Example #1
0
void Schema::populateSchemaViews()
{
    foreach (View *view, getViewList())
        delete view;
    this->view_list.clear();

    QList<View*> view_list;
    QSqlQuery *view_query = new QSqlQuery(parent_database->getDatabaseConnection());
    QString view_query_string = "SELECT 1, viewname FROM pg_views WHERE schemaname='"+this->getName()+"' ORDER BY 1,2";
    view_query->exec(view_query_string);
    setViewCount(view_query->size());
    if(view_query->lastError().isValid())
    {
        QMessageBox *error_message = new QMessageBox(QMessageBox::Critical,
                                    tr("Database error"),
                                    tr("Unable to retrieve schema views.\n"
                                    "Check your database connection or permissions.\n"), QMessageBox::Cancel,0,Qt::Dialog);
        error_message->setWindowModality(Qt::NonModal);
        error_message->show();
        return;
    }
    while (view_query->next())
    {
        QString view_name = view_query->value(1).toString();
        View *view;
        if(view_query->value(0).toInt() == 1) {
            view = new View(parent_database, this, view_name, view_list.size(), QColor(100,50,50));
        }
        else
        {
            return;
        }

        view->setSearched(true);
        if(mainwin->isColumnView())
            view->verticalPosition2();
        else
            view->defaultPosition();

        QObject::connect(mainwin->getSearchBox(), SIGNAL(textChanged(QString)), view, SLOT(getSearchTerm(QString)));
        QObject::connect(mainwin, SIGNAL(showColumnView()), view, SLOT(verticalPosition2()));
        QObject::connect(view, SIGNAL(expandView(Database *, Schema *, View*)), mainwin, SLOT(showViewView(Database *, Schema *, View*)));
        QObject::connect(view, SIGNAL(dropView(Database *, Schema *, View*)), mainwin, SLOT(dropView(Database *, Schema *, View*)));

        view_list.append(view);
        if(!mainwin->view_completer_list.contains(view_name))
            mainwin->view_completer_list.append(view_name);
    }
    setViewList(view_list);
}
Example #2
0
void PluginVideo::loadVideo(const QString &service, const QVariantMap &video) {
    setService(service);
    setDate(video.value("date").toString());
    setDescription(video.value("description").toString());
    setDownloadable(video.value("downloadable", true).toBool());
    setDuration(video.value("duration").toString());
    setId(video.value("id").toString());
    setLargeThumbnailUrl(video.value("largeThumbnailUrl").toString());
    setStreamUrl(video.value("streamUrl").toString());
    setThumbnailUrl(video.value("thumbnailUrl").toString());
    setTitle(video.value("title").toString());
    setUrl(video.value("url").toString());
    setUserId(video.value("userId").toString());
    setUsername(video.value("username").toString());
    setViewCount(video.value("viewCount").toLongLong());    
}
Example #3
0
void DXFrame::reSize(HWND& hWnd, HINSTANCE& hInst,bool bWindowed) {
	IDirect3DDevice9* tempDevice = 0;
	m_bFullScreen = bWindowed;
	m_hWnd = hWnd;
	//get window size
	RECT rect;
	GetWindowRect(hWnd, &rect);
	w_width = rect.right - rect.left;
	w_height = rect.bottom - rect.top;

	// Set D3D Device presentation parameters before creating the device
	D3DPRESENT_PARAMETERS D3Dpp;
	ZeroMemory(&D3Dpp, sizeof(D3Dpp));  // NULL the structure's memory

	D3Dpp.hDeviceWindow					= hWnd;										// Handle to the focus window
	D3Dpp.Windowed						= bWindowed;								// Windowed or Full-screen boolean
	D3Dpp.AutoDepthStencilFormat		= D3DFMT_D24S8;								// Format of depth/stencil buffer, 24 bit depth, 8 bit stencil
	D3Dpp.EnableAutoDepthStencil		= TRUE;										// Enables Z-Buffer (Depth Buffer)
	D3Dpp.BackBufferCount				= 1;										// Change if need of > 1 is required at a later date
	D3Dpp.BackBufferFormat				= D3DFMT_X8R8G8B8;							// Back-buffer format, 8 bits for each pixel
	D3Dpp.BackBufferHeight				= w_height;									// Make sure resolution is supported, use adapter modes
	D3Dpp.BackBufferWidth				= w_width;									// (Same as above)
	D3Dpp.SwapEffect					= D3DSWAPEFFECT_DISCARD;					// Discard back-buffer, must stay discard to support multi-sample
	D3Dpp.PresentationInterval			= m_bVsync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE; // Present back-buffer immediately, unless V-Sync is on								
	D3Dpp.Flags							= D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;		// This flag should improve performance, if not set to NULL.
	D3Dpp.FullScreen_RefreshRateInHz	= bWindowed ? 0 : D3DPRESENT_RATE_DEFAULT;	// Full-screen refresh rate, use adapter modes or default
	D3Dpp.MultiSampleQuality			= 0;										// MSAA currently off, check documentation for support.
	D3Dpp.MultiSampleType				= D3DMULTISAMPLE_NONE;						// MSAA currently off, check documentation for support.

	// Check device capabilities
	DWORD deviceBehaviorFlags = 0;
	m_pD3DObject->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_D3DCaps);
	// Determine vertex processing mode
	if(m_D3DCaps.DevCaps & D3DCREATE_HARDWARE_VERTEXPROCESSING) {
		// Hardware vertex processing supported? (Video Card)
		deviceBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;	
	}
	else {
		// If not, use software (CPU)
		deviceBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; 
	}

	// If hardware vertex processing is on, check pure device support
	if(m_D3DCaps.DevCaps & D3DDEVCAPS_PUREDEVICE && deviceBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) {
		deviceBehaviorFlags |= D3DCREATE_PUREDEVICE;	
	}
	m_pD3DObject->CreateDevice(
		D3DADAPTER_DEFAULT,		// which adapter to use, set to primary
		D3DDEVTYPE_HAL,			// device type to use, set to hardware rasterization
		hWnd,					// handle to the focus window
		deviceBehaviorFlags,	// behavior flags
		&D3Dpp,					// presentation parameters
		&tempDevice);			// returned device pointer	
	//delete old device stuff and replace it with new stuff
	if(tempDevice) {
		m_pD3DLine->Release();
		m_pD3DLine = 0;
		m_pD3DSprite->Release();
		m_pD3DSprite = 0;
		m_pD3DFont->Release();
		m_pD3DSprite = 0;
		m_pD3DDevice->Release();
		m_pD3DDevice = tempDevice;

		// Create a Font Object
		D3DXCreateFont(m_pD3DDevice,30,0,FW_BOLD,0,false,DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,DEFAULT_PITCH | FF_DONTCARE, TEXT("Times New Roman"),&m_pD3DFont);

		// Create Sprite Object and Textures
		D3DXCreateSprite(m_pD3DDevice, &m_pD3DSprite);

		//create line object
		D3DXCreateLine(m_pD3DDevice,&m_pD3DLine);

		m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE );
		m_pD3DDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
		m_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(60, 60, 60));
		m_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
		m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
		m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
		m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
		m_bLost = false;

		m_pD3DDevice->GetViewport(&defaultView);
		m_pD3DDevice->SetViewport(&defaultView);
		setViewCount(numViewPorts);
		m_pD3DDevice->Reset(&D3Dpp);
	}
	else
		m_bLost = true;
}