void CmdOut::onBeginInterrupt(DebuggerProxy &proxy, CmdInterrupt &interrupt) { TRACE(2, "CmdNext::onBeginInterrupt\n"); assert(!m_complete); // Complete cmds should not be asked to do work. if (interrupt.getInterruptType() == ExceptionThrown) { // If an exception is thrown we turn interrupts on to ensure we stop when // control reaches the first catch clause. removeLocationFilter(); m_needsVMInterrupt = true; return; } int currentVMDepth = g_vmContext->m_nesting; int currentStackDepth = proxy.getStackDepth(); // Deeper or same depth? Keep running. if ((currentVMDepth > m_vmDepth) || ((currentVMDepth == m_vmDepth) && (currentStackDepth >= m_stackDepth))) { return; } TRACE(2, "CmdOut: shallower stack depth, done.\n"); cleanupStepOuts(); m_complete = (decCount() == 0); if (!m_complete) { TRACE(2, "CmdOut: not complete, step out again.\n"); onSetup(proxy, interrupt); } m_needsVMInterrupt = false; }
MakeConfig::MakeConfig(QWidget *parent) : QMainWindow(parent), ui(new Ui::MakeConfig) { mtx = new QMutex(); ui->setupUi(this); ui->cbChipType->clear(); ui->cbChipType->addItem("CD4067", 16); ui->cbChipType->addItem("HCF4051", 8); ui->cbChipType->setCurrentIndex(0); is_new = true; port = 0; this->modified = false; buf.resize(0); last_found = -1; this->state =stNone; this->pots = 0; this->scanner = NULL; this->ui->cmbDevice->setEnabled(false); this->ui->btnConnect->setEnabled(false); this->ui->btDetect->setEnabled(false); this->ui->btDetect2->setEnabled(false); this->ui->btnGetVals->setEnabled(false); this->ui->btSend->setEnabled(false); this->ui->btApplyDetected->setEnabled(false); // this->ui->btSave->setEnabled(false); QObject::connect(this->ui->mnuExit, SIGNAL(triggered()), this, SLOT(close())); QObject::connect(this->ui->mnuSetup, SIGNAL(triggered()),this, SLOT(onSetup())); QObject::connect(this->ui->mnuLoadFromDev, SIGNAL(triggered()), this, SLOT(mnu_onLoadFromDev())); QObject::connect(this->ui->mnuAddRow, SIGNAL(triggered()), this, SLOT(on_mnuAddRow())); QObject::connect(this->ui->mnuTestWatering, SIGNAL(triggered()), this, SLOT(on_mnuTestWatering())); QObject::connect(ui->actWST, SIGNAL(triggered()), this, SLOT(on_actWST_clicked())); QObject::connect(this->ui->mnuVisualCfg, SIGNAL(triggered()), this, SLOT(showVisualCfg())); ui->statusBar->showMessage(QString::fromLocal8Bit("Для начала работы найдите устройства")); }
bool CSBLoadable::setupInternal() { if (_isUseBinding) { onBeginBinding(dynamic_cast<CSBNode*>(this), this); } return onSetup(); }
void CharacterPreview::rebuild() { mAnimation.reset(NULL); mAnimation.reset(new NpcAnimation(mCharacter, mNode, mResourceSystem, true, true, (renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal))); onSetup(); redraw(); }
void CharacterPreview::setup () { mSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); // This is a dummy light to turn off shadows without having to use a separate set of shaders Ogre::Light* l = mSceneMgr->createLight(); l->setType (Ogre::Light::LT_DIRECTIONAL); l->setDiffuseColour (Ogre::ColourValue(0,0,0)); /// \todo Read the fallback values from INIImporter (Inventory:Directional*) l = mSceneMgr->createLight(); l->setType (Ogre::Light::LT_DIRECTIONAL); l->setDirection (Ogre::Vector3(0.3, -0.7, 0.3)); l->setDiffuseColour (Ogre::ColourValue(1,1,1)); mSceneMgr->setAmbientLight (Ogre::ColourValue(0.5, 0.5, 0.5)); mCamera = mSceneMgr->createCamera (mName); mCamera->setAspectRatio (float(mSizeX) / float(mSizeY)); Ogre::SceneNode* renderRoot = mSceneMgr->getRootSceneNode()->createChildSceneNode("renderRoot"); //we do this with mwRoot in renderingManager, do it here too. renderRoot->pitch(Ogre::Degree(-90)); mNode = renderRoot->createChildSceneNode(); mAnimation = new NpcAnimation(mCharacter, mNode, 0, true, (renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal)); Ogre::Vector3 scale = mNode->getScale(); mCamera->setPosition(mPosition * scale); mCamera->lookAt(mLookAt * scale); mCamera->setNearClipDistance (0.01); mCamera->setFarClipDistance (1000); mTexture = Ogre::TextureManager::getSingleton().getByName (mName); if (mTexture.isNull ()) mTexture = Ogre::TextureManager::getSingleton().createManual(mName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, mSizeX, mSizeY, 0, Ogre::PF_A8R8G8B8, Ogre::TU_RENDERTARGET); mRenderTarget = mTexture->getBuffer()->getRenderTarget(); mRenderTarget->removeAllViewports (); mViewport = mRenderTarget->addViewport(mCamera); mViewport->setOverlaysEnabled(false); mViewport->setBackgroundColour(Ogre::ColourValue(0, 0, 0, 0)); mViewport->setShadowsEnabled(false); mRenderTarget->setActive(true); mRenderTarget->setAutoUpdated (false); onSetup (); }
void CmdOut::onBeginInterrupt(DebuggerProxy &proxy, CmdInterrupt &interrupt) { TRACE(2, "CmdOut::onBeginInterrupt\n"); assert(!m_complete); // Complete cmds should not be asked to do work. m_needsVMInterrupt = false; if (m_skippingOverPopR) { m_complete = true; return; } int currentVMDepth = g_context->m_nesting; int currentStackDepth = proxy.getStackDepth(); // Deeper or same depth? Keep running. if ((currentVMDepth > m_vmDepth) || ((currentVMDepth == m_vmDepth) && (currentStackDepth >= m_stackDepth))) { TRACE(2, "CmdOut: deeper, keep running...\n"); return; } if (interrupt.getInterruptType() == ExceptionHandler) { // If we're about to enter an exception handler we turn interrupts on to // ensure we stop when control reaches the handler. The normal logic below // will decide if we're done at that point or not. TRACE(2, "CmdOut: exception thrown\n"); removeLocationFilter(); m_needsVMInterrupt = true; return; } TRACE(2, "CmdOut: shallower stack depth, done.\n"); cleanupStepOuts(); int depth = decCount(); if (depth == 0) { PC pc = g_context->getPC(); // Step over PopR following a call if (toOp(*pc) == OpPopR) { m_skippingOverPopR = true; m_needsVMInterrupt = true; } else { m_complete = true; } return; } else { TRACE(2, "CmdOut: not complete, step out again.\n"); onSetup(proxy, interrupt); } }
void CharacterPreview::rebuild() { assert(mAnimation); delete mAnimation; mAnimation = new NpcAnimation(mCharacter, mNode, 0, true, (renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal)); float scale=1.f; mCharacter.getClass().adjustScale(mCharacter, scale); mNode->setScale(Ogre::Vector3(scale)); mCamera->setPosition(mPosition * mNode->getScale()); mCamera->lookAt(mLookAt * mNode->getScale()); onSetup(); }
void CharacterPreview::rebuild() { assert(mAnimation); delete mAnimation; mAnimation = new NpcAnimation(mCharacter, mNode, MWWorld::Class::get(mCharacter).getInventoryStore (mCharacter), RV_PlayerPreview); mNode->setVisible (false); Ogre::Vector3 scale = mNode->getScale(); mCamera->setPosition(mPosition * scale); mCamera->lookAt(mLookAt * scale); onSetup(); }
