void ChatWindow::appendMessage(const QXmppMessage &o_message) { XmppMessage message(o_message); changeState(message.state()); if (!message.body().isEmpty()){ //QString bareJid = jidToBareJid(message.from()); ui.messageBrowser->append(QString("%1 %2").arg(message.from()).arg(QTime::currentTime().toString())); if (message.html().isEmpty()) { ui.messageBrowser->append(message.body()); } else { ui.messageBrowser->append(message.html()); } if (!isActiveWindow()) { // notice new message activateWindow(); } } }
void BaseGameLogic::loadGameDelegate(StrongIEventPtr event) { LOGI << "Received a event to load the game." << endl; // Set the loading game state. changeState(State::LOADING_GAME); // Load the game. std::shared_ptr<LoadGameEvent> load_game_event = std::static_pointer_cast<LoadGameEvent>(event); if (!loadGame(load_game_event->getResourceName())) { LOGE << "Loading of game from resource '" << load_game_event->getResourceName() << "' failed." << endl; LOGI << "Fireing an exit game event." << endl; StrongIEventPtr exit_game_event(new ExitGameEvent); event_mgr_->fireEvent(exit_game_event); } }
void SelectLevel::update(double dt) { // Spot light in the looking direction. mLight->setPosition(gCamera->getPosition() + D3DXVECTOR3(0, 5, 0)); D3DXVECTOR3 t; mLight->setDirection(-*D3DXVec3Normalize(&t, &(gCamera->getPosition() - gCamera->getTarget()))); // Only update the other menu if the state havent changed. if(mMenu->update(gInput->mousePosition())) mSideMenu->update(gInput->mousePosition()); gCamera->rotate(0, 0.001); gCamera->updateView(); // Go to main menu on ESC. if(gInput->keyPressed(VK_ESCAPE)) { changeState(MainMenu::Instance()); ShowCursor(false); } }
void XMLHttpRequest::abort() { // internalAbort() calls dropProtection(), which may release the last reference. Ref<XMLHttpRequest> protectedThis(*this); if (!internalAbort()) return; clearResponseBuffers(); // Clear headers as required by the spec m_requestHeaders.clear(); if ((m_state == OPENED && m_sendFlag) || m_state == HEADERS_RECEIVED || m_state == LOADING) { ASSERT(!m_loader); m_sendFlag = false; changeState(DONE); dispatchErrorEvents(eventNames().abortEvent); } m_state = UNSENT; }
void OSCLoginWindow::onLoginMacOSCAction() { // OSCMainWindow *oscMainWin = new OSCMainWindow; // this->close(); // oscMainWin->show(); // return; if (ui->loginname->text().length() == 0 || ui->password->text().length() ==0){ ui->prompt->setText(RICH_TEXT(RED_COLOR,EMPTY_TEXT)); return; } QNetworkRequest request(OSC_HTTPS_LOGIN_URL); request.setHeader(QNetworkRequest::ContentTypeHeader,"application/x-www-form-urlencoded"); QString params = QString("username="******"&pwd=") .append(ui->password->text()); manager->post(request,QByteArray(CONVERT_TO_C_CHAR(params))); changeState(false); }
void Metronome::play() { playing = true; // QFile::exists("sons/kick.wav") ? qDebug()<<"chemin ok" : qDebug()<<"chemin nok"; // Lecture::instance()->play("sons/kick.ogg"); ui->playAndStopPushButton->setIcon(QIcon(":/icones/images/stop.png")); leftLedOn = true; leftLed->setPixmap(QPixmap(":/icones/images/greenLedOn.png")); bpm = ui->tempoDial->value(); timerLed->start(60000/bpm); qDebug() << "led interval " << timerLed->interval(); timerNeedle->start(180/bpm*60000); qDebug() << "needle interval " << timerNeedle->interval(); connect(timerLed,SIGNAL(timeout()),SLOT(changeState())); connect(timerNeedle,SIGNAL(timeout()),SLOT(animeNeedle())); }
