QUMediaPlayer::QUMediaPlayer(QWidget *parent): QWidget(parent) { setupUi(this); connect(stopBtn, SIGNAL(clicked()), this, SLOT(stop())); connect(prevBtn, SIGNAL(clicked()), this, SLOT(prev())); connect(nextBtn, SIGNAL(clicked()), this, SLOT(next())); connect(this, SIGNAL(stateChanged(QUMediaPlayer::States)), this, SLOT(updatePlayerControls(QUMediaPlayer::States))); connect(this, SIGNAL(stateChanged(QUMediaPlayer::States)), this, SLOT(updateInfoLabel(QUMediaPlayer::States))); connect(this, SIGNAL(stateChanged(QUMediaPlayer::States)), this, SLOT(updateTimeSlider(QUMediaPlayer::States))); connect(shuffleBtn, SIGNAL(toggled(bool)), this, SLOT(loopShuffleToggled())); connect(loopBtn, SIGNAL(toggled(bool)), this, SLOT(loopShuffleToggled())); connect(timeSlider, SIGNAL(sliderReleased()), this, SLOT(seek())); connect(autocue, SIGNAL(editSongRequested(int)), this, SLOT(requestSongEdit(int))); connect(autocue2, SIGNAL(editSongRequested(int)), this, SLOT(requestSongEdit(int))); timeSlider->setMinimum(0); timeSlider->setSingleStep(1); if(!BASS_Init(-1, 44100, 0, 0, NULL)) logSrv->add("BASS was NOT loaded.", QU::Warning); _mediaStream = 0; _currentSongIndex = -1; setState(QUMediaPlayer::stopped); }
void Antimony::step() { timer.catchTime(TIMER_FRAME_GLOBAL); delta = timer.getDelta(); double fstep = delta * worldSpeed; cpuUsage.GetUsage(0); if (GetForegroundWindow() == window_main.hWnd && mouse.isExclusive()) { mouse.acquire(false); } else { mouse.release(false); /*SetCursor(arrow); SetClassLong(window_main.hWnd, GCL_HCURSOR, (DWORD)arrow);*/ } updateGameState(); if (ifGameState(GAMESTATE_INGAME)) // In-game (non-paused, non-menu etc.) { if (devConsole.isOpen()) { player.lock(); camera_main.lock(); } else { player.unlock(); camera_main.unlock(); } updateAI(fstep); // update AI/scripts etc. (TBI) updateWorld(fstep); // update moving objects, triggers etc. (TBI) player.update(delta, m_objectsCollisions); updatePlayerControls(&keys, &controller[0], fstep); // update player inputs updatePhysics(fstep); // btWorld step updateCameraControls(&mouse, &keys, &controller[0], fstep); // update camera (--> mat_view) } else if (ifGameState(GAMESTATE_PAUSED) && devConsole.isClosed()) // Game is paused { camera_main.unlock(); updateCameraControls(&mouse, &keys, &controller[0], fstep); // update camera (--> mat_view) } prepareFrame(); // prepare the frame for rendering }