void Moto::initGui() { ui.statusbar->showMessage( "Press F1 for help" ); ui.speed_msr->setLabel( "x100" ); ui.software->setEnabled( false ); slotClosed(); lockConfig(); loadSettings(); connect( this, SIGNAL(sigSpeed()), this, SLOT(slotSpeed()) ); connect( this, SIGNAL(sigStatus()), this, SLOT(slotStatus()) ); connect( this, SIGNAL(sigConfig()), this, SLOT(slotConfig()) ); connect( this, SIGNAL(sigOpened()), this, SLOT(slotOpened()) ); connect( this, SIGNAL(sigClosed()), this, SLOT(slotClosed()) ); // Binding GUI controls. connect( ui.throttle, SIGNAL(valueChanged(int)), this, SLOT(slotThrottleChanged(int)) ); connect( ui.speed, SIGNAL(valueChanged(int)), this, SLOT(slotSpeedChanged(int)) ); connect( ui.direction, SIGNAL(currentIndexChanged(int)), this, SLOT(slotDirectionChanged(int)) ); connect( ui.unlock, SIGNAL(clicked()), this, SLOT(slotUnlock()) ); connect( ui.apply, SIGNAL(clicked()), this, SLOT(slotApply()) ); connect( ui.help, SIGNAL(triggered()), this, SLOT(slotHelp()) ); m_speedTimer = new QTimer(); m_statusTimer = new QTimer(); connect( m_speedTimer, SIGNAL(timeout()), this, SLOT(slotSpeedTimeout()) ); connect( m_statusTimer, SIGNAL(timeout()), this, SLOT(slotStatusTimeout()) ); m_speedTimer->setInterval( 100 ); m_statusTimer->setInterval( 1000 ); m_speedTimer->start(); m_statusTimer->start(); }
void CMainWindow::connectSignals() { connect(backend,SIGNAL(sigStatus(CCommand::status_t)), this, SLOT(slotReceivedData(CCommand::status_t))); connect(ui->pushPower, SIGNAL(toggled(bool)), this, SLOT(powerOn(bool))); connect(dbgWin,SIGNAL(sendData(QString&)),this,SLOT(slotSendData(QString&))); //connect(cmd,SIGNAL(sendData(QString&)),this,SLOT(slotSendData(QString&))); connect(ui->volume1, SIGNAL(valueChanged(double)), this,SLOT(slotVolume1(double))); //connect(ui->volume2, SIGNAL(valueChanged(double)), this,SLOT(slotVolume2(double))); connect(ui->knobSquelch,SIGNAL(valueChanged(double)), this, SLOT(slotSquelch(double))); connect(ui->knobIF,SIGNAL(valueChanged(double)), this, SLOT(slotIF(double))); connect(ui->pushNoiseBlanker,SIGNAL(toggled(bool)),this,SLOT(slotNoiseBlanker(bool))); connect(ui->pushAGC,SIGNAL(toggled(bool)),this,SLOT(slotAGC(bool))); connect(ui->pushVSC,SIGNAL(toggled(bool)),this,SLOT(slotVSC(bool))); // Connect filters connect(ui->filterGroup, SIGNAL(buttonClicked(int)), this, SLOT(slotFilter(int))); // Connect Moudlation mode connect(ui->modeGroup,SIGNAL(buttonClicked(int)),this, SLOT(slotModulation(int))); // Frequency connect( display, SIGNAL(frequencyChanged(QString)), this,SLOT(slotFrequency(QString))); connect( myBandScope, SIGNAL(frequencyChanged(QString)), this, SLOT(slotFrequency(QString))); // Set threshold connect(ui->threshold, SIGNAL(valueChanged(int)), backend->getDecoder(), SLOT(slotThreshold(int))); connect(ui->correlationLength,SIGNAL(valueChanged(int)), backend->getDecoder(), SLOT(slotSetCorrelationLength(int))); // Connect Decoder connect(ui->decoderList, SIGNAL(currentIndexChanged(int)), this, SLOT(slotDecoderChange(int))); // Channel change connect(ui->channel, SIGNAL(currentIndexChanged(int)), backend->getDecoder(), SLOT(slotSetChannel(int))); // Connect Scope type connect(ui->cbPlotterType , SIGNAL(currentIndexChanged(int)),this, SLOT(slotScopeChanged(int))); connect(ui->refreshRate, SIGNAL(valueChanged(int)), this, SLOT(slotRefreshRate(int))); connect(ui->cbWindow, SIGNAL(currentIndexChanged(QString)), this, SLOT(slotWindowFunction(QString))); // Band Scope connect(ui->pushBandscope,SIGNAL(clicked(bool)),this,SLOT(slotBandScope(bool))); connect(ui->cbBandwidth, SIGNAL(currentIndexChanged(int)), this, SLOT(slotBandScopeWidth(int))); connect(ui->cbStepsize, SIGNAL(currentIndexChanged(int)), this, SLOT(slotBandScopeStep(int))); // Step size change connect(ui->pushStepUp,SIGNAL(clicked()), this, SLOT(slotStepUp())); connect(ui->pushStepDown,SIGNAL(clicked()), this, SLOT(slotStepDown())); // Connect load file connect(ui->actionLoad, SIGNAL(triggered()), this, SLOT(slotLoadFile())); connect(display, SIGNAL(radioChanged(int)), this, SLOT(slotRadioClicked(int))); connect(ui->actionSettings, SIGNAL(triggered()), this, SLOT(slotSettings())); // Connect spectrum widget connect(backend->getDecoder(),SIGNAL(sigRawSamples(double*,double*,int)),mySpectrum,SLOT(slotRawSamples(double*,double*,int))); // Connect Demodulator to debug windows connect(backend->getDecoder(),SIGNAL(sendData(QString)),this,SLOT(slotDemodulatorData(QString))); }
