Exemplo n.º 1
0
void QtApplication::quitApplication()
{
	signalExit();
	QApplication::quit();
	splash_ = nullptr;
	bQuit_ = true;
}
Exemplo n.º 2
0
void CGalcon::connectSendersToTakers()
{
   connect(m_gui, SIGNAL(SendView(Message::CMessageAddViewPtr)),
           m_game, SLOT(AddView(Message::CMessageAddViewPtr)));
   connect(m_game, SIGNAL(SendStartGame(uint,uint)),
           m_gui, SLOT(TakeFieldSize(uint,uint)));
   connect(m_game, SIGNAL(SendError(Message::CMessageInformationPtr)),
           m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr)));
   connect(m_game, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)),
           m_gui, SLOT(TakeFinishGame(Message::CMessageFinishGamePtr)));
   connect(m_game, SIGNAL(signalTimer()), m_game, SLOT(slotTimer()));
   connect(m_gui, SIGNAL(signalDisconnect()), this, SLOT(slotDisconnect()));
   connect(m_gui, SIGNAL(SendClientToServer(Message::CMessageConnectToServerPtr)),
           m_manager, SLOT(TakeServerConnect(Message::CMessageConnectToServerPtr)));
   connect(m_gui, SIGNAL(SendClientToSingleGame(Message::CMessageConnectToSingleGamePtr)),
           m_singleGame, SLOT(TakeServerConnect(Message::CMessageConnectToSingleGamePtr)), Qt::QueuedConnection);

   connect(m_gui, SIGNAL(signalPause()), m_game, SLOT(SlotPause()));
   connect(m_gui, SIGNAL(signalPause()), m_singleGame, SLOT(TakePause()));
   connect(m_gui, SIGNAL(signalExit()), m_game, SLOT(SlotExitGame()));

   connect(m_gui, SIGNAL(signalChoiceNetworkGame()), this, SLOT(slotChoiceNetworkGame()));
   connect(m_gui, SIGNAL(signalChoiceSingleGame()), this, SLOT(slotChoiceSingleGame()));

   connect(m_manager, SIGNAL(SendConfirmConnect(Message::CMessageConfirmationConnectToServerPtr)),
           m_gui, SLOT(TakeConfirmConnectToServer(Message::CMessageConfirmationConnectToServerPtr)));
   connect(m_manager, SIGNAL(SendError(Message::CMessageErrorPtr)),
           m_gui, SLOT(TakeError(Message::CMessageErrorPtr)));
   connect(m_manager, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)),
           m_game, SLOT(SlotFinishGame(Message::CMessageFinishGamePtr)));
   connect(m_manager, SIGNAL(SendStateMap(Message::CMessageStateMapPtr)),
           m_game, SLOT(SlotStateMap(Message::CMessageStateMapPtr)));
   connect(m_manager, SIGNAL(SendStartGame(Message::CMessageStartMapGamePtr)),
           m_game, SLOT(SlotStartData(Message::CMessageStartMapGamePtr)));
   connect(m_manager, SIGNAL(SendTimeToStart(Message::CMessageTimeToStartGamePtr)),
           m_gui, SLOT(TakeTimeStartToGame(Message::CMessageTimeToStartGamePtr)));
   connect(m_manager, SIGNAL(SendInInformation(Message::CMessageInformationPtr)),
           m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr)));

   connect(m_singleGame, SIGNAL(SendConfirmConnect(Message::CMessageConfirmationConnectToServerPtr)),
           m_gui, SLOT(TakeConfirmConnectToServer(Message::CMessageConfirmationConnectToServerPtr)));
   connect(m_singleGame, SIGNAL(SendError(Message::CMessageErrorPtr)),
           m_gui, SLOT(TakeError(Message::CMessageErrorPtr)));
   connect(m_singleGame, SIGNAL(SendFinishGame(Message::CMessageFinishGamePtr)),
           m_game, SLOT(SlotFinishGame(Message::CMessageFinishGamePtr)));
   connect(m_singleGame, SIGNAL(SendStateMap(Message::CMessageStateMapPtr)),
           m_game, SLOT(SlotStateMap(Message::CMessageStateMapPtr)));
   connect(m_singleGame, SIGNAL(SendStartGame(Message::CMessageStartMapGamePtr)),
           m_game, SLOT(SlotStartData(Message::CMessageStartMapGamePtr)));
   connect(m_singleGame, SIGNAL(SendTimeToStart(Message::CMessageTimeToStartGamePtr)),
           m_gui, SLOT(TakeTimeStartToGame(Message::CMessageTimeToStartGamePtr)));
   connect(m_singleGame, SIGNAL(SendInInformation(Message::CMessageInformationPtr)),
           m_gui, SLOT(TakeInInformation(Message::CMessageInformationPtr)));
}
Exemplo n.º 3
0
void MainWindow::openMain(){
    scene->deleteLater();
    scene = new Menu;

