void MadThread::run(){ madWorker = new MadWorker(); connect(&timer1,SIGNAL(timeout()),this,SLOT(stats())); qRegisterMetaType<QImage>("QImage&"); connect(this,SIGNAL(startShooting()),madShooter,SLOT(makeScreenShoot()),Qt::QueuedConnection); connect(madWorker,SIGNAL(nextPlease()),madShooter,SLOT(makeScreenShoot()),Qt::QueuedConnection); connect(madShooter,SIGNAL(sendImage(QImage&,QImage&)),madWorker,SLOT(getImage(QImage&,QImage&)),Qt::QueuedConnection); connect(madWorker,SIGNAL(sendBuffer(QByteArray*)),madNet,SLOT(sendBuffer(QByteArray*)),Qt::QueuedConnection); connect(madNet,SIGNAL(connectionStart(const QString &)),this,SLOT(startGrab())); connect(madNet,SIGNAL(connectionStart(const QString &)),&madTray,SLOT(connectionStarted(const QString &))); connect(&madTray,SIGNAL(stopWorking()),madShooter,SLOT(stopingWorking())); connect(&madTray,SIGNAL(stopWorking()),madWorker,SLOT(stopingWorking())); connect(&madTray,SIGNAL(stopWorking()),madNet,SLOT(stopingWorking())); connect(&madTray,SIGNAL(stopWorking()),this,SLOT(stopingWorking())); connect(madNet,SIGNAL(stopWorking()),&madTray,SLOT(stopingWorking())); connect(madNet,SIGNAL(stopWorking()),madWorker,SLOT(stopingWorking())); connect(madNet,SIGNAL(stopWorking()),madShooter,SLOT(stopingWorking())); connect(madNet,SIGNAL(stopWorking()),this,SLOT(stopingWorking())); exec(); }
void TimeLapseWidget::setupConnections() { connect(startButton, SIGNAL(clicked()), this, SLOT(startShooting())); connect(stopButton, SIGNAL(clicked()), this, SLOT(stopPressed())); connect(directoryButton, SIGNAL(clicked()), this, SLOT(setDirectory())); connect(saveDirectory, SIGNAL(textChanged(QString)), this, SLOT(saveDirectoryUpdated())); connect(attachedCameras, SIGNAL(currentIndexChanged(QString)), this, SLOT(attachedCameraSelectionChanged())); }
void Boss::startShooting(float dt) { if(GameLayer::isDie) { unschedule(schedule_selector(Boss::startShooting)); return; } log("startShooting fd"); startShooting(); }
void BulletLayer::setBulletNumUp(){ if (BulletNum < 3){ this->BulletNum += 1; startShooting(BulletNum); } }
void MadThread::startGrab(){ madWorker->stoped=false; madShooter->stoped=false; emit startShooting(); timer1.start(); }