bool BrainGameOver::handleEvent(SDL_Event& event) { switch(event.type) { case SDL_KEYDOWN: if( event.key.keysym.sym == SDLK_ESCAPE ) { changeState(BrainMenu::instance()); return true; } else if( !m_text_queue.empty() ) { textInput(event.key.keysym.sym); return true; } break; } return false; }
void GameEngine::gameloop(SDL_Window * window) { try { screen = SDL_GetWindowSurface( window ); } catch(...) { std::cout << "Screen error :" << SDL_GetError() << std::endl; } //Start cap timer int timer = SDL_GetTicks(); int frameTicks; while(!quit) { timer = SDL_GetTicks(); gameinput(); gamelogic(); if(transition) { changeState(); } gamedisplay( window ); //bufferflush fflush(stdout); frameTicks = SDL_GetTicks() - timer; if( frameTicks < SCREEN_TICKS_PER_FRAME) { //Wait remaining time SDL_Delay( SCREEN_TICKS_PER_FRAME - frameTicks ); } } }
void BlobGame::beginEditor(){ m_Camera->moveTo(0,0); SafePtrRelease(m_Editor); if(!m_GameObjects){ m_GameObjects = new std::vector<GameObject*>(); } m_Editing = false; DIR* dir; struct stat fileStat; struct dirent* dirp; std::string levelName; std::string filePath; unsigned int width; unsigned int height; UiButton* selectLevel = new UiButton(510,380,64,128,"Finished.png","FinishedS.png", FIRE_ON_RELEASED,m_Camera,loadEditor,NULL); m_GameObjects->push_back(selectLevel); m_LevelSelect = new UiListMenu(200,50,m_Camera,NULL,NULL,"tfa_squaresans.ttf",10,6); m_LevelSelect->setHeight(300); m_LevelSelect->setWidth(700); m_LevelSelect->addEntry("New Level"); selectLevel->setCallBackParam(m_LevelSelect); dir = opendir("levels"); if(dir == NULL){ std::cout << "Levels not found!" << std::endl; changeState(MainMenu); return; } while((dirp = readdir(dir))){ filePath = "levels/" + std::string(dirp->d_name); if(stat(filePath.c_str(),&fileStat)){continue;} if(S_ISDIR(fileStat.st_mode)){continue;} if(loadPreview(&levelName,&width,&height,filePath)){ m_LevelSelect->addEntry("Name :" + levelName + " Size : " + intToString(width) + " X " + intToString(height)); } } SafePtrRelease(dir); }
void ASRestingLowerGains:: handle(ArmThread *t) { /* printf("DEBUG: ASRestingLowerGains "); t->_arm_status._state = _armThread::restingLowerGains; double max = t->_arm.getMaxTorque(0); double delta = max/30.0; bool done[4]; done[0] = t->_arm.decMaxTorques(delta, 0.0, t->_nj); done[1] = t->_gravity1.reduce(30); done[2] = t->_gravity2.reduce(30); done[3] = t->_gravity3.reduce(30); printf("decMaxTorque: %d\n", done[0]); // reduce max torques to 0.0 if (done[0]&&done[1]&&done[2]&&done[3]) { // lower gains smoothly changeState(t, ASRestingWaitIdle::instance()); t->_arm_status._pidStatus = 0; printf("DEBUG: ASRestingLowerGains: DONE\n"); }*/ double max = t->_arm.getMaxTorque(0); double delta = max/30.0; bool done[4]; done[0] = t->_decMaxTorques(delta, 0.0, t->_nj); done[1] = t->_gravity1.reduce(30); done[2] = t->_gravity2.reduce(30); done[3] = t->_gravity3.reduce(30); if (done[0]&&done[1]&&done[2]&&done[3]) { // lower gains smoothly changeState(t, ASRestingWaitIdle::instance()); t->_arm_status._pidStatus = 0; } }
void Characters::subBlood() { // float lb = -30; m_fBloodChan = - 10; // if (isDeath()) // { // m_fBloodCurr += m_fBloodChan; // CCLOG(" current HP:%f", m_fBloodCurr); // changeState(csComeOut); // //控制掉血,发送一个掉血的消息 // CCNotificationCenter::sharedNotificationCenter()->postNotification("status", this); // } // else { m_fBloodCurr += m_fBloodChan; CCLOG(" current HP:%f", m_fBloodCurr); changeState(csHurt); //控制掉血,发送一个掉血的消息 CCNotificationCenter::sharedNotificationCenter()->postNotification("status", this); } }
