Esempio n. 1
0
void MountTray::programInit()
{
  DCheck = new DevCheck(); //initialize class for checking devices
  qDebug() << "pc-mounttray: starting up";
  MTINIT=true; //set the flag that the mount tray is initializing;
  //getInitialUsername(); //try to detect the non-root user who is running the program with root permissions
  getFileManager();
    
  loadSavedSettings();
  
  trayIcon = new QSystemTrayIcon(this);
  trayIconMenu = new QMenu();
  //Generate the system menu options (these don't change)
  sysMenu = new QMenu( tr("More Options") );
    sysMenu->setIcon( QIcon(":icons/config.png") );
    //Add the additional options
    sysMenu->addAction( QIcon(":icons/folder.png"), tr("Open Media Directory"), this, SLOT(slotOpenMediaDir()) );
    sysMenu->addAction( QIcon(":icons/harddrive.png"), tr("View Disk Usage"),this,SLOT(slotOpenFSDialog()) );
    sysMenu->addAction( QIcon(":icons/refresh.png"),tr("Rescan Devices"), this, SLOT(slotRescan()) );
    //Add the setting dialog option seperately
    sysMenu->addSeparator();
    sysMenu->addAction( QIcon(":icons/dvd.png"), tr("Load ISO File"), this, SLOT(slotOpenISO()) );
    sysMenu->addAction( QIcon(":icons/config.png"), tr("Change Settings"), this, SLOT(slotOpenSettings()) );
    //Add the Close button seperately
    sysMenu->addSeparator();
    sysMenu->addAction( QIcon(":icons/application-exit.png"), tr("Close Tray"), this, SLOT(closeTray()) );
  
  // Tie the left-click signal to open the context menu
  connect(trayIcon, SIGNAL(activated(QSystemTrayIcon::ActivationReason)), this, SLOT(slotTrayActivated(QSystemTrayIcon::ActivationReason)) );
  //Connect the message clicked slot
  connect(trayIcon,SIGNAL(messageClicked()),this,SLOT(slotPopupClicked()) );
  //Set the default Tray Icon (will change once tray menus are set)
  trayIcon->setIcon(QIcon(":icons/CDdevices-inactive.png"));
  trayIcon->show();

  //Do an initial scan of the devices with dmesg
  qDebug() << "-Performing initial device scan";
  scanInitialDevices();
  
  //Startup the devd watching process
  qDebug() << "-Starting up the DEVD watcher";
  devdTimer = new QTimer();
  devdTimer->setSingleShot(TRUE);
  connect(devdTimer,SIGNAL(timeout()),this,SLOT(slotDevChanges()));
  startupDevdProc();
  
  //Start up the filesystem watcher
  diskWatcher = new FSWatcher();
  connect(diskWatcher,SIGNAL(FSWarning(QString,QString)),this,SLOT(slotDisplayWarning(QString,QString)));
  if(useDiskWatcher){ 
    qDebug() << "-Starting up the disk space alert system";
    diskWatcher->start(diskTimerMaxMS); 
  }
  
  //Update the tray menu and icons
  updateMenu();

  qDebug() << "-Program now ready for use";
  QTimer::singleShot(500, this, SLOT(slotDoneWithInit()) ); //give it 1/2 a second to settle
}
Esempio n. 2
0
	void Texture::LoadFromFile( const std::string& texturePath )
	{
		REQUIRES( !IsLoaded() );
		REQUIRES( !texturePath.empty() );
	
		m_filePath = texturePath;
		int bufferSize;
		const unsigned char* textureBuffer = reinterpret_cast< const unsigned char* >( getFileManager().readDataFromFile( texturePath, bufferSize ) );

		if( textureBuffer != nullptr )
			m_texels = stbi_load_from_memory( textureBuffer, bufferSize, &m_width, &m_height, &m_channels, 0 );

		SAFE_DELETE( textureBuffer );
		LoadToOpenGL();

		PROMISES( IsLoaded() );
		PROMISES( GetFilePath() == texturePath );
	}
Esempio n. 3
0
std::unique_ptr<CompilerInstance>
BuildCompilerInstance(ArrayRef<const char *> ClangArgv) {
  auto Ins = llvm::make_unique<CompilerInstance>();
  auto DC = llvm::make_unique<TestDiagnosticConsumer>();
  const bool ShouldOwnClient = true;
  Ins->createDiagnostics(DC.release(), ShouldOwnClient);

  auto Inv = llvm::make_unique<CompilerInvocation>();

  CompilerInvocation::CreateFromArgs(*Inv, ClangArgv.data(),
                                     &ClangArgv.data()[ClangArgv.size()],
                                     Ins->getDiagnostics());

  Inv->getLangOpts()->CPlusPlus = true;
  Inv->getLangOpts()->CPlusPlus11 = true;
  Inv->getHeaderSearchOpts().UseLibcxx = true;
  Inv->getLangOpts()->Bool = true;
  Inv->getLangOpts()->WChar = true;
  Inv->getLangOpts()->Blocks = true;
  Inv->getLangOpts()->DebuggerSupport = true;
  Inv->getLangOpts()->SpellChecking = false;
  Inv->getLangOpts()->ThreadsafeStatics = false;
  Inv->getLangOpts()->AccessControl = false;
  Inv->getLangOpts()->DollarIdents = true;
  Inv->getCodeGenOpts().setDebugInfo(codegenoptions::FullDebugInfo);
  Inv->getTargetOpts().Triple = llvm::sys::getDefaultTargetTriple();

  Ins->setInvocation(Inv.release());

  TargetInfo *TI = TargetInfo::CreateTargetInfo(
      Ins->getDiagnostics(), Ins->getInvocation().TargetOpts);
  Ins->setTarget(TI);
  Ins->getTarget().adjust(Ins->getLangOpts());
  Ins->createFileManager();
  Ins->createSourceManager(Ins->getFileManager());
  Ins->createPreprocessor(TU_Complete);

  return Ins;
}
Esempio n. 4
0
	//--------------------------------------------------------------------------------
	void Shader::loadShaderFromFile( const char* fileName, GLenum shaderType )
	{
		GLuint shaderID = 0;
		std::string shaderString;
		//std::ifstream shaderFile( fileName );
		int shaderBufferSize = -1;
		const char* shaderBuffer = nullptr;
		shaderBuffer = getFileManager().readDataFromFile( fileName, shaderBufferSize );		

		if( shaderBuffer != nullptr )
		{
			std::string shaderString;
			shaderString.assign( shaderBuffer, shaderBufferSize );
			//shaderString.assign( std::istreambuf_iterator< char >( shaderFile ), std::istreambuf_iterator< char >() );
			shaderID = glCreateShader( shaderType );

			const GLchar* shaderSource = shaderString.c_str();
			glShaderSource( shaderID, 1, reinterpret_cast< const GLchar** >( &shaderSource ), nullptr );

			glCompileShader( shaderID );

			GLint compiled = GL_FALSE;
			glGetShaderiv( shaderID, GL_COMPILE_STATUS, &compiled );

			if( compiled != GL_TRUE )
			{
				handleShaderCompilerError( shaderID, fileName, shaderSource );
			}

			m_shaderID = shaderID;
		}
		else
		{
			std::string errorMessage = "Could not open shader file: " + std::string( fileName );
			MonkyException::fatalErrorMessageBox( "Shader file open error", errorMessage.c_str() );
		}
		SAFE_DELETE( shaderBuffer );
	}