Пример #1
0
void CTextureDx9::RenderWithoutTransform(LPD3DXSPRITE _lpDSpriteHandle, D3DXVECTOR2 position, D3DXVECTOR2 Center, D3DXVECTOR2 scale, float angle, D3DCOLOR color, RECT *srcRect, float deep)
{
	D3DXVECTOR2 CamTransDistance;
	CamTransDistance.x = -Camera::getInstance()->GetMatrixTranslate()._41;
	CamTransDistance.y = Camera::getInstance()->GetMatrixTranslate()._42;

	position.y += Camera::getInstance()->getBound().bottom;
	Center.y += Camera::getInstance()->getBound().bottom;
	D3DXVECTOR3 currentPosition(position.x + CamTransDistance.x, position.y, deep); //toa do trong the gioi thuc

	D3DXMATRIX oldMatrix; //ma tran luu lai phep transform cua SpriteBatch

	_lpDSpriteHandle->GetTransform(&oldMatrix);
	
	D3DXVECTOR2 centerScale = D3DXVECTOR2(position.x, position.y);//lay vi tri cua vat the lam tam xoay(vi vi tri cua vat la vi tri chinh giua cua vat)

	D3DXMATRIX matrixScalingRotate; //ma tran rotate, scale

	D3DXMatrixTransformation2D(&matrixScalingRotate, &centerScale, 0.0f, &scale, &Center, D3DXToRadian(angle), 0);

	D3DXMATRIX finalMatrix = matrixScalingRotate * oldMatrix;

	_lpDSpriteHandle->SetTransform(&finalMatrix); //ma tran chuyen toa do vi tri cua vat the tu the gioi thuc sang toa do trong directX de ve

	_lpDSpriteHandle->Draw(
		this->m_lpTexture,
		srcRect,
		&D3DXVECTOR3((float)(srcRect->right - srcRect->left)/2, (float)(srcRect->bottom - srcRect->top)/2, 0),
		&currentPosition,
		color);

	_lpDSpriteHandle->SetTransform(&oldMatrix);
}
Пример #2
0
void WPainterPath::addPath(const WPainterPath& path)
{
  if (currentPosition() != path.beginPosition())
    moveTo(path.beginPosition());

  Utils::insert(segments_, path.segments_);
}
Пример #3
0
void Scanner_Worker::runScan(int steps, int accuracy)
{
    ScanRunning = true;
    for(int i = 0; i <= steps; i++)
    {
        if(ScanRunning == false)
            break;
        Data->mutex.lock();
        if(Data->number >= accuracy)
        {
            qDebug() << "Current emitted data: Step: " << i << " and counts: " << Data->counts << " and current pos: " << ((qreal)i)/((qreal)steps)*100;
            emit currentData(qMakePair(i, Data->counts));
            emit moveStep();
            emit currentPosition(((qreal)i)/((qreal)steps)*100);
            Data->counts = 0;
            Data->number = 0;
            Data->mutex.unlock();
        }
        else
        {
            Data->WaitCond.wait(&(Data->mutex));
            Data->mutex.unlock();
            i--;
        }

    }
    emit ScanFinished();
}
Пример #4
0
void WPainterPath::connectPath(const WPainterPath& path)
{
  if (currentPosition() != path.beginPosition())
    lineTo(path.beginPosition());

  addPath(path);
}
Пример #5
0
ScrollResultOneDimensional ScrollAnimator::userScroll(
    ScrollbarOrientation orientation, ScrollGranularity granularity, float step, float delta)
{
    if (!m_scrollableArea->scrollAnimatorEnabled())
        return ScrollAnimatorBase::userScroll(orientation, granularity, step, delta);

    TRACE_EVENT0("blink", "ScrollAnimator::scroll");

    if (granularity == ScrollByPrecisePixel)
        return ScrollAnimatorBase::userScroll(orientation, granularity, step, delta);

    float usedPixelDelta = computeDeltaToConsume(orientation, step * delta);
    FloatPoint pixelDelta = (orientation == VerticalScrollbar
        ? FloatPoint(0, usedPixelDelta) : FloatPoint(usedPixelDelta, 0));

