コード例 #1
0
ファイル: sceneitem.cpp プロジェクト: Len3d/appleseed
QMenu* SceneItem::get_single_item_context_menu() const
{
    QMenu* menu = ItemBase::get_single_item_context_menu();

    menu->addSeparator();
    menu->addAction("Import Textures...", &get_texture_collection_item(), SLOT(slot_import_textures()));

    menu->addSeparator();
    menu->addAction("Create Assembly...", &get_assembly_collection_item(), SLOT(slot_create()));
    menu->addAction("Create Color...", &get_color_collection_item(), SLOT(slot_create()));
    menu->addAction("Create Environment EDF...", m_environment_edf_collection_item, SLOT(slot_create()));
    menu->addAction("Create Environment Shader...", m_environment_shader_collection_item, SLOT(slot_create()));

    return menu;
}
コード例 #2
0
ファイル: assemblyitem.cpp プロジェクト: sriravic/appleseed
QMenu* AssemblyItem::get_single_item_context_menu() const
{
    QMenu* menu = BaseGroupItem::get_single_item_context_menu();

    menu->addSeparator();
    menu->addAction("Instantiate...", this, SLOT(slot_instantiate()));

    menu->addSeparator();
    menu->addAction("Import Objects...", m_object_collection_item, SLOT(slot_import_objects()));
    menu->addAction("Import Textures...", &get_texture_collection_item(), SLOT(slot_import_textures()));

    menu->addSeparator();
    menu->addAction("Create Assembly...", &get_assembly_collection_item(), SLOT(slot_create()));
    menu->addAction("Create BSDF...", m_bsdf_collection_item, SLOT(slot_create()));
    menu->addAction("Create BSSRDF...", m_bssrdf_collection_item, SLOT(slot_create()));
    menu->addAction("Create Color...", &get_color_collection_item(), SLOT(slot_create()));
    menu->addAction("Create EDF...", m_edf_collection_item, SLOT(slot_create()));
    menu->addAction("Create Light...", m_light_collection_item, SLOT(slot_create()));
    menu->addAction("Create Volume...", m_volume_collection_item, SLOT(slot_create()));

    QMenu* submenu = menu->addMenu("Create Material...");
    submenu->addAction("Create Disney Material...", m_material_collection_item, SLOT(slot_create_disney()));
    submenu->addAction("Create Generic Material...", m_material_collection_item, SLOT(slot_create_generic()));

    menu->addAction("Create Surface Shader...", m_surface_shader_collection_item, SLOT(slot_create()));

    return menu;
}
コード例 #3
0
QMenu* AssemblyCollectionItem::get_single_item_context_menu() const
{
    QMenu* menu = CollectionItemBase<Assembly>::get_single_item_context_menu();

    menu->addSeparator();
    menu->addAction("Create Assembly...", this, SLOT(slot_create()));

    return menu;
}
コード例 #4
0
ファイル: assemblyitem.cpp プロジェクト: tomcodes/appleseed
QMenu* AssemblyItem::get_single_item_context_menu() const
{
    QMenu* menu = ItemBase::get_single_item_context_menu();
    menu->addSeparator();

    menu->addAction("Instantiate...", this, SLOT(slot_instantiate()));
    menu->addSeparator();

    menu->addAction("Import Objects...", impl->m_object_collection_item, SLOT(slot_import_objects()));
    menu->addAction("Import Textures...", impl->m_texture_collection_item, SLOT(slot_import_textures()));
    menu->addSeparator();

    menu->addAction("Create BSDF...", impl->m_bsdf_collection_item, SLOT(slot_create()));
    menu->addAction("Create EDF...", impl->m_edf_collection_item, SLOT(slot_create()));
    menu->addAction("Create Surface Shader...", impl->m_surface_shader_collection_item, SLOT(slot_create()));
    menu->addAction("Create Material...", impl->m_material_collection_item, SLOT(slot_create()));
    menu->addSeparator();

    menu->addAction("Create Light...", impl->m_light_collection_item, SLOT(slot_create()));

    return menu;
}
コード例 #5
0
ファイル: report_create.cpp プロジェクト: gnu-swta/Chat
Report_create::Report_create(struct classArr data, QWidget *parent) :
    QWidget(parent),
    ui(new Ui::Report_create)
{
    ui->setupUi(this);

    test = data;

    ui->user_name->setText(test.userName);
    ui->class_name->setText(test.className);