Application::Application() { getRenderWindow()->SetTitle("Set"); Gaza::FrameSheet frameSheet(&imageManager); bool success = frameSheet.loadFromFile("cardFrames.xml"); if(!success) { setRunning(false); return; } // frameSheet.saveToMemory(); // setRunning(false); CardFrameSheetGenerator generator(&imageManager, &frameSheet); cardFrames = generator.generate(); changeState(new GameState(this, cardFrames)); }
void HighscoreList::Update(Game &game){ //update elapsedTime m_elapsedTime = (float)m_clock.restart().asMilliseconds(); if (!m_startFading){ //color the Back-Button if (m_back.getGlobalBounds().intersects(sf::Rect<float>((float)sf::Mouse::getPosition(game.window).x, (float)sf::Mouse::getPosition(game.window).y + 1.0f, 1.0f, 1.0f))){ m_back.setColor(sf::Color(255, 128, 0)); } else{ m_back.setColor(sf::Color(255, 255, 255)); } } //See if we should change the ScreenState if (m_startFading){ fadeOut(); changeState(game); } }
EntityStatus PudgeHookThrowState::update(PudgeEntity& pudge) { if (pudge.m_Input->hasHookTarget()) { m_HookTarget = pudge.m_Input->hookTarget(); } pudge.m_SpeedCurrent = 0; pudge.m_DirectionTarget = pudge.m_Position.directionToPoint(m_HookTarget); if (pudge.m_DirectionCurrent == pudge.m_DirectionTarget) { ServiceLocator::GetEventService()->broadcast(Event(EVENT_TYPE_SPAWN_HOOK, new EntityEventArgs(&pudge))); // Change State -> Stun Recovery changeState(new PudgeStunRecoveryState(pudge.m_HookRecoveryTime)); } return ENTITY_ALIVE; }
bool MqttSnClient::disconnect() { uint8_t buffer[I_RfPacketSocket::PAYLOAD_CAPACITY+1] = {0}; Disconnect* message = reinterpret_cast<Disconnect*>(buffer); message->initialize(); if (!send(buffer, message->header.length)) { BT_LOG_WARNING("send DISCONNECT failed"); return false; } changeState(DISCONNECTED); if(!pollLoop(buffer, DISCONNECT)) { BT_LOG_WARNING("wait for DISCONNECT timeout"); return false; } return true; }
void Scan::update() { if (ofGetElapsedTimeMillis() - getSharedData().lastUpdate > 1000) { getSharedData().counter++; getSharedData().lastUpdate = ofGetElapsedTimeMillis(); std::cout << getSharedData().counter << "," << scanned << std::endl; // 時間がたったら次へ if (getSharedData().counter > 2) { scanned = true; } if (getSharedData().counter > 5) { init(); changeState("Flight"); } } }
void Moids::readAnalogInput() { if (m_dontReadCounter) { return; } if (m_firstTimeAfterStateTransition) { m_firstTimeAfterStateTransition = false; makeOffset(); int read = analogRead(m_inputMicPin) - m_micOffset; for (int i = 0; i < MIC_INPUT_ARRAY_LENGTH; i++) { m_micInput[i] = read; } } // read Input m_micInput[0] = analogRead(m_inputMicPin) - m_micOffset; // check threshold bool changed = checkInput(); m_micInput[1] = m_micInput[0]; if (changed) { if (STRICT_CHECKING) { // double checking m_micInput[0] = analogRead(m_inputMicPin) - m_micOffset; changed = checkInput(); m_micInput[1] = m_micInput[0]; } if (changed) { changeState(SoundInput); } } }
// Input and output void Engine::pushInstruction(QString name) { if (!checkState()) return; Instruction *i = resolve(name); previousInstructionsPrecedence = i->precedence; // Immediate instructions if (!i->precedence) { executeInstructionOnStack(i); emit(stackChanged()); return; } // Overwrite last instruction if (!iStack.isEmpty() && state == sStart && i->precedence && previousInstructionsPrecedence) { if ("Open brace impl" == *(iStack.top())) { // No tr executeInstructionOnStack("Factory"); // No tr } else { delete iStack.pop(); } } // Evaluate previous high-precedence instructions if (!iStack.isEmpty()) { Instruction *top = resolve(*(iStack.top())); if (i->precedence <= top->precedence) doEvalStack(top->precedence); } // Push instruction onto stack if (state != sError) { iStack.push(new QString(name)); changeState(sStart); } emit(stackChanged()); }