    connect(scene, SIGNAL(signalGame()), this, SLOT(openGame()));
    connect(scene, SIGNAL(signalEditor()), this, SLOT(openEditor()));
    connect(scene, SIGNAL(signalMusic()), this, SLOT(slotMusic()));
    connect(scene, SIGNAL(signalExit()), this, SLOT(exit()));

    setupView();
}
Exemplo n.º 4
0
void AgoApp::sighandler(int signo) {
    switch(signo) {
        case SIGINT:
        case SIGQUIT:
            AGO_DEBUG() << "Exit signal catched, shutting down";
            signalExit();
            break;

        default:
            AGO_WARNING() << "Unmapped signal " << signo << " received";
    }
}
Exemplo n.º 5
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent), scene(new Menu), view (new QGraphicsView)
{
    music = Phonon::createPlayer(Phonon::MusicCategory,
                                 Phonon::MediaSource(":/music/Fly12.mp3"));
    music->play();
    connect(music, SIGNAL(aboutToFinish()), this , SLOT(slotRepeat()));

    connect(scene, SIGNAL(signalGame()), this, SLOT(openGame()));
    connect(scene, SIGNAL(signalEditor()), this, SLOT(openEditor()));
    connect(scene, SIGNAL(signalExit()), this, SLOT(exit()));
    connect(scene, SIGNAL(signalMusic()), this, SLOT(slotMusic()));

    setupView();
}
Exemplo n.º 6
0
DbgMainWindow::DbgMainWindow(IGui *igui, event_def *init_done) {
    igui_ = igui;
    initDone_ = init_done;

    setWindowTitle(tr("RISC-V platform debugger"));
    resize(QDesktopWidget().availableGeometry(this).size() * 0.7);

    listConsoleListeners_.make_list(0);
    /** Console commands used by main window: */
    cmdIsRunning_.make_string("isrunning");
    cmdRun_.make_string("c");
    cmdHalt_.make_string("halt");
    cmdStep_.make_string("c 1");
 
    createActions();
    createMenus();
    createStatusBar();
    createMdiWindow();

    /** QT documeneted behaviour:
     *
     * If you add a child widget to an already visible widget 
     * you must explicitly show the child to make it visible.
     *
     * @todo Fix exception with PNP when initially opened 
     */
    addWidgets();
    
    setUnifiedTitleAndToolBarOnMac(true);

    /** 
     * To use the following type in SIGNAL -> SLOT definitions 
     * we have to register them using qRegisterMetaType template
     */
    qRegisterMetaType<uint64_t>("uint64_t");
    qRegisterMetaType<uint32_t>("uint32_t");

    connect(this, SIGNAL(signalPostInit(AttributeType *)),
            this, SLOT(slotPostInit(AttributeType *)));
    connect(this, SIGNAL(signalExit()), this, SLOT(slotExit()));

    tmrGlobal_ = new QTimer(this);
    connect(tmrGlobal_, SIGNAL(timeout()), this, SLOT(slotConfigDone()));
    tmrGlobal_->setSingleShot(true);
    tmrGlobal_->setInterval(1);
    tmrGlobal_->start();
}
Exemplo n.º 7
0
MainMenubar::MainMenubar (QMainWindow *mw) : QMenuBar (mw, "mainMenubar")
{
  actions.setAutoDelete(FALSE);

  RcFile rcfile;