    FloatPoint targetPos = desiredTargetPosition();
    targetPos.moveBy(pixelDelta);

    if (m_animationCurve) {
        if ((targetPos - m_targetOffset).isZero()) {
            // Report unused delta only if there is no animation running. See
            // comment below regarding scroll latching.
            return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0);
        }

        m_targetOffset = targetPos;
        ASSERT(m_runState == RunState::RunningOnMainThread
            || m_runState == RunState::RunningOnCompositor
            || m_runState == RunState::RunningOnCompositorButNeedsUpdate);

        if (m_runState == RunState::RunningOnCompositor
            || m_runState == RunState::RunningOnCompositorButNeedsUpdate) {
            if (registerAndScheduleAnimation())
                m_runState = RunState::RunningOnCompositorButNeedsUpdate;
            return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0);
        }

        // Running on the main thread, simply update the target offset instead
        // of sending to the compositor.
        m_animationCurve->updateTarget(m_timeFunction() - m_startTime, targetPos);
        return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0);
    }

    if ((targetPos - currentPosition()).isZero()) {
        // Report unused delta only if there is no animation and we are not
        // starting one. This ensures we latch for the duration of the
        // animation rather than animating multiple scrollers at the same time.
        return ScrollResultOneDimensional(/* didScroll */ false, delta);
    }

    m_targetOffset = targetPos;
    m_startTime = m_timeFunction();

    if (registerAndScheduleAnimation())
        m_runState = RunState::WaitingToSendToCompositor;

    return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0);
}
Пример #6
0
void WPainterPath::addPolygon(const std::vector<WPointF>& points)
{
  if (!points.empty()) {
    unsigned i = 0;
    if (currentPosition() != points[0]) 
      moveTo(points[i++]);

    for (; i < points.size(); ++i)
      lineTo(points[i]);
  }
}
Пример #7
0
//writing to port
int Printer::writeToPort(QString command,int lineNum, bool calcCheckSum){
    //analizing command for position tracking
    QStringList args=command.split(" ");

    if(command.contains("M104") || command.contains("M109")){
        emit settingTemp1(command.mid(command.lastIndexOf("S")+1,command.length()-command.lastIndexOf("S")+1).toDouble());
    }
    if(command.contains("M140") || command.contains("M190")){
        emit settingTemp3(command.mid(command.lastIndexOf("S")+1,command.length()-command.lastIndexOf("S")+1).toDouble());
    }

    if(command.contains("G1") || command.contains("G0")){
        for(int i=0 ;i <args.size(); i++){
            if(args.at(i).contains("X"))
                curr_pos.setX(args.at(i).mid(1).toDouble());
            if(args.at(i).contains("Y"))
                curr_pos.setY(args.at(i).mid(1).toDouble());
            if(args.at(i).contains("Z")){
                curr_pos.setZ(args.at(i).mid(1).toDouble());
            }
        }
        emit currentPosition(curr_pos);    
    }

    if(this->isConnected()){
        if(calcCheckSum){
            command=QString("N")+QString::number(lineNum)+QString(" ")+command;
            command=command+QString("*")+checkSum(command);
            if(!command.contains("M110")){
                this->sentLines.append(command);
            }
            else{
                this->lineNum=0;
            }
//            int temp=rand()%10;
//            if(temp==0){
//                command.replace(5,1,"b");
//                qDebug() << "dodaje blad do" << command;
//            }
        }
        int bytes_written =portObj->write(command.toAscii()+"\n");
        emit write_to_console(QString("Sending: "+command.toAscii()+"\n").replace("\n","\\n").replace("\r","\\r"));
        emit write_to_console("Written: "+QString::number(bytes_written)+" bytes");
        writeNext=false;

    }
    else{
        write_to_console(tr("Printer offline"));
        return -1;
    }
    return 0;
}
Пример #8
0
PreviewBoard::PreviewBoard(DockPreviewBoard* dockPreviewBoard, QWidget *parent) : QWidget(parent),
  dockPreviewBoard_(dockPreviewBoard)
{
  srand ( time(NULL) );
  for (int x = 0; x < 19; x++) {
    for (int y = 0; y < 19; y++) {
      whiteStoneType_[x][y] = rand()%35; // between 0 and 35
      board_[x][y] = 0;
    }
  }
  
