Esempio n. 1
0
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()));
}
Esempio n. 2
0
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)));
}
Esempio n. 3
0
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 ++;
    }
}
Esempio n. 4
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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;
}
Esempio n. 5
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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()));
}
Esempio n. 6
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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()));
}