void WaveformRendererSignalBase::setup(const QDomNode& node, const SkinContext& context) { QString alignString = context.selectString(node, "Align").toLower(); if (alignString == "bottom") { m_alignment = Qt::AlignBottom; } else if (alignString == "top") { m_alignment = Qt::AlignTop; } else { m_alignment = Qt::AlignCenter; } m_pColors = m_waveformRenderer->getWaveformSignalColors(); m_axesColor = m_pColors->getAxesColor(); onSetup(node); }
void CharacterPreview::setup () { mSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); mCamera = mSceneMgr->createCamera (mName); mCamera->setAspectRatio (float(mSizeX) / float(mSizeY)); Ogre::SceneNode* renderRoot = mSceneMgr->getRootSceneNode()->createChildSceneNode("renderRoot"); //we do this with mwRoot in renderingManager, do it here too. renderRoot->pitch(Ogre::Degree(-90)); mNode = renderRoot->createChildSceneNode(); mAnimation = new NpcAnimation(mCharacter, mNode, MWWorld::Class::get(mCharacter).getInventoryStore (mCharacter), RV_PlayerPreview); mNode->setVisible (false); Ogre::Vector3 scale = mNode->getScale(); mCamera->setPosition(mPosition * scale); mCamera->lookAt(mLookAt * scale); mCamera->setNearClipDistance (0.01); mCamera->setFarClipDistance (1000); mTexture = Ogre::TextureManager::getSingleton().getByName (mName); if (mTexture.isNull ()) mTexture = Ogre::TextureManager::getSingleton().createManual(mName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, mSizeX, mSizeY, 0, Ogre::PF_A8R8G8B8, Ogre::TU_RENDERTARGET); mRenderTarget = mTexture->getBuffer()->getRenderTarget(); mRenderTarget->removeAllViewports (); mViewport = mRenderTarget->addViewport(mCamera); mViewport->setOverlaysEnabled(false); mViewport->setBackgroundColour(Ogre::ColourValue(0, 0, 0, 0)); mViewport->setShadowsEnabled(false); mViewport->setMaterialScheme("local_map"); mViewport->setVisibilityMask (RV_PlayerPreview); mRenderTarget->setActive(true); mRenderTarget->setAutoUpdated (false); onSetup (); }
void App::run() { init(); onSetup(); window_->show(); while (!shouldQuit()) { input_.update(); timer_.update(); processEvents(); if (screen_) { screen_->onUpdate(); screen_->onRender(); } window_->swapBuffers(); } destroy(); }
void CmdNext::onBeginInterrupt(DebuggerProxy& proxy, CmdInterrupt& interrupt) { TRACE(2, "CmdNext::onBeginInterrupt\n"); assertx(!m_complete); // Complete cmds should not be asked to do work. ActRec *fp = vmfp(); if (!fp) { // If we have no frame just wait for the next instruction to be interpreted. m_needsVMInterrupt = true; return; } PC pc = vmpc(); Unit* unit = fp->m_func->unit(); Offset offset = unit->offsetOf(pc); TRACE(2, "CmdNext: pc %p, opcode %s at '%s' offset %d\n", pc, opcodeToName(peek_op(pc)), fp->m_func->fullName()->data(), offset); int currentVMDepth = g_context->m_nesting; int currentStackDepth = proxy.getStackDepth(); TRACE(2, "CmdNext: original depth %d:%d, current depth %d:%d\n", m_vmDepth, m_stackDepth, currentVMDepth, currentStackDepth); // Where are we on the stack now vs. when we started? Breaking the answer down // into distinct variables helps the clarity of the algorithm below. bool deeper = false; bool originalDepth = false; if ((currentVMDepth == m_vmDepth) && (currentStackDepth == m_stackDepth)) { originalDepth = true; } else if ((currentVMDepth > m_vmDepth) || ((currentVMDepth == m_vmDepth) && (currentStackDepth > m_stackDepth))) { deeper = true; } m_needsVMInterrupt = false; // Will be set again below if still needed. // First consider if we've got internal breakpoints setup. These are used when // we can make an accurate prediction of where execution should flow, // eventually, and