  QPixmap icon(finished);
  QAction *action  = new QAction(this, "actionExit");
  action->setMenuText(tr("E&xit"));
  action->setIconSet(icon);
  action->setAccel(Qt::CTRL+Qt::Key_Q);
  action->setStatusTip(tr("Quit Qtstalker (Ctrl+Q)"));
  action->setToolTip(tr("Quit Qtstalker (Ctrl+Q)"));
  connect(action, SIGNAL(activated()), this, SIGNAL(signalExit()));
  actions.replace(Exit, action);

  icon = configure;
  action = new QAction(this, "actionOptions");
  action->setMenuText(tr("Edit &Preferences"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Modify user preferences (Ctrl+0)"));
  action->setToolTip(tr("Modify user preferences (Ctrl+0)"));
  connect(action, SIGNAL(activated()), mw, SLOT(slotOptions()));
  actions.replace(Options, action);

  icon = nav;
  bool b;
  rcfile.loadData(RcFile::ShowSidePanel, b);
  action = new QAction(this, "actionPanel");
  action->setMenuText(tr("Side &Panel"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Toggle side-panel view (Ctrl+1)"));
  action->setToolTip(tr("Toggle side-panel view (Ctrl+1)"));
  action->setToggleAction(TRUE);
  action->setOn(b);
  connect(action, SIGNAL(toggled(bool)), mw, SLOT(slotHideNav(bool)));
  actions.replace(SidePanel, action);

  icon = gridicon;
  rcfile.loadData(RcFile::Grid, b);
  action = new QAction(this, "actionGrid");
  action->setMenuText(tr("Chart &Grid"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Toggle chart grid (Ctrl+2)"));
  action->setToolTip(tr("Toggle chart grid (Ctrl+2)"));
  action->setToggleAction(TRUE);
  action->setOn(b);
  connect(action, SIGNAL(toggled(bool)), this, SIGNAL(signalGrid(bool)));
  actions.replace(Grid, action);

  icon = scaletoscreen;
  rcfile.loadData(RcFile::ScaleToScreen, b);
  action = new QAction(this, "actionScale");
  action->setMenuText(tr("&Scale To Screen"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Scale chart to current screen data (Ctrl+3)"));
  action->setToolTip(tr("Scale chart to current screen data (Ctrl+3)"));
  action->setToggleAction(TRUE);
  action->setOn(b);
  connect(action, SIGNAL(toggled(bool)), this, SIGNAL(signalScale(bool)));
  actions.replace(ScaleToScreen, action);

  icon = crosshair;
  rcfile.loadData(RcFile::Crosshairs, b);
  action = new QAction(this, "actionCrosshairs");
  action->setMenuText(tr("Toggle &Crosshairs"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Toggle crosshairs (Ctrl+4)"));
  action->setToolTip(tr("Toggle crosshairs (Ctrl+4)"));
  action->setToggleAction(TRUE);
  action->setOn(b);
  connect(action, SIGNAL(toggled(bool)), this, SIGNAL(signalCrosshairs(bool)));
  actions.replace(Crosshairs, action);

  icon = co;
  rcfile.loadData(RcFile::DrawMode, b);
  action = new QAction(this, "actionDraw");
  action->setMenuText(tr("Toggle &Draw Mode"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Toggle drawing mode (Ctrl+5)"));
  action->setToolTip(tr("Toggle drawing mode (Ctrl+5)"));
  action->setToggleAction(TRUE);
  action->setOn(b);
  connect(action, SIGNAL(toggled(bool)), this, SIGNAL(signalDraw(bool)));
  actions.replace(DrawMode, action);

  icon = papertrade;
  rcfile.loadData(RcFile::PaperTradeMode, b);
  action = new QAction(this, "actionPaperTrade");
  action->setMenuText(tr("Toggle &Trade Mode"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Toggle paper-trade mode"));
  action->setToolTip(tr("Toggle paper-trade mode"));
  action->setToggleAction(TRUE);
  action->setOn(b);
  connect(action, SIGNAL(toggled(bool)), this, SIGNAL(signalPaperTrade(bool)));
  actions.replace(PaperTrade, action);

  icon = indicator;
  action = new QAction(this, "actionNewIndicator");
  action->setMenuText(tr("New &Indicator"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Add new indicator (Ctrl+7)"));
  action->setToolTip(tr("Add new indicator (Ctrl+7)"));
  connect(action, SIGNAL(activated()), this, SIGNAL(signalNewIndicator()));
  actions.replace(NewIndicator, action);

  icon = datawindow;
  action = new QAction(this, "actionDataWindow");
  action->setMenuText(tr("&Data Window"));
  action->setIconSet(icon);
  action->setAccel(Qt::ALT+Qt::Key_1);
  action->setStatusTip(tr("Show data window (Alt+1)"));
  action->setToolTip(tr("Show data window (Alt+1)"));
  connect(action, SIGNAL(activated()), mw, SLOT(slotDataWindow()));
  actions.replace(DataWindow, action);

