Esempio n. 1
0
KnotsPlayer::KnotsPlayer( QObject *parent )
    : QObject( parent )
    , _status( Stopped )
    , _tickPeriod( KOneSecond )
    , _tickCount( 0 )
    , _properties( 0 )
{
    _properties = new KnotsPlayerProperties;
    _propertiesUpdateTimer = new QTimer();
    _backlightTimer = new QTimer();

    Knots::instance().setPlayer( this );

    _propertiesUpdateTimer->setSingleShot(false);

    connect(_propertiesUpdateTimer, SIGNAL(timeout()), this, SLOT( updateTimeout()));

    connect(_backlightTimer, SIGNAL(timeout()), this, SLOT(onBacklightTimer()));

    connect( _properties, SIGNAL(propertiesUpdated()), this, SLOT(networkPropertiesUpdated()));

    connect( &Knots::instance().serverConnection(), SIGNAL(finished(QNetworkReply*)), this, SLOT(requestFinished(QNetworkReply*)));

    connect( this, SIGNAL(stateChanged(KnotsPlayer::PlayingState)), Knots::instance().mainWindow(), SLOT(onPlayerStateChange(KnotsPlayer::PlayingState)));

#if defined(Q_WS_MAEMO_5)
    _ossoContext = osso_initialize("QtKnots","1.0",true, 0);
#endif

}
Esempio n. 2
0
void QDBusPlatformMenu::syncMenuItem(QPlatformMenuItem *menuItem)
{
    QDBusPlatformMenuItem *item = static_cast<QDBusPlatformMenuItem *>(menuItem);
    // if a submenu was added to this item, we need to connect to its signals
    if (item->menu())
        syncSubMenu(static_cast<const QDBusPlatformMenu *>(item->menu()));
    // TODO keep around copies of the QDBusMenuLayoutItems so they can be updated?
    // or eliminate them by putting dbus streaming operators in this class instead?
    // or somehow tell the dbusmenu client that something has changed, so it will ask for properties again
    QDBusMenuItemList updated;
    QDBusMenuItemKeysList removed;
    updated << QDBusMenuItem(item);
    qCDebug(qLcMenu) << updated;
    emit propertiesUpdated(updated, removed);
}