    api_http = new Api_http();
    connect(ui->add, SIGNAL(clicked()), this, SLOT(slot_create()));
    connect(ui->cancel, SIGNAL(clicked()), this, SLOT(slot_cancel()));
}
コード例 #6
0
ファイル: report_create.cpp プロジェクト: gnu-swta/Chat
Report_create::Report_create(classArr data, Report_form *ori, QWidget *parent) :
    QWidget(parent),
    ui(new Ui::Report_create)
{
    ui->setupUi(this);

    test = data;

    ui->user_name->setText(test.userName);
    ui->class_name->setText(test.className);
    ui->add->setText("수정");

    connect(ui->add, SIGNAL(clicked()), this, SLOT(slot_create()));
    connect(ui->cancel, SIGNAL(clicked()), this, SLOT(slot_cancel()));
}
コード例 #7
0
ファイル: ctrldev.c プロジェクト: dansdrivers/ndas4linux
/* 
 * Called when the NDAS device becomes online or offline
 */
NDAS_CALL void ndcmd_dev_changed(const char* serial, const char *name, NDAS_DEV_STATUS online)
{
    int i;
    ndas_error_t err;
    ndas_device_info dinfo;
    struct ndas_slot* sd;
    dbgl_blk(1,"ing serial=%s name=%s online=%d", serial, name, online);
    if ( !name ) {
        /* Ignore unregistered device */
        /* Add code here if you want to use all device on the network */
        return;
    }
    
    if (online != NDAS_DEV_STATUS_HEALTHY) {
        /* Device is offline. */        
        /* Don't disable device yet. ndascore may be able to connect to the device again */
        /* Disable when IO failed */
        dbgl_blk(1,"Device %s is not healthy", name);        
        return;
    }

    err = ndas_get_ndas_dev_info(name, &dinfo);
    if ( !NDAS_SUCCESS(err) ) {
        dbgl_blk(1, "err=%d", err);
        return;
    }
    dbgl_blk(1,"name=%s nr_unit=%d status=%d, slot=%d, %d", 
        dinfo.name, dinfo.nr_unit, dinfo.status, dinfo.slot[0], dinfo.slot[1]);

    /* 
     * 1. register connect/disconnect handler for the NDAS device
     * 2. Check if the slot composes a raid slot, then create the slot for raid
     */
    for ( i = 0 ; i < dinfo.nr_unit; i++) 
    {
        ndas_slot_info_t sinfo;
        ndas_unit_info_t uinfo;
        dbgl_blk(1, "slot[%d]=%d", i, dinfo.slot[i]);
        if ( NDAS_GET_SLOT_DEV(dinfo.slot[i]) == NULL ) {
            if ( unlikely(slot_create(dinfo.slot[i]) != 0) ) 
            {
                printk("ndas: out of memery to assign the slot %d\n", dinfo.slot[i]);
                continue;
            }
        }
        sd = NDAS_GET_SLOT_DEV(dinfo.slot[i]);
           
        /* to do:
            Imlement without ndcmd_enabled_handler, ndcmd_disabled_handler 
        */
    
        ndas_set_slot_handlers(dinfo.slot[i], ndcmd_enabled_handler, ndcmd_disabled_handler, notify_permission_requested, sd);
	     dbgl_blk(7, "call ndas_query_slot(dinfo.slot[%d]:%d, &info", i, dinfo.slot[i]);        
        err = ndas_query_slot(dinfo.slot[i], &sinfo);
        if ( !NDAS_SUCCESS(err) )
            continue;
        
        if ( sinfo.mode == NDAS_DISK_MODE_SINGLE )
            continue;
        if ( sinfo.mode == NDAS_DISK_MODE_ATAPI)
            continue;
        if ( sinfo.mode == NDAS_DISK_MODE_MEDIAJUKE )
            continue;
        if ( sinfo.mode == NDAS_DISK_MODE_UNKNOWN )
            continue;
        
        /* for NDAS RAID */
        err = ndas_query_unit(dinfo.slot[i], &uinfo);
        if ( !NDAS_SUCCESS(err) ) continue;

        if ( uinfo.raid_slot == NDAS_INVALID_SLOT )
            continue;
        if ( NDAS_GET_SLOT_DEV(uinfo.raid_slot) == NULL ) 
        {
            slot_create(uinfo.raid_slot);
            sd = NDAS_GET_SLOT_DEV(uinfo.raid_slot);
            printk("ndas: slot %d discovered\n", uinfo.raid_slot);
        }
    }
}