//   boards.clear();
//   resize(400, 400);
//   setMinimumSize ( 200, 200 ); //int minw, int minh
//   setMaximumSize ( 600, 600 );
//   setSizeIncrement ( 0, 0 );
  setMouseTracking (true);
      
  QString boardDir = Resources::path();
  origBoardImage = QPixmap(boardDir + "Beige1.png");
  QPalette palette;
  palette.setBrush(backgroundRole(), QBrush(origBoardImage));
  setPalette(palette);
  setAutoFillBackground ( true );
  //connect(this, SIGNAL(click()), this, SLOT(makeFocus()));
  
  previewBoardMenu = new QMenu("Preview board menu", this);
//   boardMenu->setTitle ("Preview board menu");
  
  
  positionActions_ = new QActionGroup(this);
  positionActions_->setExclusive(true);
  
  currentPositionAct = new QAction(tr("&Current board position"), this);
  currentPositionAct->setCheckable(true);
  
  nextPositionAct = new QAction(tr("&Board next move"), this);
  nextPositionAct->setCheckable(true);
  
  endPositionAct = new QAction(tr("&End position"), this);
  endPositionAct->setCheckable(true);
  
  positionActions_->addAction (currentPositionAct);
  positionActions_->addAction (nextPositionAct);
  positionActions_->addAction (endPositionAct);
  
  previewBoardMenu->addActions(positionActions_->actions());
  
  connect(currentPositionAct, SIGNAL(triggered()), this, SLOT(currentPosition()));
  connect(nextPositionAct, SIGNAL(triggered()), this, SLOT(nextPosition()));
  connect(endPositionAct, SIGNAL(triggered()), this, SLOT(endPosition()));
}
Пример #9
0
void UndoCommand::onExecute(Context* context)
{
    ContextWriter writer(context);
    Document* document(writer.document());
    DocumentUndo* undo = document->getUndo();
    Sprite* sprite = document->sprite();

    if (context->settings()->undoGotoModified()) {
        SpritePosition spritePosition;
        SpritePosition currentPosition(writer.location()->layerIndex(),
                                       writer.location()->frame());

        if (m_type == Undo)
            spritePosition = undo->getNextUndoSpritePosition();
        else
            spritePosition = undo->getNextRedoSpritePosition();

        if (spritePosition != currentPosition) {
            current_editor->setLayer(sprite->indexToLayer(spritePosition.layerIndex()));
            current_editor->setFrame(spritePosition.frameNumber());

            // Draw the current layer/frame (which is not undone yet) so the
            // user can see the doUndo/doRedo effect.
            current_editor->drawSpriteClipped(
                gfx::Region(gfx::Rect(0, 0, sprite->width(), sprite->height())));

            ui::dirty_display_flag = true;
            gui_feedback();

            base::this_thread::sleep_for(0.01);
        }
    }

    StatusBar::instance()
    ->showTip(1000, "%s %s",
              (m_type == Undo ? "Undid": "Redid"),
              (m_type == Undo ? undo->getNextUndoLabel():
               undo->getNextRedoLabel()));

    // Effectively undo/redo.
    if (m_type == Undo)
        undo->doUndo();
    else
        undo->doRedo();

    document->generateMaskBoundaries();
    document->destroyExtraCel(); // Regenerate extras

    update_screen_for_document(document);
    set_current_palette(writer.palette(), false);
}
Пример #10
0
Point AIInput::Private::findNearestTarget() {
  SPtr<ObjectContainer> objs = core.getObjects();

  Point pos = currentPosition();

  // Establish search region.
  Point topLeft = pos;
  topLeft.x -= radius;
  topLeft.y -= radius;

  Point bottomRight = pos;
  bottomRight.x += radius;
  bottomRight.y += radius;

  std::vector<int> potentialTargets = objs->getIdsIn(topLeft, bottomRight);

  int tgtId = GameObject::InvalidObject;
  int minDist = 0;

  for (auto x : potentialTargets) {
    if (!GameObject::idIsActor(x)) // Quick check.
      continue;

    auto tmp = objs->getObject(x);

    try { // Is it mage?
      auto tmp2 = std::dynamic_pointer_cast<ActorMage>(tmp);
      if (!tmp2) // No, it isn't
        continue;

      if (tgtId == GameObject::InvalidObject || // First target.
          dist2(pos, tmp->pos() < minDist)) { // .. or better than old one.
        minDist = dist2(pos, tmp->pos());
        tgtId = tmp->getId();
      }
    } catch (const std::bad_cast&) {};
  }