when we want to let the program run normally until we get // there. if (hasStepOuts() || hasStepResumable()) { TRACE(2, "CmdNext: checking internal breakpoint(s)\n"); if (atStepOutOffset(unit, offset)) { if (deeper) return; // Recursion TRACE(2, "CmdNext: hit step-out\n"); } else if (atStepResumableOffset(unit, offset)) { if (m_stepResumableId != getResumableId(fp)) return; TRACE(2, "CmdNext: hit step-cont\n"); // We're in the resumable we expect. This may be at a // different stack depth, though, especially if we've moved from // the original function to the resumable. Update the depth // accordingly. if (!originalDepth) { m_vmDepth = currentVMDepth; m_stackDepth = currentStackDepth; deeper = false; originalDepth = true; } } else if (interrupt.getInterruptType() == ExceptionHandler) { // Entering an exception handler may take us someplace we weren't // expecting. Adjust internal breakpoints accordingly. First case is easy. if (deeper) { TRACE(2, "CmdNext: exception handler, deeper\n"); return; } // For step-conts, we ignore handlers at the original level if we're not // in the original resumable. We don't care about exception handlers // in resumables being driven at the same level. if (hasStepResumable() && originalDepth && (m_stepResumableId != getResumableId(fp))) { TRACE(2, "CmdNext: exception handler, original depth, wrong cont\n"); return; } // Sometimes we have handlers in generated code, i.e., Continuation::next. // These just help propagate exceptions so ignore those. if (fp->m_func->line1() == 0) { TRACE(2, "CmdNext: exception handler, ignoring func with no source\n"); return; } if (fp->m_func->isBuiltin()) { TRACE(2, "CmdNext: exception handler, ignoring builtin functions\n"); return; } TRACE(2, "CmdNext: exception handler altering expected flow\n"); } else { // We have internal breakpoints setup, but we haven't hit one yet. Keep // running until we reach one. TRACE(2, "CmdNext: waiting to hit internal breakpoint...\n"); return; } // We've hit one internal breakpoint at a useful place, or decided we don't, // need them, so we can remove them all now. cleanupStepOuts(); cleanupStepResumable(); } if (interrupt.getInterruptType() == ExceptionHandler) { // If we're about to enter an exception handler we turn interrupts on to // ensure we stop when control reaches the handler. The normal logic below // will decide if we're done at that point or not. TRACE(2, "CmdNext: exception handler\n"); removeLocationFilter(); m_needsVMInterrupt = true; return; } if (m_skippingAwait) { m_skippingAwait = false; stepAfterAwait(); return; } if (deeper) { TRACE(2, "CmdNext: deeper, setup step out to get back to original line\n"); setupStepOuts(); // We can nuke the entire location filter here since we'll re-install it // when we get back to the old level. Keeping it installed may be more // efficient if we were on a large line, but there is a penalty for every // opcode executed while it's installed and that's bad if there's a lot of // code called from that line. removeLocationFilter(); return; } if (originalDepth && (m_loc == interrupt.getFileLine())) { TRACE(2, "CmdNext: not complete, still on same line\n"); stepCurrentLine(interrupt, fp, pc); return; } TRACE(2, "CmdNext: operation complete.\n"); m_complete = (decCount() == 0); if (!m_complete) { TRACE(2, "CmdNext: repeat count > 0, start fresh.\n"); onSetup(proxy, interrupt); } }
void Constraint::setup(Object* obj) { object = obj; onSetup(); }