bool MqttSnClient::sleep(uint16_t iSleepDuration) { uint8_t buffer[I_RfPacketSocket::PAYLOAD_CAPACITY+1] = {0}; Disconnect* message = reinterpret_cast<Disconnect*>(buffer); message->initialize(iSleepDuration); if (!send(buffer, message->header.length)) { BT_LOG_WARNING("send DISCONNECT failed"); return false; } if(!pollLoop(buffer, DISCONNECT)) { BT_LOG_WARNING("wait for DISCONNECT timeout"); return false; } changeState(ASLEEP); mSocket->suspend(); return true; }
byte Device::kill() { if (state == STATE_DISABLED) return ERROR_INVALID_ACTION; Logger::begin(name); Logger::log("killing"); Logger::end(); Record::setRelayState(port, RELAY_TURNING_OFF); delay(10); Wagman::setRelay(port, false); delay(500); Record::setRelayState(port, RELAY_OFF); delay(10); changeState(STATE_STOPPED); startTimer.reset(); return 0; }
/** * Starts game engine, creates window and renderer */ int GameEngine::init() { window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, Mario::SCREEN_WIDTH, Mario::SCREEN_HEIGHT, SDL_WINDOW_SHOWN ); if( window == NULL ) { printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() ); return Mario::STATUS_FATAL; } renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED ); if (renderer == NULL) { printf( "Could not create renderer. SDL_Error: %s\n", SDL_GetError() ); return Mario::STATUS_FATAL; } // Set render draw color to WHITE SDL_SetRenderDrawColor( renderer, 0xFF, 0xFF, 0xFF, 0xFF ); set_next_state(STATE_INIT); changeState(); return Mario::STATUS_OK; }
void SoundSet::Update(Game &game){ //update elapsedTime m_elapsedTime = (float)m_clock.restart().asMilliseconds(); //Update Mouse Rectangle m_MouseRect = sf::Rect<float>((float)sf::Mouse::getPosition(game.window).x, (float)sf::Mouse::getPosition(game.window).y + 1.0f, 1.0f, 1.0f); if (!m_startFading){ m_selectionString.Update(m_selectionStream, m_selection); if (m_selection != game.getVolume()) game.setVolume(m_selection); } //See if we should change the ScreenState if (m_startFading){ fadeOut(); changeState(game); } }
void FrequencyEstimator::handleEvent(const Event *event) { double now = event->time(); switch(event->type()) { case SPIKE: if(m_tPrevSpike > 0 && m_state) { double isi, weight; isi = now - m_tPrevSpike; weight = exp(-isi/FE_TAU); m_frequency = (1-weight)/isi + weight*m_frequency; emitTrigger(); Logger(Debug, "FrequencyEstimator(%d): Estimated frequency: %g\n", id(), m_frequency); } m_tPrevSpike = now; // Updates last spike also when TOGGLE is off. break; case TOGGLE: changeState(); Logger(Debug, "FrequencyEstimator(%d): Toggled at %9.3f.\n", id(), GetGlobalTime()); break; } }
ReturnCode bind(int port) { MSS_BEGIN(ReturnCode); MSS(state == Fresh, InvalidState); MSS(port > 0, PortTooLow); MSS(port < 65536, PortTooHigh); std::ostringstream oss; oss << port; struct addrinfo hints, *res; ::memset(&hints, 0, sizeof(hints)); hints.ai_family = AF_UNSPEC; hints.ai_socktype = SOCK_STREAM; hints.ai_flags = AI_PASSIVE; MSS(::getaddrinfo(0, oss.str().c_str(), &hints, &res) == 0, CouldNotGetAddrInfo); MSS(::bind(fid, res->ai_addr, res->ai_addrlen) != -1, CouldNotBind); changeState(Bound); MSS_END(); }