  icon = quotes;
  action = new QAction(this, "actionQuote");
  action->setMenuText(tr("Load Quotes"));
  action->setIconSet(icon);
  action->setStatusTip(tr("Load Quotes (Ctrl+Y)"));
  action->setToolTip(tr("Load Quotes (Ctrl+Y)"));
  connect(action, SIGNAL(activated()), mw, SLOT(slotQuotes()));
  actions.replace(Quotes, action);

  icon = qtstalker;
  action = new QAction(this, "actionAbout");
  action->setMenuText(tr("&About"));
  action->setIconSet(icon);
  action->setStatusTip(tr("About Qtstalker."));
  action->setToolTip(tr("About Qtstalker."));
  connect(action, SIGNAL(activated()), mw, SLOT(slotAbout()));
  actions.replace(About, action);

  icon = help;
  action = new QAction(this, "actionHelp");
  action->setMenuText(tr("&Help"));
  action->setIconSet(icon);
  action->setAccel(Qt::Key_F1);
  action->setStatusTip(tr("Display Help (F1)"));
  action->setToolTip(tr("Display Help (F1)"));
  connect(action, SIGNAL(activated()), mw, SLOT(slotHelp()));
  actions.replace(Help, action);

  action = new QAction(this, "actionAdvancePaperTrade");
  action->setAccel(Qt::CTRL+Qt::Key_Right);
  connect(action, SIGNAL(activated()), this, SIGNAL(signalAdvancePaperTrade()));
  actions.replace(AdvancePaperTrade, action);

  action = new QAction(this, "actionIndicatorSummary");
  action->setMenuText(tr("Indicator Summary"));
  action->setStatusTip(tr("Indicator Summary"));
  action->setToolTip(tr("Indicator Summary"));
  connect(action, SIGNAL(activated()), mw, SLOT(slotIndicatorSummary()));
  actions.replace(IndicatorSummary, action);

  Q3Accel *a = new Q3Accel(mw);
  connect(a, SIGNAL(activated(int)), this, SLOT(slotAccel(int)));
  a->insertItem(Qt::CTRL+Qt::Key_0, Options);
  a->insertItem(Qt::CTRL+Qt::Key_1, SidePanel);
  a->insertItem(Qt::CTRL+Qt::Key_2, Grid);
  a->insertItem(Qt::CTRL+Qt::Key_3, ScaleToScreen);
  a->insertItem(Qt::CTRL+Qt::Key_4, Crosshairs);
  a->insertItem(Qt::CTRL+Qt::Key_5, DrawMode);
  a->insertItem(Qt::CTRL+Qt::Key_7, NewIndicator);
  a->insertItem(Qt::CTRL+Qt::Key_Y, Quotes);
  a->insertItem(Qt::CTRL+Qt::Key_Right, AdvancePaperTrade);
  a->insertItem(Qt::CTRL+Qt::Key_Escape, 8);

  createMenus();

  rcfile.loadData(RcFile::ShowMenuBar, b);
  if (!b)
    hide();
}
Exemplo n.º 8
0
void sysExit(int exitValue) {
	struct Process *proc = getCurrentThread()->process;
	proc->exitInfo.si_status = (exitValue & SIG_STATUS_MASK) | SIG_EXITED;
	signalExit();
}
Exemplo n.º 9
0
void CGalcon::connectSingleSendersToTakers()
{
   connect(m_gui, SIGNAL(SendStepPlayer(Message::CMessageStepPlayerPtr)),
           m_singleGame, SLOT(TakeStepPlayer(Message::CMessageStepPlayerPtr)));
   connect(m_gui, SIGNAL(signalExit()), m_singleGame, SLOT(TakeExit()));
}
Exemplo n.º 10
0
void DbgMainWindow::callExit() {
    emit signalExit();
}
Exemplo n.º 11
0
/**
* Handles the input.
* Detects the pending events, and handles them appropriately.
*/
void InputHandler::handleInput(){

	this->keyStates[GameKeys::SPACE]  = false;
	this->keyStates[GameKeys::ROLL]  = false;
	this->keyStates[GameKeys::LATTACK]  = false;
	this->keyStates[GameKeys::NLATTACK]  = false;
	this->keyStates[GameKeys::ACTION]  = false;


