Esempio n. 1
0
char *
sp_kde_get_write_filename (gchar *dir, gchar *filter, gchar *title)
{
	QString fileName;

	QTimer timer;
	QObject::connect (&timer, SIGNAL (timeout ()), Bridge, SLOT (TimerHook ()));
	timer.changeInterval (1000 / SP_FOREIGN_FREQ);
	SPKDEModal = TRUE;

	fileName = KFileDialog::getSaveFileName (QString::fromLocal8Bit((const char *) dir),
						 QString::fromLocal8Bit((const char *) filter),
						 NULL,
						 QString::fromUtf8((const char *) title));

	SPKDEModal = FALSE;

	if (fileName.isEmpty())
		return NULL;

	return g_strdup (fileName.local8Bit());
}
Esempio n. 2
0
int CLoadBalanceBar::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CMySizingControlBar::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	CRuntimeClass	*pFactory = RUNTIME_CLASS(CLoadBalanceView);
	m_View = DYNAMIC_DOWNCAST(CLoadBalanceView, pFactory->CreateObject());
	DWORD	dwStyle = AFX_WS_DEFAULT_VIEW;
    CRect r(0, 0, 0, 0);	// arbitrary initial size
    if (!m_View->Create(NULL, NULL, dwStyle, r, this, IDC_LOAD_BALANCE_VIEW, NULL))
		return -1;
		
	m_View->m_Parent = this;
	m_View->SetNotifyWnd(this);
	m_View->CreateCols(COLS, m_ColInfo, IDD_LOAD_BALANCE_ROW);
	m_View->SetAccel(NULL, theApp.GetMain());
	m_Engine = &theApp.GetEngine();
	PopulateView();
	TimerHook();

	return 0;
}
Esempio n. 3
0
bool CCrossDlg::FadeTo(const CPatch& Patch, LPCTSTR Name, double Secs, bool RandPhase)
{
	if (!m_Frm->IsVeejay() && !SaveCheck())
		return(FALSE);
	m_Play = FALSE;					// halt fader first, without updating UI
	double	Pos = GetPos();
	bool	Fwd = Pos <= .5;		// set fade direction
	int		Src = SEL_A + !Fwd;		// index of source
	int		Dst = SEL_A + Fwd;		// index of destination
	if (Pos > 0 && Pos < 1) {		// if fader is between A and B
		SetInfo(Src, GetInfo(SEL_MIX));	// copy mix to source
		SetName(Src, m_MixName);		// set source name to mix
		m_Frm->OnNewParms(Src);		// update parameters dialog
	}
	SetPos(!Fwd);		// move fader to source
	SetInfo(Dst, Patch);	// copy arg to destination
	SetName(Dst, Name);	// set destination file name
	SetSeconds(Secs);
	if (Secs)
		Play(TRUE);	// start fading to new patch
	else {
		Play(FALSE);
		SetPos(Fwd);	// jump to new patch
		m_Frm->GetView()->FlushHistory();	// prevent glitch
	}
	if (RandPhase) {
		TimerHook();	// make mod freqs non-zero so randomize phase works
		for (int i = 0; i < ROWS; i++) {
			// if modulator is unused in source, but active in destination
			if (!m_Info[Src].m_Row[i].Freq && m_Info[Dst].m_Row[i].Freq)
				m_Frm->GetView()->SetPhase(i, double(rand()) / RAND_MAX);	// randomize phase
		}
	}
	if (m_Frm->GetPatchMode() == CMainFrame::PM_FULL)
		m_Frm->SetPatch(Patch);	// restore master and main settings
	m_Frm->OnNewParms(Dst);	// update parameters dialog
	return(TRUE);
}