void WidgetIrcMain::connectToImpl(const ConnectionInfo& connection) { Session* session = Session::fromConnection(connection, this); session->setEncoding(Application::encoding()); if (session->userName().isEmpty()) session->setUserName("quazaa"); if (!session->hasQuit() && session->ensureNetwork()) session->open(); tabWidget->addSession(session); connect(session, SIGNAL(activeChanged(bool)), this, SLOT(updateSession())); connect(session, SIGNAL(connectedChanged(bool)), this, SLOT(updateSession())); updateSession(session); SessionTabWidget* tab = tabWidget->sessionWidget(session); connect(tab, SIGNAL(viewAdded(WidgetIrcMessageView*)), this, SLOT(viewAdded(WidgetIrcMessageView*))); connect(tab, SIGNAL(viewRemoved(WidgetIrcMessageView*)), this, SLOT(viewRemoved(WidgetIrcMessageView*))); connect(tab, SIGNAL(viewRenamed(WidgetIrcMessageView*)), this, SLOT(viewRenamed(WidgetIrcMessageView*))); connect(tab, SIGNAL(viewActivated(WidgetIrcMessageView*)), this, SLOT(viewActivated(WidgetIrcMessageView*))); connect(tab, SIGNAL(editSession(Session*)), this, SLOT(editSession(Session*))); if (WidgetIrcMessageView* view = tab->viewAt(0)) { treeWidget->addView(view); treeWidget->setCurrentView(view); treeWidget->parentWidget()->show(); view->applySettings(); } if (!quazaaSettings.WinMain.ChatUserListSplitter.isEmpty()) tab->restoreSplitter(quazaaSettings.WinMain.ChatUserListSplitter); }
void SessionWidget::openSyncSession() { clearError(); session->open(); session->waitForOpened(); updateSession(); }
// virtual BOOL FSFloaterVoiceControls::postBuild() { mAvatarList = getChild<LLAvatarList>("speakers_list"); mAvatarListRefreshConnection = mAvatarList->setRefreshCompleteCallback(boost::bind(&FSFloaterVoiceControls::onAvatarListRefreshed, this)); childSetAction("leave_call_btn", boost::bind(&FSFloaterVoiceControls::leaveCall, this)); mNonAvatarCaller = findChild<LLNonAvatarCaller>("non_avatar_caller"); mNonAvatarCaller->setVisible(FALSE); mVolumeSlider = findChild<LLSliderCtrl>("volume_slider"); mMuteButton = findChild<LLButton>("mute_btn"); if (mVolumeSlider && mMuteButton) { mAvatarList->setCommitCallback(boost::bind(&FSFloaterVoiceControls::onParticipantSelected, this)); mVolumeSlider->setCommitCallback(boost::bind(&FSFloaterVoiceControls::onVolumeChanged, this)); mMuteButton->setCommitCallback(boost::bind(&FSFloaterVoiceControls::onMuteChanged, this)); } initAgentData(); connectToChannel(LLVoiceChannel::getCurrentVoiceChannel()); updateTransparency(TT_ACTIVE); // force using active floater transparency (STORM-730) updateSession(); return TRUE; }
// virtual BOOL LLCallFloater::postBuild() { LLTransientDockableFloater::postBuild(); mAvatarList = getChild<LLAvatarList>("speakers_list"); mAvatarListRefreshConnection = mAvatarList->setRefreshCompleteCallback(boost::bind(&LLCallFloater::onAvatarListRefreshed, this)); childSetAction("leave_call_btn", boost::bind(&LLCallFloater::leaveCall, this)); mNonAvatarCaller = findChild<LLNonAvatarCaller>("non_avatar_caller"); mNonAvatarCaller->setVisible(FALSE); LLView *anchor_panel = LLBottomTray::getInstance()->getChild<LLView>("speak_flyout_btn"); setDockControl(new LLDockControl( anchor_panel, this, getDockTongue(), LLDockControl::TOP)); initAgentData(); connectToChannel(LLVoiceChannel::getCurrentVoiceChannel()); setIsChrome(true); //chrome="true" hides floater caption if (mDragHandle) mDragHandle->setTitleVisible(TRUE); updateTransparency(TT_ACTIVE); // force using active floater transparency (STORM-730) updateSession(); return TRUE; }