LuaMachine::LuaMachine( QXmppPeer * parent, TInit init ) : QObject( parent ) { pd = new PD( this, init ); pd->client = parent; connect( this, SIGNAL(sigPrint(QString)), this, SLOT(slotPrint(QString)), Qt::QueuedConnection ); connect( this, SIGNAL(sigStatus(QString, QString)), this, SLOT(slotStatus(QString, QString)), Qt::QueuedConnection ); connect( this, SIGNAL(sigProcess(QString)), this, SLOT(slotProcess(QString)), Qt::QueuedConnection ); connect( pd->client, SIGNAL(textmsg(QString)), this, SLOT(qxmppMessageReceived(QString)), Qt::QueuedConnection ); }
//结算 Settlement unsigned char TransOnlinePro::SettlementPro(void) { unsigned char ucResult = SUCCESS_TRACKDATA; emit sigStatus("Initial Settlement"); if((ucResult = ReversalPro())) return ucResult; xDATA::ReadValidFile(xDATA::DataSaveTransInfo); if(!g_transInfo.auiTransIndex[0]) return ERR_TRANSEMPTY; if(!ucResult) ucResult = TRANS_ONLINE_Settlement_pack(TransMode_Settle, &g_transInfo.TransTotal); if(!ucResult) ucResult = GenSendReceive(); if(!ucResult) ucResult = TRANS_ONLINE_Settlement_unpack(); if(ucResult == ERR_SETTLE_UNBALANCE) { emit sigStatus("Settlement Unbalance"); for(unsigned int uiIndex = 0; uiIndex < g_constantParam.uiMaxTotalNb; uiIndex++) { if(!g_transInfo.auiTransIndex[uiIndex]) break; QString str; str.append("Batch Uploading :: "); str.append(QString::number(uiIndex)); emit sigStatus(str); memset(&g_saveTrans, 0, sizeof(NORMAL_TRANS)); ucResult = xDATA::ReadSubsectionFile(xDATA::DataSaveSaveTrans, uiIndex); if(!ucResult) ucResult = TRANS_ONLINE_BatchUpload_pack(&g_saveTrans); if(!ucResult) ucResult = GenSendReceive(); if(!ucResult) ucResult = TRANS_ONLINE_BatchUpload_unpack(); } if(!ucResult) { emit sigStatus("Finishing Settlement"); ucResult = TRANS_ONLINE_Settlement_pack(TransMode_Settle2, &g_transInfo.TransTotal); if(!ucResult) ucResult = GenSendReceive(); if(!ucResult) ucResult = TRANS_ONLINE_Settlement_unpack(); } } #if 0 //参数更新 if(!ucResult) { //清数据 SAV_CleanCurrentBatch(); //更新批次 if(g_changeParam.ulBatchNumber >= 1 && g_changeParam.ulBatchNumber < 999999) ++g_changeParam.ulBatchNumber; else g_changeParam.ulBatchNumber = 1; xDATA::WriteValidFile(xDATA::DataSaveChange); } #endif return ucResult; }
void Moto::asynchReadStatus() { if ( !m_board->isOpen() ) { bool res = m_board->open(); if ( res ) { // Dmitry said, do not read configuration. // Just load it from INI file. //asynchReadConfig(); emit sigOpened(); } } else { bool res = m_board->voltage( m_state.voltage ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->enKeySeat_1( m_state.keySeat_1 ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->enKeySeat_2( m_state.keySeat_2 ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->controllerT( m_state.controllerT ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->motorT( m_state.motorT ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->extInp_1( m_state.extInp_1 ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->extInp_2( m_state.extInp_2 ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->errorCode( m_state.errorCode ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->hours( m_state.hours ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->cycles( m_state.cycles ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); res = m_board->modelRev( m_state.modelRev ); if ( !res ) goto LBL_STATUS_CLOSED; Sleep::msleep( SLEEP ); emit sigStatus(); } return; LBL_STATUS_CLOSED: emit sigClosed(); }
void LuaMachine::status( const QString & tag, const QString & stri ) { emit sigStatus( tag, stri ); }