CPluginCANGine::CPluginCANGine() { setDataConnectionSettings (); setDefaultData (); m_list_string_validation.append("C2ACamion"); m_list_string_validation.append("EngSpeed"); m_list_string_validation.append("Accel"); m_list_string_validation.append("TCO"); m_list_string_validation.append("Speed"); m_list_string_validation.append("Distance"); m_list_string_validation.append("EngHours"); m_list_string_validation.append("FuelC"); m_list_string_validation.append("EngTemp"); m_list_string_validation.append("FuelLev"); m_list_string_validation.append("VehID"); m_list_string_validation.append("FMS"); m_list_string_validation.append("Gear"); m_list_string_validation.append("DoorCtr1"); m_list_string_validation.append("DC2 loe"); m_list_string_validation.append("BellowPr"); m_list_string_validation.append("BrakePr"); m_list_string_validation.append("Alternat"); m_list_string_validation.append("DateTime"); m_list_string_validation.append("AmbTemp"); m_device_type = QRegExp("/dev/ttyS[0-9]+|/dev/USB[0-9]+"); connect (m_cute_com , SIGNAL (signalReceiveData(QString&)) , this , SLOT(slotReceiveData(QString&))); connect (m_cute_com , SIGNAL (signalDisconnect()) , this , SLOT(slotDisconnect())); connect (&m_time_disconnect , SIGNAL(timeout()) , this , SLOT(slotDisconnect())); }
void CGalcon::connectSendersToTakers() { connect(m_gui, SIGNAL(SendView(Message::CMessageAddViewPtr)), m_game, SLOT(AddView(Message::CMessageAddViewPtr))); connect(m_game, SIGNAL(SendStartGame(uint,uint)), m_gui, SLOT(TakeFieldSize(uint,uint))); connect(m_game, SIGNAL(SendError(Message::CMessageInformationPtr)), m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr))); connect(m_game, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)), m_gui, SLOT(TakeFinishGame(Message::CMessageFinishGamePtr))); connect(m_game, SIGNAL(signalTimer()), m_game, SLOT(slotTimer())); connect(m_gui, SIGNAL(signalDisconnect()), this, SLOT(slotDisconnect())); connect(m_gui, SIGNAL(SendClientToServer(Message::CMessageConnectToServerPtr)), m_manager, SLOT(TakeServerConnect(Message::CMessageConnectToServerPtr))); connect(m_gui, SIGNAL(SendClientToSingleGame(Message::CMessageConnectToSingleGamePtr)), m_singleGame, SLOT(TakeServerConnect(Message::CMessageConnectToSingleGamePtr)), Qt::QueuedConnection); connect(m_gui, SIGNAL(signalPause()), m_game, SLOT(SlotPause())); connect(m_gui, SIGNAL(signalPause()), m_singleGame, SLOT(TakePause())); connect(m_gui, SIGNAL(signalExit()), m_game, SLOT(SlotExitGame())); connect(m_gui, SIGNAL(signalChoiceNetworkGame()), this, SLOT(slotChoiceNetworkGame())); connect(m_gui, SIGNAL(signalChoiceSingleGame()), this, SLOT(slotChoiceSingleGame())); connect(m_manager, SIGNAL(SendConfirmConnect(Message::CMessageConfirmationConnectToServerPtr)), m_gui, SLOT(TakeConfirmConnectToServer(Message::CMessageConfirmationConnectToServerPtr))); connect(m_manager, SIGNAL(SendError(Message::CMessageErrorPtr)), m_gui, SLOT(TakeError(Message::CMessageErrorPtr))); connect(m_manager, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)), m_game, SLOT(SlotFinishGame(Message::CMessageFinishGamePtr))); connect(m_manager, SIGNAL(SendStateMap(Message::CMessageStateMapPtr)), m_game, SLOT(SlotStateMap(Message::CMessageStateMapPtr))); connect(m_manager, SIGNAL(SendStartGame(Message::CMessageStartMapGamePtr)), m_game, SLOT(SlotStartData(Message::CMessageStartMapGamePtr))); connect(m_manager, SIGNAL(SendTimeToStart(Message::CMessageTimeToStartGamePtr)), m_gui, SLOT(TakeTimeStartToGame(Message::CMessageTimeToStartGamePtr))); connect(m_manager, SIGNAL(SendInInformation(Message::CMessageInformationPtr)), m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr))); connect(m_singleGame, SIGNAL(SendConfirmConnect(Message::CMessageConfirmationConnectToServerPtr)), m_gui, SLOT(TakeConfirmConnectToServer(Message::CMessageConfirmationConnectToServerPtr))); connect(m_singleGame, SIGNAL(SendError(Message::CMessageErrorPtr)), m_gui, SLOT(TakeError(Message::CMessageErrorPtr))); connect(m_singleGame, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)), m_game, SLOT(SlotFinishGame(Message::CMessageFinishGamePtr))); connect(m_singleGame, SIGNAL(SendStateMap(Message::CMessageStateMapPtr)), m_game, SLOT(SlotStateMap(Message::CMessageStateMapPtr))); connect(m_singleGame, SIGNAL(SendStartGame(Message::CMessageStartMapGamePtr)), m_game, SLOT(SlotStartData(Message::CMessageStartMapGamePtr))); connect(m_singleGame, SIGNAL(SendTimeToStart(Message::CMessageTimeToStartGamePtr)), m_gui, SLOT(TakeTimeStartToGame(Message::CMessageTimeToStartGamePtr))); connect(m_singleGame, SIGNAL(SendInInformation(Message::CMessageInformationPtr)), m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr))); }
void CPluginCANGine::slotDisconnect () { //J'incrémente si c'est < 2 , et si je ne reçoit jamais de données le compteur n'est pas remis à 0 , le timer est initialié à 1 seconde if (m_cpt_iteration_data == 2) { //Donc si je ne recoit pas de donnée au bout de 2 secondes je me déconnecte. setDefaultData(); emit signalUpdateServices (); emit signalDisconnect(this); } else { m_cpt_iteration_data ++; } }
int CPluginCANGine::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = CPluginAbstractSerialPort::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: signalDisconnect((*reinterpret_cast< CPluginAbstract*(*)>(_a[1]))); break; case 1: signalUpdateServices(); break; case 2: slotReceiveData((*reinterpret_cast< QString(*)>(_a[1]))); break; case 3: slotSendData(); break; case 4: slotDisconnect(); break; default: ; } _id -= 5; } return _id; }
void CGalcon::disconnectNetworkSendersToTakers() { disconnect(m_gui, SIGNAL(SendStepPlayer(Message::CMessageStepPlayerPtr)), m_manager, SLOT(TakeStepPlayer(Message::CMessageStepPlayerPtr))); disconnect(m_gui, SIGNAL(signalDisconnect()), m_manager, SLOT(TakeExit())); }
void CGalcon::disconnectSingleSendersToTakers() { disconnect(m_gui, SIGNAL(SendStepPlayer(Message::CMessageStepPlayerPtr)), m_singleGame, SLOT(TakeStepPlayer(Message::CMessageStepPlayerPtr))); disconnect(m_gui, SIGNAL(signalDisconnect()), m_singleGame, SLOT(TakeExit())); }