void MainWindow::connectToImpl(const ConnectionInfo& connection) { Session* session = Session::fromConnection(connection, this); session->setEncoding(Application::encoding()); session->setUserName("communi"); if (!session->hasQuit() && session->ensureNetwork()) session->open(); tabWidget->addSession(session); if (treeWidget) treeWidget->setCurrentView(session); connect(session, SIGNAL(activeChanged(bool)), this, SLOT(updateSession())); connect(session, SIGNAL(connectedChanged(bool)), this, SLOT(updateSession())); updateSession(session); SessionTabWidget* tab = tabWidget->sessionWidget(session); connect(tab, SIGNAL(viewAdded(MessageView*)), this, SLOT(viewAdded(MessageView*))); connect(tab, SIGNAL(viewRemoved(MessageView*)), this, SLOT(viewRemoved(MessageView*))); connect(tab, SIGNAL(viewRenamed(QString,QString)), this, SLOT(viewRenamed(QString,QString))); connect(tab, SIGNAL(viewActivated(MessageView*)), this, SLOT(viewActivated(MessageView*))); connect(tab, SIGNAL(editSession(Session*)), this, SLOT(editSession(Session*))); QSettings settings; if (settings.contains("list")) tab->restoreSplitter(settings.value("list").toByteArray()); }
void LLCallFloater::updateState(const LLVoiceChannel::EState& new_state) { LL_DEBUGS("Voice") << "Updating state: " << new_state << ", session name: " << sCurrentVoiceChannel->getSessionName() << LL_ENDL; if (LLVoiceChannel::STATE_CONNECTED == new_state) { updateSession(); } else { reset(new_state); } }
int updateZoom(int session,int uzoom){ if(session<0||session>sessionCount){ printf("\nONLY %d sessions are running !!",sessionCount); return 0; } if(zoom[session]==uzoom){ printf("\nNo change !!\n"); return 1; } updateSession(session,page[session],uzoom,width[session],height[session]); return 1; }
SessionWidget::SessionWidget(const QNetworkConfiguration &config, QWidget *parent) : QWidget(parent), statsTimer(-1) { setupUi(this); #ifdef QT_NO_NETWORKINTERFACE interfaceName->setVisible(false); interfaceNameLabel->setVisible(false); interfaceGuid->setVisible(false); interfaceGuidLabel->setVisible(false); #endif session = new QNetworkSession(config, this); connect(session, SIGNAL(stateChanged(QNetworkSession::State)), this, SLOT(updateSession())); connect(session, SIGNAL(error(QNetworkSession::SessionError)), this, SLOT(updateSessionError(QNetworkSession::SessionError))); updateSession(); sessionId->setText(QString("0x%1").arg(qulonglong(session), 8, 16, QChar('0'))); configuration->setText(session->configuration().name()); connect(openSessionButton, SIGNAL(clicked()), this, SLOT(openSession())); connect(openSyncSessionButton, SIGNAL(clicked()), this, SLOT(openSyncSession())); connect(closeSessionButton, SIGNAL(clicked()), this, SLOT(closeSession())); connect(stopSessionButton, SIGNAL(clicked()), this, SLOT(stopSession())); #if defined(Q_WS_MAEMO_5) || defined(Q_WS_MAEMO_6) connect(deleteSessionButton, SIGNAL(clicked()), this, SLOT(deleteSession())); #endif }