  Point res;

  // Target not found.
  if (tgtId == GameObject::InvalidObject) {
    res = Point(-1, -1);
  } else {
    const auto tmp = objs->getObject(tgtId);
    res = tmp->pos();
  }

  return res;
}
Пример #11
0
void WPainterPath::moveTo(double x, double y)
{
  /*
   * first close previous sub path
   */
  if (!segments_.empty() && segments_.back().type() != Segment::MoveTo) {
    WPointF startP = getSubPathStart();
    WPointF currentP = currentPosition();

    if (startP != currentP)
      lineTo(startP.x(), startP.y());
  }

  segments_.push_back(Segment(x, y, Segment::MoveTo));  
}
    void TransFuncWindowingEventListener::onEvent(cgt::Event* e) {
        if (_prop == nullptr)
            return;
        if (typeid(*e) != typeid(cgt::MouseEvent))
            return;

        // this is only to be executed when the event was accepted, so the static cast is safe.
        cgt::MouseEvent* me = static_cast<cgt::MouseEvent*>(e);
        if (me->action() == cgt::MouseEvent::PRESSED) {
            _mousePressed = true;
            _mouseDownPosition = cgt::ivec2(me->x(), me->y());
            _originalIntensityDomain = _prop->getTF()->getIntensityDomain();
            e->ignore();
        }
        else if (_mousePressed && me->action() == cgt::MouseEvent::RELEASED) {
            _mousePressed = false;
            e->ignore();
        }
        else if (_mousePressed && me->action() == cgt::MouseEvent::MOTION) {
            cgt::ivec2 currentPosition(me->x(), me->y());
            cgt::ivec2 delta = currentPosition - _mouseDownPosition;

            // apply shift
            float shift = static_cast<float>(delta.x) / 1000.f;
            cgt::vec2 newIntesityDomain = _originalIntensityDomain + shift;

            // compute and apply scaling
            float scale = delta.y < 0 ? 1.f + (delta.y / -10.f) : 1.f / (1.f + (delta.y / 10.f));
            float length = newIntesityDomain.y - newIntesityDomain.x;
            float offset = (scale - 1.f) * (length / 2.f);
            // clamp to avoid scaling to empty interval
            offset = cgt::clamp(offset, -length/2.f + 0.001f, length/2.f - 0.001f);

            newIntesityDomain.x -= offset;
            newIntesityDomain.y += offset;

            // triple-check for rock solid safety ;)
            if (newIntesityDomain.x > newIntesityDomain.y)
                std::swap(newIntesityDomain.x, newIntesityDomain.y);

            _prop->getTF()->setIntensityDomain(cgt::clamp(newIntesityDomain, cgt::vec2(0.f), cgt::vec2(1.f)));
            e->ignore();
        }
    }
void    SimFilterWheel::select(size_t filterindex) {
	// make sure the index is legal
	if (filterindex >= 5) {
		throw BadParameter("filterindex may not exceed number "
			"of filters");
	}
	// if we are already at the right position, return
	unsigned int	currentposition = currentPosition();
	if (filterindex == currentposition) {
		return;
	}
	// find out how far we have to move
	int	timedelta = filterindex - currentposition;
	if (timedelta < 0) {
		timedelta = nFilters() + timedelta;
	}
	debug(LOG_DEBUG, DEBUG_LOG, 0, "filterwheel will stop in %d seconds",
		2 * timedelta);
	_changetime = Timer::gettime() + 2 * timedelta;
	_currentstate = FilterWheel::moving;
	_currentposition = filterindex;
}
Пример #14
0
void RenderSlider::setValueForPosition(int position)
{
    if (!m_thumb || !m_thumb->renderer())
        return;

    HTMLInputElement* element = static_cast<HTMLInputElement*>(node());

