bool IOMapSerialize::saveHouses() { Database* db = Database::getInstance(); DBTransaction trans(db); if(!trans.begin()) return false; for(HouseMap::iterator it = Houses::getInstance()->getHouseBegin(); it != Houses::getInstance()->getHouseEnd(); ++it) saveHouse(db, it->second); return trans.commit(); }
/* Méthode qui permet de créer les connexions entre les différents objets */ void HomeCreator3D::createConnection() { QObject::connect(&window, SIGNAL(itemSelected(QString)), this, SLOT(itemSelected(QString))); QObject::connect(window.getUi()->widget, SIGNAL(constructionOK()), this, SLOT(enable3D())); QObject::connect(window.getUi()->widget, SIGNAL(objectChangePosition(double, double, double)), this, SLOT(objectMove(double, double, double))); QObject::connect(window.getUi()->widget, SIGNAL(objectChangeRotation()), this, SLOT(objectRotate())); QObject::connect(window.getUi()->widget, SIGNAL(selection(int)), this, SLOT(selection(int))); QObject::connect(window.getUi()->widget, SIGNAL(deleteObject()), this, SLOT(deleteObject())); QObject::connect(&window, SIGNAL(newHouse()), this, SLOT(reInit())); QObject::connect(&window, SIGNAL(loadHouse(QString)), this, SLOT(loadMaison(QString))); QObject::connect(&window, SIGNAL(saveHouse(QString)), this, SLOT(saveMaison(QString))); }