void WDClient::connected() { qDebug() << "Connected to automatron."; connect(mSocket, SIGNAL(disconnected()), this, SLOT(conDisconnected())); }
void WDClient::socketError(QAbstractSocket::SocketError theError) { qDebug() << "Socket Error! " << theError; conDisconnected(); }
void PlayerSetupDialog::setCurrentPlayer(PlayerConnection* con) { if(con == m_con) return; m_stickyConnectionMessage = false; if(m_con) { disconnect(ui->playerName, 0, m_con, 0); disconnect(ui->playerHost, 0, m_con, 0); disconnect(ui->playerUser, 0, m_con, 0); disconnect(ui->playerPass, 0, m_con, 0); disconnect(m_con, 0, this, 0); } if(m_subviewModel) { delete m_subviewModel; m_subviewModel = 0; } m_con = con; if(!con) { ui->boxConnection->setEnabled(false); ui->boxOutput->setEnabled(false); ui->boxSubviewOpts->setEnabled(false); ui->boxSubviews->setEnabled(false); ui->boxKeystone->setEnabled(true); return; } if(con->isConnected()) conConnected(); else conDisconnected(); // Set up the UI with values from the player before connecting slots so we dont needlessly update the object ui->playerName->setText(con->name()); ui->playerHost->setText(con->host()); ui->playerUser->setText(con->user()); ui->playerPass->setText(con->pass()); ui->autoconnectBox->setChecked(con->autoconnect()); ui->optIgnoreAR->setChecked(con->aspectRatioMode() == Qt::IgnoreAspectRatio); QRect screen = con->screenRect(); if(screen.isEmpty()) con->setScreenRect(screen = QRect(0,0,1024,768)); ui->outputX->setValue(screen.x()); ui->outputY->setValue(screen.y()); ui->outputWidth->setValue(screen.width()); ui->outputHeight->setValue(screen.height()); QRect view = con->viewportRect(); if(view.isEmpty()) con->setViewportRect(view = QRect(0,0,1000,750)); ui->viewportX->setValue(view.x()); ui->viewportY->setValue(view.y()); ui->viewportWidth->setValue(view.width()); ui->viewportHeight->setValue(view.height()); connect(ui->playerName, SIGNAL(textChanged(QString)), con, SLOT(setName(QString))); connect(ui->playerHost, SIGNAL(textChanged(QString)), con, SLOT(setHost(QString))); connect(ui->playerUser, SIGNAL(textChanged(QString)), con, SLOT(setUser(QString))); connect(ui->playerPass, SIGNAL(textChanged(QString)), con, SLOT(setPass(QString))); connect(con, SIGNAL(connected()), this, SLOT(conConnected())); connect(con, SIGNAL(disconnected()), this, SLOT(conDisconnected())); connect(con, SIGNAL(loginSuccess()), this, SLOT(conLoginSuccess())); connect(con, SIGNAL(loginFailure()), this, SLOT(conLoginFailure())); connect(con, SIGNAL(playerError(QString)), this, SLOT(conPlayerError(QString))); connect(con, SIGNAL(pingResponseReceived(QString)), this, SLOT(conPingResponseReceived(QString))); connect(con, SIGNAL(testStarted()), this, SLOT(conTestStarted())); connect(con, SIGNAL(testEnded()), this, SLOT(conTestEnded())); connect(con, SIGNAL(testResults(bool)), this, SLOT(conTestResults(bool))); ui->boxConnection->setEnabled(true); ui->boxOutput->setEnabled(true); m_subviewModel = new PlayerSubviewsModel(con); ui->subviewListview->setModel(m_subviewModel); ui->subviewListview->setCurrentIndex(m_subviewModel->index(0,0)); GLWidgetSubview *sub = !con->subviews().isEmpty() ? con->subviews().at(0) : 0; if(!sub) con->addSubview(sub = new GLWidgetSubview()); if(sub->title().isEmpty()) sub->setTitle("Default Subview"); setCurrentSubview(sub); }