Esempio n. 1
0
GameTheory::GameTheory(QWidget *parent, Qt::WFlags flags)
	: QWidget(parent, flags)
{
	ui.setupUi(this);
	connect( ui.heap_button_1, SIGNAL(clicked()), this, SLOT(HeapButtonClicked()) );
	connect( ui.heap_button_2, SIGNAL(clicked()), this, SLOT(HeapButtonClicked()) );
	connect( ui.heap_button_3, SIGNAL(clicked()), this, SLOT(HeapButtonClicked()) );

	connect( ui.ok_button_1, SIGNAL(clicked()), this, SLOT(OkButtonClicked()) );
	connect( ui.ok_button_2, SIGNAL(clicked()), this, SLOT(OkButtonClicked()) );
	connect( ui.ok_button_3, SIGNAL(clicked()), this, SLOT(OkButtonClicked()) );

	TurnOffOkButtons();
	TurnOffHeapButtons();

	connect (ui.ok_candies, SIGNAL(clicked()), this, SLOT(CandiesChosen()));

	start_timer = new QTimer(this);
	timer_to_watch_AI = new QTimer(this);
	connect(timer_to_watch_AI, SIGNAL(timeout()), this, SLOT(SwitchTurnToPlayer()));
	connect(start_timer, SIGNAL(timeout()), this, SLOT(StartGame()));

	current_active_player = 1;
	is_start_of_the_game = true;
	ai_player = 2;
	number_of_candies = 100;
	available_candies = number_of_candies;
	number_of_unselected_heaps = 3;
	game_finished = false;
	candies_in_heap.resize(3, 0);
	ui.informer->setText(QString("Choose a player and the number of candies"));
}
void FontManagerDialog::ConnectToSignals()
{
    //Connect signal and slots
    connect(ui->okButton, SIGNAL(clicked()), this, SLOT(OkButtonClicked()));
    connect(ui->closeButton, SIGNAL(clicked()), this, SLOT(close()));
	connect(ui->setDefaultButton, SIGNAL(clicked()), this, SLOT(SetDefaultButtonClicked()));
}
Esempio n. 3
0
NewContact::NewContact(QWidget *parent) :
    QDialog(parent),
    ui(new Ui::NewContact)
{
    ui->setupUi(this);
    this->setFixedSize(width(),height());
    setWindowTitle(tr("添加新联系人"));
    ui->whiteRadioButton->setChecked(true);
    connect(ui->cancelButton,SIGNAL(clicked()),this,SLOT(close()));
    connect(ui->OkButton,SIGNAL(clicked()),this,SLOT(OkButtonClicked()));
}
HIDCalibrateDialog::~HIDCalibrateDialog()
{
	delete layout;

	disconnect(ui.okButton, SIGNAL(clicked()), this, SLOT(OkButtonClicked()));
	disconnect(ui.cancelButton, SIGNAL(clicked()), this, SLOT(CancelButtonClicked()));
	disconnect(ui.startButton, SIGNAL(clicked()), this, SLOT(StartButtonClicked()));
	disconnect(ui.stopButton, SIGNAL(clicked()), this, SLOT(StopButtonClicked()));
	disconnect(m_USBHIDDev, SIGNAL(CalibrateThreadStarted(QString)), this, SLOT(CalibrationStarted(QString)));
	disconnect(m_USBHIDDev, SIGNAL(CalibrateThreadStopped(QString)), this, SLOT(CalibrationStopped(QString)));
	disconnect(m_USBHIDDev, SIGNAL(CaptureThreadButtonTriggered(unsigned char,unsigned char)), this, SLOT(HIDButtonPressed(unsigned char,unsigned char)));

	StopCalibration();
	if(m_bSuccesfullyInitialized)
	{
		m_USBHIDDev->StopCaptureThread(true);
	}
	delete renderArea;
}
HIDCalibrateDialog::HIDCalibrateDialog(USBHIDDevice *pUSBHIDDEV, QWidget *parent) : QDialog(parent)
{
	m_bSuccesfullyInitialized = false;
	m_bCalibrationActive = false;
	m_USBHIDDev = pUSBHIDDEV;
	ui.setupUi(this);
	setWindowTitle(tr("HID Calibration"));
	ResetCurrentCalibration();
	layout = new QHBoxLayout(ui.groupBox);
	renderArea = new RenderArea;
	connect(ui.okButton, SIGNAL(clicked()), this, SLOT(OkButtonClicked()));
	connect(ui.cancelButton, SIGNAL(clicked()), this, SLOT(CancelButtonClicked()));
	connect(ui.startButton, SIGNAL(clicked()), this, SLOT(StartButtonClicked()));
	connect(ui.stopButton, SIGNAL(clicked()), this, SLOT(StopButtonClicked()));
	connect(m_USBHIDDev, SIGNAL(CalibrateThreadStarted(QString)), this, SLOT(CalibrationStarted(QString)));
	connect(m_USBHIDDev, SIGNAL(CalibrateThreadStopped(QString)), this, SLOT(CalibrationStopped(QString)));
	connect(m_USBHIDDev, SIGNAL(CaptureThreadButtonTriggered(unsigned char, unsigned char)), this, SLOT(HIDButtonPressed(unsigned char,unsigned char)));	
	ui.label->setText("Ready to start the calibration.\nPress the 'Start' button or the Joysticks Left button to start the calibration.\nPress the Joysticks Right button to exit the calibration.");
	m_bSuccesfullyInitialized = Initialize();
}