// virtual BOOL LLCallFloater::postBuild() { mAvatarList = getChild<LLAvatarList>("speakers_list"); mAvatarListRefreshConnection = mAvatarList->setRefreshCompleteCallback(boost::bind(&LLCallFloater::onAvatarListRefreshed, this)); childSetAction("leave_call_btn", boost::bind(&LLCallFloater::leaveCall, this)); mNonAvatarCaller = findChild<LLNonAvatarCaller>("non_avatar_caller"); mNonAvatarCaller->setVisible(FALSE); initAgentData(); connectToChannel(LLVoiceChannel::getCurrentVoiceChannel()); updateTransparency(TT_ACTIVE); // force using active floater transparency (STORM-730) updateSession(); return TRUE; }
void SessionWidget::stopSession() { clearError(); session->stop(); updateSession(); }
void SessionWidget::closeSession() { clearError(); session->close(); updateSession(); }
void SessionWidget::openSession() { clearError(); session->open(); updateSession(); }
void SessionWidget::stopSession() { session->stop(); updateSession(); }
void SessionWidget::closeSession() { session->close(); updateSession(); }
void SessionWidget::openSession() { session->open(); updateSession(); }
int main() { // Initial setup signal(SIGINT, shutDown); openPath(); instructions(); srand(time(NULL)); game_state currGame; memset(&currGame, 0, sizeof(game_state)); // Sets up piezobuzzer for sound using designated PWM pin pwm = fopen("/sys/devices/bone_capemgr.9/slots", "w"); fseek(pwm, 0, SEEK_END); fprintf(pwm, "am33xx_pwm"); fprintf(pwm, "bone_pwm_P9_14"); fflush(pwm); // Sets the pointers to the appropriate duty and period files dirDuty = fopen("/sys/devices/ocp.3/pwm_test_P9_14.15/duty", "w"); dirT = fopen("/sys/devices/ocp.3/pwm_test_P9_14.15/period", "w"); // Main game loop while (!currGame.quit) { char *playScreen = " Press button to start! "; write(fd_lcd, playScreen, SCREEN_SIZE * 3); pressAnyButton(); // usleep necessary here to prevent signal overlap once game begins usleep(500000); // Initializes the playing screen char symbolScreen[SCREEN_SIZE + 1]; int i; for (i = 0; i < SCREEN_SIZE; i++) { symbolScreen[i] = ' '; } symbolScreen[SCREEN_SIZE] = '\0'; session_state currSession; memset(&currSession, 0, sizeof(session_state)); currSession.misses = -1; // Current game session loop while (currSession.misses < WRONG_GUESSES) { // When software counter resets, update to the next screen frame if (currSession.counter == 0) { // Respond to player's input if (currSession.correctInput && symbolScreen[0] != ' ') { currSession.currScore++; } else if (!currSession.correctInput) { currSession.misses++; } currSession.inputted = 0; currSession.correctInput = 0; if (nextScreenFrame(&currSession, symbolScreen) == -1) { shutDown(); return EXIT_FAILURE; } } // Delay inbetween input update usleep(DELAY_TIME); // Reads the current status of the button inputs read(fd_but, currGame.inputs, NUM_BUTTONS * sizeof(int)); currSession.pressed = 5; for (i = 0; i < NUM_BUTTONS; i++) { if (currGame.inputs[i] == 1) { currSession.pressed = i; } } // Play sound on buzzer which corresponds to the input // This is done less often to improve smoothness of gameplay if (currSession.counter % 15 == 0) { if (currSession.pressed == 0) { buzzer(noteA); } else if (currSession.pressed == 1) { buzzer(noteB); } else if (currSession.pressed == 2) { buzzer(noteC); } else if (currSession.pressed == 3) { buzzer(noteD); } else if (currSession.pressed == 4) { buzzer(noteE); } else { buzzer(0); } } updateSession(&currSession, symbolScreen[0]); } printGameOver(currSession.currScore, &(currGame.highScore)); pressAnyButton(); usleep(500000); // Prompts user to choose to play again currGame.quit = wantToQuit(); usleep(500000); } shutDown(); return EXIT_SUCCESS; }