    // Calculate the new value based on the position, and send it to the element.
    StepRange range(element);
    double fraction = static_cast<double>(position) / trackSize();
    if (style()->appearance() == SliderVerticalPart || style()->appearance() == MediaVolumeSliderPart)
        fraction = 1 - fraction;
    double value = range.clampValue(range.valueFromProportion(fraction));
    element->setValueFromRenderer(serializeForNumberType(value));

    // Also update the position if appropriate.
    if (position != currentPosition()) {
        setNeedsLayout(true);

        // FIXME: It seems like this could send extra change events if the same value is set
        // multiple times with no layout in between.
        element->dispatchFormControlChangeEvent();
    }
}
Пример #15
0
void UndoCommand::onExecute(Context* context)
{
  ContextWriter writer(context);
  Document* document(writer.document());
  DocumentUndo* undo = document->undoHistory();
  Sprite* sprite = document->sprite();
  SpritePosition spritePosition;
  const bool gotoModified =
    Preferences::instance().undo.gotoModified();

  if (gotoModified) {
    SpritePosition currentPosition(writer.site()->layerIndex(),
                                   writer.site()->frame());

    if (m_type == Undo)
      spritePosition = undo->nextUndoSpritePosition();
    else
      spritePosition = undo->nextRedoSpritePosition();

    if (spritePosition != currentPosition) {
      current_editor->setLayer(sprite->indexToLayer(spritePosition.layerIndex()));
      current_editor->setFrame(spritePosition.frame());

      // Draw the current layer/frame (which is not undone yet) so the
      // user can see the doUndo/doRedo effect.
      current_editor->drawSpriteClipped(
        gfx::Region(gfx::Rect(0, 0, sprite->width(), sprite->height())));

      current_editor->manager()->flipDisplay();
      base::this_thread::sleep_for(0.01);
    }
  }

  StatusBar* statusbar = StatusBar::instance();
  if (statusbar)
    statusbar->showTip(1000, "%s %s",
      (m_type == Undo ? "Undid": "Redid"),
      (m_type == Undo ?
        undo->nextUndoLabel().c_str():
        undo->nextRedoLabel().c_str()));

  // Effectively undo/redo.
  if (m_type == Undo)
    undo->undo();
  else
    undo->redo();

  // After redo/undo, we retry to change the current SpritePosition
  // (because new frames/layers could be added, positions that we
  // weren't able to reach before the undo).
  if (gotoModified) {
    SpritePosition currentPosition(
      writer.site()->layerIndex(),
      writer.site()->frame());

    if (spritePosition != currentPosition) {
      current_editor->setLayer(sprite->indexToLayer(spritePosition.layerIndex()));
      current_editor->setFrame(spritePosition.frame());
    }
  }

  document->generateMaskBoundaries();
  document->setExtraCel(ExtraCelRef(nullptr));

  update_screen_for_document(document);
  set_current_palette(writer.palette(), false);
}
Пример #16
0
void ChromeClientQt::delegatedScrollRequested(const IntPoint& point)
{
    QPoint currentPosition(m_webPage->mainFrame()->scrollPosition());
    emit m_webPage->scrollRequested(point.x() - currentPosition.x(), point.y() - currentPosition.y(), QRect(QPoint(0, 0), m_webPage->viewportSize()));
}
Пример #17
0
// calculates the node transformations for the scene
// returns false of the animation is completed or if there is no animation
bool Animator::UpdateAnimation(float time, bool loop)
{
    if (currentAnimation && currentAnimation->mDuration > 0.0 && CurAnimation != NULL)
    {
        // map into animation's duration
        double timeInTicks = 0.0f;
        
        float dur = (CurAnimation->endFrame - CurAnimation->startFrame)/FPS;
        
        if(time == 0)
        {
            timeInTicks = 0;
        }
        else if (dur > 0.0)
        {
            timeInTicks = (CurAnimation->startFrame/FPS) + fmod(time-(1/FPS), dur);
        }
        else
        {
            timeInTicks = CurAnimation->startFrame/FPS;
        }
        
        if (boneTransforms.size() != currentAnimation->mNumChannels)
        {
            boneTransforms.resize(currentAnimation->mNumChannels);
        }
        
        //calculate the transformations for each animation channel
        for (unsigned int i = 0; i < currentAnimation->mNumChannels; i++)
        {
            const aiNodeAnim* channel = currentAnimation->mChannels[i];
            
            //******** