コード例 #1
0
ファイル: spi.cpp プロジェクト: Svjatogor/PixyFirmware
int Spi::sync()
{
	uint32_t timer;
	int res = 0;

	if (!m_autoSlaveSelect)
		return 0;

	SSP_IntConfig(LPC_SSP1, SSP_INTCFG_RX, DISABLE);

	setTimer(&timer);
	while(1)
	{
		if(checkIdle())
		{
			res = 1;
			break;
		}
		if (getTimer(timer)>500000) // timeout .5 seconds
			break;
	}

	SSP_IntConfig(LPC_SSP1, SSP_INTCFG_RX, ENABLE);
	return res;	
}
コード例 #2
0
ファイル: autoaway.cpp プロジェクト: mtux/sjae
bool AutoAway::modules_loaded() {
	options_i = (OptionsI *)core_i->get_interface(INAME_OPTIONS);

	QSettings settings;
	AutoAwayOptions::Settings s;
	s.enable = settings.value("AutoAway/Enable", true).toBool();
	s.min = settings.value("AutoAway/Minutes", 15).toInt();
	s.status = (GlobalStatus)settings.value("AutoAway/Status", (int)ST_SHORTAWAY).toInt();
	s.restore = settings.value("AutoAway/Restore", true).toBool();
	
	current_settings = s;

	if(options_i) {
		opt = new AutoAwayOptions(s);
		connect(opt, SIGNAL(applied()), this, SLOT(options_applied()));
		options_i->add_page("Auto Away", opt);
	}


	timer.setInterval(5000);
	connect(&timer, SIGNAL(timeout()), this, SLOT(checkIdle()));
	timer.start();

	last_mouse_pos = QCursor::pos();
	idle_time = QDateTime::currentDateTime();
	idle = false;

	return true;
}
コード例 #3
0
ファイル: dtvdaemon.cpp プロジェクト: Brandhand/kaffeine-vlc
void DtvDaemon::timerEvent(QTimerEvent *)
{
	bool idle = true;
	emit checkIdle(&idle);

	if (idle) {
		lockfile->close();
		server.close();
		QCoreApplication::exit();
	}
}
コード例 #4
0
ファイル: WebSocket.cpp プロジェクト: shithead/pcbsd
WebSocket::WebSocket(QWebSocket *sock, QString ID, AuthorizationManager *auth){
  SockID = ID;
  SockAuthToken.clear(); //nothing set initially
  SOCKET = sock;
  SendAppCafeEvents = false;
  AUTHSYSTEM = auth;
  idletimer = new QTimer(this);
    idletimer->setInterval(600000); //10-minute timeout
    idletimer->setSingleShot(true);
  connect(idletimer, SIGNAL(timeout()), this, SLOT(checkIdle()) );
  connect(SOCKET, SIGNAL(textMessageReceived(const QString&)), this, SLOT(EvaluateMessage(const QString&)) );
  connect(SOCKET, SIGNAL(binaryMessageReceived(const QByteArray&)), this, SLOT(EvaluateMessage(const QByteArray&)) );
  connect(SOCKET, SIGNAL(aboutToClose()), this, SLOT(SocketClosing()) );
  idletimer->start();
}
コード例 #5
0
void LibVNCServer::init( uint port )
{
    uint bpp = (m_screen->size/(m_screen->width()*m_screen->height()));

    m_screenInfo = rfbGetScreen( 0, 0, m_screen->width(), m_screen->height(), 8, 3, bpp );
    m_screenInfo->frameBuffer = new char[m_screen->size];

    m_screenInfo->ptrAddEvent = ptrAddEvent;
    m_screenInfo->kbdAddEvent = kbdAddEvent;
    m_screenInfo->displayHook = displayHook;

    m_screenInfo->screenData = this;
    m_screenInfo->port += port;

    m_screen->data = reinterpret_cast< uchar* >( m_screenInfo->frameBuffer );

    if( !myCursor ) {
        myCursor = rfbMakeXCursor( 19, 19, (char*) cur, (char*) mask );
    }
    m_screenInfo->cursor = myCursor;

    rfbInitServer( m_screenInfo );

    switch( m_screenInfo->depth ) {
    case 32: updateServerFormat( m_screenInfo, 8, 8, 8, 16, 8, 0 ); break;
    //case 24: updateServerFormat( m_screenInfo, 8, 8, 8, 16, 8, 0 ); break;
    case 16: updateServerFormat( m_screenInfo, 5, 6, 5, 11, 5, 0 ); break;
    default:
        qFatal( "Unsupported screen depth %d, %d", m_screenInfo->depth, m_screen->depth() );
    }

    // Effectively this limits updates to 20fps
    m_screenInfo->deferUpdateTime = 50;

    if( !qgetenv("TOKEN_PATH").isEmpty() ) {
        m_screenInfo->authPasswdData = (void*) &passwords;
        m_screenInfo->passwordCheck = LibVNCServerCheckPasswordByList;
    }

    m_timer = new QTimer( this );
    m_timer->start( 0 );
    connect( m_timer, SIGNAL( timeout() ), this, SLOT( processEvents() ) );

    m_timerIdle = new QTimer( this );
    m_timerIdle->setSingleShot( true );
    m_timerIdle->start( 30000 );
    connect( m_timerIdle, SIGNAL( timeout() ), this, SLOT( checkIdle() ) );
}
コード例 #6
0
ファイル: WebSocket.cpp プロジェクト: lexqbit/sysadm
WebSocket::WebSocket(QWebSocket *sock, QString ID, AuthorizationManager *auth){
  SockID = ID;
  SockAuthToken.clear(); //nothing set initially
  SOCKET = sock;
  TSOCKET = 0;
  AUTHSYSTEM = auth;
  SockPeerIP = SOCKET->peerAddress().toString();
  LogManager::log(LogManager::HOST,"New Connection: "+SockPeerIP);
  idletimer = new QTimer(this);
    idletimer->setInterval(IDLETIMEOUTMINS*60000); //connection timout for idle sockets
    idletimer->setSingleShot(true);
  connect(idletimer, SIGNAL(timeout()), this, SLOT(checkIdle()) );
  connect(SOCKET, SIGNAL(textMessageReceived(const QString&)), this, SLOT(EvaluateMessage(const QString&)) );
  connect(SOCKET, SIGNAL(binaryMessageReceived(const QByteArray&)), this, SLOT(EvaluateMessage(const QByteArray&)) );
  connect(SOCKET, SIGNAL(aboutToClose()), this, SLOT(SocketClosing()) );
  idletimer->start();
}
コード例 #7
0
ファイル: WebServer.cpp プロジェクト: draringi/pcbsd
//=======================
//              PUBLIC
//=======================
WebServer::WebServer() : QWebSocketServer("pc-restserver", QWebSocketServer::NonSecureMode){
  csock = 0; //no current socket connected
  //Setup all the various settings
  idletimer = new QTimer(this);
    idletimer->setInterval(5000); //every 5 seconds
    idletimer->setSingleShot(true);
  //Any SSL changes
    /*QSslConfiguration ssl = this->sslConfiguration();
      ssl.setProtocol(QSsl::SecureProtocols);
    this->setSslConfiguration(ssl);*/

  //Setup Connections
  connect(idletimer, SIGNAL(timeout()), this, SLOT(checkIdle()) );
  connect(this, SIGNAL(closed()), this, SLOT(ServerClosed()) );
  connect(this, SIGNAL(serverError(QWebSocketProtocol::CloseCode)), this, SLOT(ServerError(QWebSocketProtocol::CloseCode)) );
  connect(this, SIGNAL(newConnection()), this, SLOT(NewSocketConnection()) );
  connect(this, SIGNAL(acceptError(QAbstractSocket::SocketError)), this, SLOT(NewConnectError(QAbstractSocket::SocketError)) );
  connect(this, SIGNAL(originAuthenticationRequired(QWebSocketCorsAuthenticator*)), this, SLOT(OriginAuthRequired(QWebSocketCorsAuthenticator*)) );
  connect(this, SIGNAL(peerVerifyError(const QSslError&)), this, SLOT(PeerVerifyError(const QSslError&)) );
  connect(this, SIGNAL(sslErrors(const QList<QSslError>&)), this, SLOT(SslErrors(const QList<QSslError>&)) );
}
コード例 #8
0
ファイル: WebSocket.cpp プロジェクト: lexqbit/sysadm
WebSocket::WebSocket(QSslSocket *sock, QString ID, AuthorizationManager *auth){
  SockID = ID;
  SockAuthToken.clear(); //nothing set initially
  TSOCKET = sock;
  SOCKET = 0;
  SockPeerIP = TSOCKET->peerAddress().toString();
  LogManager::log(LogManager::HOST,"New Connection: "+SockPeerIP);
  AUTHSYSTEM = auth;
  idletimer = new QTimer(this);
    idletimer->setInterval(IDLETIMEOUTMINS*60000); //connection timout for idle sockets
    idletimer->setSingleShot(true);
  connect(idletimer, SIGNAL(timeout()), this, SLOT(checkIdle()) );
  connect(TSOCKET, SIGNAL(readyRead()), this, SLOT(EvaluateTcpMessage()) );
  connect(TSOCKET, SIGNAL(aboutToClose()), this, SLOT(SocketClosing()) );
  connect(TSOCKET, SIGNAL(encrypted()), this, SLOT(nowEncrypted()) );
  connect(TSOCKET, SIGNAL(peerVerifyError(const QSslError &)), this, SLOT(peerError(const QSslError &)) );
  connect(TSOCKET, SIGNAL(sslErrors(const QList<QSslError> &)), this, SLOT(SslError(const QList<QSslError> &)) );
  //qDebug() << " - Starting Server Encryption Handshake";
   TSOCKET->startServerEncryption();
  //qDebug() << " - Socket Encrypted:" << TSOCKET->isEncrypted();
  idletimer->start();
}
コード例 #9
0
bool MWMechanics::AiWander::execute (const MWWorld::Ptr& actor)
{
    if(mDuration)
    {
        // End package if duration is complete or mid-night hits:
        MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
        if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
        {
            if(!mRepeat)
            {
                stopWalking(actor, mPathFinder);
                return true;
            }
            else
                mStartTime = currentTime;
        }
        else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())
        {
            if(!mRepeat)
            {
                stopWalking(actor, mPathFinder);
                return true;
            }
            else
                mStartTime = currentTime;
        }
    }

    ESM::Position pos = actor.getRefData().getPosition();

    if(!mStoredAvailableNodes)
    {
        mStoredAvailableNodes = true;
        mPathgrid =
            MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);

        mCellX = actor.getCell()->mCell->mData.mX;
        mCellY = actor.getCell()->mCell->mData.mY;

        if(!mPathgrid)
            mDistance = 0;
        else if(mPathgrid->mPoints.empty())
            mDistance = 0;

        if(mDistance)
        {
            mXCell = 0;
            mYCell = 0;
            if(actor.getCell()->mCell->isExterior())
            {
                mXCell = mCellX * ESM::Land::REAL_SIZE;
                mYCell = mCellY * ESM::Land::REAL_SIZE;
            }

            Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos);
            npcPos[0] = npcPos[0] - mXCell;
            npcPos[1] = npcPos[1] - mYCell;

            for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++)
            {
                Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY, mPathgrid->mPoints[counter].mZ);
                if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance)
                    mAllowedNodes.push_back(mPathgrid->mPoints[counter]);
            }
            if(!mAllowedNodes.empty())
            {
                Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ);
                float closestNode = npcPos.squaredDistance(firstNodePos);
                unsigned int index = 0;
                for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++)
                {
                    Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, mAllowedNodes[counterThree].mZ);
                    float tempDist = npcPos.squaredDistance(nodePos);
                    if(tempDist < closestNode)
                        index = counterThree;
                }
                mCurrentNode = mAllowedNodes[index];
                mAllowedNodes.erase(mAllowedNodes.begin() + index);
            }

            if(mAllowedNodes.empty())
                mDistance = 0;
        }
    }

    MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
    bool cellChange = actor.getCell()->mCell->mData.mX != mCellX || actor.getCell()->mCell->mData.mY != mCellY;

    if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
    {
        int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
        // Check if actor is near the border of an inactive cell. If so, disable AiWander.
        // FIXME: This *should* pause the AiWander package instead of terminating it.
        if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE / 2.0 - 200)) 
        {
            MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
            return true;
        }
    }

    if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
    {
        int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
        // Check if actor is near the border of an inactive cell. If so, disable AiWander.
        // FIXME: This *should* pause the AiWander package instead of terminating it.
        if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE / 2.0 - 200)) 
        {
            MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
            return true;
        }
    }

    // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
    if(mDistance && (cellChange || (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY)))
        mDistance = 0;

    if(mChooseAction)
    {
        mPlayedIdle = 0;
        unsigned short idleRoll = 0;

        for(unsigned int counter = 1; counter < mIdle.size(); counter++)
        {
            unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter];
            unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier));
            if(randSelect < idleChance && randSelect > idleRoll)
            {
                mPlayedIdle = counter;
                idleRoll = randSelect;
            }
        }

        if(!mPlayedIdle && mDistance)
        {
            mChooseAction = false;
            mMoveNow = true;
        }
        else
        {
            // Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
            MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
            mStartTime = currentTime;
            playIdle(actor, mPlayedIdle + 1);
            mChooseAction = false;
            mIdleNow = true;
        }
    }

    if(mIdleNow)
    {
        if(!checkIdle(actor, mPlayedIdle + 1))
        {
            mPlayedIdle = 0;
            mIdleNow = false;
            mChooseAction = true;
        }
    }

    if(mMoveNow && mDistance)
    {
        if(!mPathFinder.isPathConstructed())
        {
            unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size());
            Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ);

            // Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
            ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
            mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
            mAllowedNodes.push_back(mCurrentNode);
            mCurrentNode = temp;

            ESM::Pathgrid::Point dest;
            dest.mX = destNodePos[0] + mXCell;
            dest.mY = destNodePos[1] + mYCell;
            dest.mZ = destNodePos[2];

            ESM::Pathgrid::Point start;
            start.mX = pos.pos[0];
            start.mY = pos.pos[1];
            start.mZ = pos.pos[2];

            mPathFinder.buildPath(start,dest,mPathgrid,mXCell,mYCell);
            mWalking = true;
        }
    }

    if(mWalking)
    {
        float zAngle = mPathFinder.getZAngleToNext(pos.pos[0],pos.pos[1],pos.pos[2]);
        MWBase::Environment::get().getWorld()->rotateObject(actor,0,0,zAngle,false);
        MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;

        // Unclog path nodes by allowing the NPC to be a small distance away from the center. This way two NPCs can be
        // at the same path node at the same time and both will complete instead of endlessly walking into eachother:
        Ogre::Vector3 destNodePos(mCurrentNode.mX, mCurrentNode.mY, mCurrentNode.mZ);
        Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
        actorPos[0] = actorPos[0] - mXCell;
        actorPos[1] = actorPos[1] - mYCell;
        float distance = actorPos.squaredDistance(destNodePos);

        if(distance < 1200 || mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
        {
            stopWalking(actor, mPathFinder);
            mMoveNow = false;
            mWalking = false;
            mChooseAction = true;
        }
        
    }

    return false;
}
コード例 #10
0
ファイル: aiwander.cpp プロジェクト: Gweylorth/openmw
bool AiWander::execute (const MWWorld::Ptr& actor,float duration)
{
    if (actor.getClass().isNpc())
        actor.getClass().getNpcStats(actor).setDrawState(DrawState_Nothing);
    MWBase::World *world = MWBase::Environment::get().getWorld();
    if(mDuration)
    {
        // End package if duration is complete or mid-night hits:
        MWWorld::TimeStamp currentTime = world->getTimeStamp();
        if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
        {
            if(!mRepeat)
            {
                stopWalking(actor);
                return true;
            }
            else
                mStartTime = currentTime;
        }
        else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())
        {
            if(!mRepeat)
            {
                stopWalking(actor);
                return true;
            }
            else
                mStartTime = currentTime;
        }
    }

    ESM::Position pos = actor.getRefData().getPosition();

    if(!mStoredAvailableNodes)
    {
        mStoredAvailableNodes = true;
        mPathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);

        mCellX = actor.getCell()->mCell->mData.mX;
        mCellY = actor.getCell()->mCell->mData.mY;

        if(!mPathgrid)
            mDistance = 0;
        else if(mPathgrid->mPoints.empty())
            mDistance = 0;

        if(mDistance)
        {
            mXCell = 0;
            mYCell = 0;
            if(actor.getCell()->mCell->isExterior())
            {
                mXCell = mCellX * ESM::Land::REAL_SIZE;
                mYCell = mCellY * ESM::Land::REAL_SIZE;
            }

            Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos);
            npcPos[0] = npcPos[0] - mXCell;
            npcPos[1] = npcPos[1] - mYCell;

            for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++)
            {
                Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY,
                                      mPathgrid->mPoints[counter].mZ);
                if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance)
                    mAllowedNodes.push_back(mPathgrid->mPoints[counter]);
            }
            if(!mAllowedNodes.empty())
            {
                Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ);
                float closestNode = npcPos.squaredDistance(firstNodePos);
                unsigned int index = 0;
                for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++)
                {
                    Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY,
                                          mAllowedNodes[counterThree].mZ);
                    float tempDist = npcPos.squaredDistance(nodePos);
                    if(tempDist < closestNode)
                        index = counterThree;
                }
                mCurrentNode = mAllowedNodes[index];
                mAllowedNodes.erase(mAllowedNodes.begin() + index);
            }
        }
    }

    if(mAllowedNodes.empty())
        mDistance = 0;

    // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
    if(mDistance && (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY))
        mDistance = 0;

    if(mChooseAction)
    {
        mPlayedIdle = 0;
        unsigned short idleRoll = 0;

        for(unsigned int counter = 0; counter < mIdle.size(); counter++)
        {
            unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter];
            unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier));
            if(randSelect < idleChance && randSelect > idleRoll)
            {
                mPlayedIdle = counter+2;
                idleRoll = randSelect;
            }
        }

        if(!mPlayedIdle && mDistance)
        {
            mChooseAction = false;
            mMoveNow = true;
        }
        else
        {
            // Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
            MWWorld::TimeStamp currentTime = world->getTimeStamp();
            mStartTime = currentTime;
            playIdle(actor, mPlayedIdle);
            mChooseAction = false;
            mIdleNow = true;
        }
    }

    if(mIdleNow)
    {
        if(!checkIdle(actor, mPlayedIdle))
        {
            mPlayedIdle = 0;
            mIdleNow = false;
            mChooseAction = true;
        }
    }

    if(mMoveNow && mDistance)
    {
        if(!mPathFinder.isPathConstructed())
        {
            assert(mAllowedNodes.size());
            unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size());
            Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ);

            ESM::Pathgrid::Point dest;
            dest.mX = destNodePos[0] + mXCell;
            dest.mY = destNodePos[1] + mYCell;
            dest.mZ = destNodePos[2];

            ESM::Pathgrid::Point start;
            start.mX = pos.pos[0];
            start.mY = pos.pos[1];
            start.mZ = pos.pos[2];

            mPathFinder.buildPath(start, dest, mPathgrid, mXCell, mYCell, false);

            if(mPathFinder.isPathConstructed())
            {
                // Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
                ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
                mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
                mAllowedNodes.push_back(mCurrentNode);
                mCurrentNode = temp;

                mMoveNow = false;
                mWalking = true;
            }
            // Choose a different node and delete this one from possible nodes because it is uncreachable:
            else
                mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
        }
    }

    if(mWalking)
    {
        float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
        // TODO: use movement settings instead of rotating directly
        world->rotateObject(actor, 0, 0, zAngle, false);
        MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;

        if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
        {
            stopWalking(actor);
            mMoveNow = false;
            mWalking = false;
            mChooseAction = true;
        }
    }

    return false;
}
コード例 #11
0
ファイル: workingdetector.cpp プロジェクト: crossleyjuan/djon
void WorkingDetector::internalStart() {
    disconnect(_timer, SIGNAL(timeout()), this, SLOT(internalStart()));
    _timer->start(1000);
    connect(_timer, SIGNAL(timeout()), this, SLOT(checkIdle()));
}
コード例 #12
0
ファイル: workingdetector.cpp プロジェクト: crossleyjuan/djon
void WorkingDetector::stopDetection() {
    disconnect(_timer, SIGNAL(timeout()), this, SLOT(checkIdle()));
    disconnect(_timer, SIGNAL(timeout()), this, SLOT(internalStart()));
    disconnect(_timer, SIGNAL(timeout()), this, SLOT(notify()));
}
コード例 #13
0
ファイル: main_window.cpp プロジェクト: sje397/QtBugs
MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags): QMainWindow(parent, flags), petri_dish(),
    histogramDialog(0), changed(true), auto_save(false), update_thread(this, this)
{
    setupUi(this);

    connect(&timer, SIGNAL(timeout()), &petri_dish, SLOT(step()));
    connect(&petri_dish, SIGNAL(changed()), worldView, SLOT(queueUpdate()));
    //connect(&petri_dish, SIGNAL(changed()), worldView, SLOT(repaint()));
    connect(&petri_dish, SIGNAL(changed()), this, SLOT(set_stats()));
    connect(runButton, SIGNAL(clicked()), this, SLOT(start_stop()));
    //connect(checkIntegrity, SIGNAL(clicked()), this, SLOT(check_integrity()));
    connect(stepBtn, SIGNAL(clicked()), this, SLOT(step()));

    connect(radViewDefault, SIGNAL(clicked()), &petri_dish, SLOT(set_default_view_mode()));
    connect(radViewBugs, SIGNAL(clicked()), &petri_dish, SLOT(set_bugs_view_mode()));
    connect(radViewEnergy, SIGNAL(clicked()), &petri_dish, SLOT(set_energy_view_mode()));
    connect(radViewAge, SIGNAL(clicked()), &petri_dish, SLOT(set_age_view_mode()));
    connect(radViewSize, SIGNAL(clicked()), &petri_dish, SLOT(set_dna_size_view_mode()));
    connect(radViewDNA, SIGNAL(clicked()), &petri_dish, SLOT(set_dna_view_mode()));
    connect(radViewTerrain, SIGNAL(clicked()), &petri_dish, SLOT(set_terrain_view_mode()));

    connect(actionNew, SIGNAL(triggered()), this, SLOT(new_world()));
    connect(actionSave, SIGNAL(triggered()), this, SLOT(save_world()));
    connect(actionOpen, SIGNAL(triggered()), this, SLOT(load_world()));
    connect(actionSave_As, SIGNAL(triggered()), this, SLOT(save_as_world()));
    connect(settings, SIGNAL(settingsChanged()), this, SLOT(change_world()));
    connect(actionAutoSave, SIGNAL(triggered()), this, SLOT(autosave_world()));

    connect(actionCheck_Integrity, SIGNAL(triggered()), this, SLOT(check_integrity()));

    connect(worldView, SIGNAL(clicked(int, int)), this, SLOT(edit_bug(int, int)));

    connect(idleChk, SIGNAL(clicked(bool)), this, SLOT(enableIdleDetect(bool)));

    connect(&idleTimer, SIGNAL(timeout()), this, SLOT(checkIdle()));

    autosave_timer.setInterval(1000 * 60 * 2); // every two mins
    connect(&autosave_timer, SIGNAL(timeout()), this, SLOT(save_world()));

    petri_dish.set_widget(worldView);
    petri_dish.init(settings->getParams());
    totalEnergy->setText(QString().setNum(petri_dish.get_total_energy()));
    spinDNAVal->setMaximum(settings->getParams().max_data);
    set_stats();

    last_time = 0;
    update_time.start();
    updates_per_sec = 0;


    //update_thread.start();
    horizontalSlider->setValue(1000);
    timer.start(0);

    setAttribute(Qt::WA_QuitOnClose, true);

    repaint();

    if(!qApp->arguments().size() > 1) {
        bool running;
        load_from_file(qApp->arguments().at(1), running);

        if(running) start();
    }
}