/* should be in RECOVERING state on arrival here. readlocks @return true if transitioned to SECONDARY */ bool ReplSetImpl::tryToGoLiveAsASecondary(OperationContext* txn, OpTime& /*out*/ minvalid) { bool golive = false; lock rsLock( this ); if (_maintenanceMode > 0) { // we're not actually going live return true; } // if we're blocking sync, don't change state if (_blockSync) { return false; } Lock::GlobalWrite writeLock(txn->lockState()); // make sure we're not primary, secondary, rollback, or fatal already if (box.getState().primary() || box.getState().secondary() || box.getState().fatal()) { return false; } minvalid = getMinValid(txn); if( minvalid <= lastOpTimeWritten ) { golive=true; } else { sethbmsg(str::stream() << "still syncing, not yet to minValid optime " << minvalid.toString()); } if( golive ) { sethbmsg(""); changeState(MemberState::RS_SECONDARY); } return golive; }
void ASRestingInit:: handle(ArmThread *t) { t->_arm_status._state = _armThread::restingInit; ARM_STATE_DEBUG(("ASRestingInit\n")); t->_restingInhibited = true; t->_directCommand(firstPosition); // prepare ASMove state... ASMove *asmove = ASMove::instance(); asmove->setCmd(secondPosition); asmove->setNext(ASRestingLowerGains::instance()); // prepare wait state ASWaitForMotion *waitState = ASWaitForMotion::instance(); waitState->setNext(asmove); // chenge to wait state changeState(t,waitState); // signal end of motion t->writeAndSend(YBVArmRest); }
void mainwindow::closeFile(){ if(shop.isEmpty()) return; if(shop.isChanged()){ QMessageBox msgBox; msgBox.setText(tr("The document has been modified.")); msgBox.setInformativeText(tr("Do you want to save your changes?")); msgBox.setStandardButtons(QMessageBox::Save | QMessageBox::Discard); msgBox.setDefaultButton(QMessageBox::Save); int ret = msgBox.exec(); if(ret==QMessageBox::Save){ saveFile(); } } NRow->disconnect(this,SLOT(addElement())); DRow->disconnect(tbl,SLOT(removeRow())); tbl->disconnect(this,SLOT(changeState())); shop.deleteAll(); delete tbl; tbl=0; NRow->setEnabled(false); DRow->setEnabled(false); setWindowTitle("GuitarShop"); }
void Settings::Update(Game &game){ //update elapsedTime m_elapsedTime = (float)m_clock.restart().asMilliseconds(); //Update Mouse Rectangle m_MouseRect = sf::Rect<float>((float)sf::Mouse::getPosition(game.window).x, (float)sf::Mouse::getPosition(game.window).y + 1.0f, 1.0f, 1.0f); if (!m_startFading){ //Update Mouse selection updateMouseSelection(); //Color the buttons updateButtonColor(); } //See if we should change the ScreenState if (m_startFading){ fadeOut(); changeState(game); } }
ReturnCode connect(const string &ip, int port) { MSS_BEGIN(ReturnCode); MSS(state == Fresh, InvalidState); MSS(port > 0, PortTooLow); MSS(port < 65536, PortTooHigh); struct addrinfo hints, *res; int sockfd; ::memset(&hints, 0, sizeof(hints)); hints.ai_family = AF_UNSPEC; //Use IPv4 or IPv6, whichever hints.ai_socktype = SOCK_STREAM; ostringstream oss; oss << port; MSS(::getaddrinfo(ip.c_str(), oss.str().c_str(), &hints, &res) == 0, CouldNotGetAddrInfo); MSS(::connect(fid, res->ai_addr, res->ai_addrlen) != -1, CouldNotConnect); changeState(Connected); MSS_END(); }
void Bullet::reactToCollision(Entity* pOther) { switch(pOther->getType()) { case RT_ENEMY: { /* Bullet has hit an enemy. * Remember that the enemy Entity will figure out what it * should be doing at this point. All the bullet cares is that it * has now ceased to be. */ changeState(RS_DEAD); }break; case RT_POWERUP: case RT_FRIENDLY: case RT_NEUTRAL: default: { return; } } }