT_POINT; }
void AbstractHandlerWithState::AddState(const QString& stateId, const SmartPointer<State>& state) { if (state.IsNull()) { throw ctkInvalidArgumentException("Cannot add a null state"); } states.insert(stateId, state); state->AddListener(this); HandleStateChange(state, Object::Pointer(0)); }
void ICreature::HandleMotionStateChange(MotionTaskState currentState) { if(m_CurrCustomAction == NULL) { const IActionBase::State motionToCreatureState[MotionTaskState::AMOUNT] = { IActionBase::State::INVALID, IActionBase::State::PROCESSING, IActionBase::State::REACHED }; const IActionBase::State creatureActionState = motionToCreatureState[currentState]; HandleStateChange(creatureActionState); } }
void Node::SetState( NodeState newState ) { NodeState old; { MutexLocker ml( mtx ); old = state; state = newState; } if( old != newState ) HandleStateChange( old, newState ); }
void Widget::SetState( State state ) { // Do nothing if state wouldn't change. if( m_state == state ) { return; } State old_state( m_state ); m_state = state; // If HandleStateChange() changed the state, do not call observer, will be // done from there too. if( m_state != old_state ) { HandleStateChange( old_state ); OnStateChange(); } if( state == Active ) { GrabFocus( shared_from_this() ); } }
void ICreature::HandleCustomAction(TimeStep dt) { if(m_CurrCustomAction != NULL) { m_CurrCustomAction->HandleTick(dt); const IActionBase::State actionState = (m_CurrCustomAction != NULL ? m_CurrCustomAction->GetState() : (IActionBase::State)IActionBase::State::CANCELED); HandleStateChange(actionState); if(actionState == IActionBase::State::CANCELED || actionState == IActionBase::State::FINISHED) { if(m_CurrCustomAction != NULL) { m_CurrCustomAction->Stop(); m_CurrCustomAction = NULL; } m_CurrentActionId = CreatureActionId::NONE; } } else { /* motion system's simple action is active */ } }
void WorkerTCP::Init() { globalData = new char[ProgramVariables::K4]; globalLength = 0; state = Peers::STATE::FREE; board = new Board(); time = new QTimer(); connect(time,SIGNAL(timeout()),this,SLOT(Reconnect())); waitForOKMessageTimer = new QTimer(); connect(waitForOKMessageTimer,SIGNAL(timeout()),this,SLOT(NoResponseFromServer())); waitForOKMessageTimer->setInterval(ProgramVariables::GetMaxTimeWaitToServer()); tcpSocket = new QTcpSocket(this); connect(tcpSocket, SIGNAL(readyRead()), this, SLOT(ReadDataFromServer())); connect(tcpSocket, SIGNAL(error(QAbstractSocket::SocketError)),this,SLOT(ConnectionError(QAbstractSocket::SocketError))); connect(tcpSocket, SIGNAL(stateChanged(QAbstractSocket::SocketState)), this, SLOT(HandleStateChange(QAbstractSocket::SocketState))); connect(tcpSocket,SIGNAL(connected()),this,SLOT(Connected())); waitForIATimer = new QTimer(); waitForIATimer->setInterval(10); connect(waitForIATimer,SIGNAL(timeout()), this, SLOT(CheckStatus())); }