	int pendingEvent = 0;

	do{

		pendingEvent = SDL_PollEvent(&this->sdlEvent); 

		if(this->sdlEvent.type == SDL_CONTROLLERBUTTONDOWN 
	
		|| this->sdlEvent.type == SDL_CONTROLLERBUTTONUP 
		|| this->sdlEvent.type == SDL_CONTROLLERAXISMOTION){
			
			this->controllerHandler->handleInput(this->sdlEvent);

			for(unsigned int i = 0; i < this->keyStates.size(); i++)
				this->keyStates[i] = this->controllerHandler->keyStates[i];
			
		}

		// On keydown.
		if(this->sdlEvent.type == SDL_KEYDOWN){

			switch(this->sdlEvent.key.keysym.sym){

				case SDLK_SPACE: // Jump.

					if(this->sdlEvent.key.repeat == 0){

						this->keyStates[GameKeys::SPACE] = true;

					}	

					break;

				case SDLK_UP: // UP.
					this->keyStates[GameKeys::UP] = true;

					break;

				case SDLK_DOWN: // DOWN.
					this->keyStates[GameKeys::DOWN] = true;

					break;

				case SDLK_LEFT: // Move left.
					this->keyStates[GameKeys::LEFT] = true;

					break;

				case SDLK_RIGHT: // Move right.
					this->keyStates[GameKeys::RIGHT] = true;

					break;

				case SDLK_c: // roll.
					if(this->sdlEvent.key.repeat == 0){

						this->keyStates[GameKeys::ROLL] = true;

					}

					break;

				case SDLK_LCTRL: // crouch
					this->keyStates[GameKeys::CROUCH] = true;

					break;

				case SDLK_a: // a.
					if(this->sdlEvent.key.repeat == 0){

						this->keyStates[GameKeys::ACTION] = true;

					}

					break;

				case SDLK_LSHIFT: // d.
					this->keyStates[GameKeys::AIM] = true;

					break;

				case SDLK_z: // z.

					if(this->sdlEvent.key.repeat == 0){
					
						this->keyStates[GameKeys::LATTACK] = true;
					
					}
					
					break;
			
				case SDLK_TAB:
					this->keyStates[GameKeys::ITEMS] = true;
			
					break;
			
				case SDLK_ESCAPE: // Esc.
			
					if(this->sdlEvent.key.repeat == 0){
			
						this->keyStates[GameKeys::ESCAPE] = true;
			
					}
			
					break;
			
				default:
			
					break;
			
			}
		}

		// On keyup.
		else if(this->sdlEvent.type == SDL_KEYUP){
			
			switch(this->sdlEvent.key.keysym.sym){
		
				case SDLK_SPACE: // Jump.
					this->keyStates[GameKeys::SPACE] = false;
		
					break;
		
				case SDLK_UP: // UP.
					this->keyStates[GameKeys::UP] = false;
		
					break;
		
				case SDLK_DOWN: // DOWN.
					this->keyStates[GameKeys::DOWN] = false;
		
					break;
		
				case SDLK_LEFT: // Move left.
					this->keyStates[GameKeys::LEFT] = false;
		
					break;
		
				case SDLK_RIGHT: // Move right.
					this->keyStates[GameKeys::RIGHT] = false;
		
					break;
		
				case SDLK_c: // Roll.
					this->keyStates[GameKeys::ROLL] = false;
		
					break;
		
				case SDLK_LCTRL: // crouch
					this->keyStates[GameKeys::CROUCH] = false;
		
				case SDLK_a: // a.
					this->keyStates[GameKeys::ACTION] = false;
		
					break;
		
				case SDLK_LSHIFT: // d.
					this->keyStates[GameKeys::AIM] = false;
		
					break;
		
				case SDLK_z: // z.
					this->keyStates[GameKeys::LATTACK] = false;
		
					break;
		
				case SDLK_TAB:
					this->keyStates[GameKeys::ITEMS] = false;
		
					break;
		
				case SDLK_ESCAPE: // Esc.
					this->keyStates[GameKeys::ESCAPE] = false;
		
					break;
		
				default:
		
					break;
		
			}
		}
		
		//On window exit (X).
		else if(this->sdlEvent.type == SDL_QUIT){
	    
	    	signalExit();
	    
	    }

	} while(pendingEvent != 0);
}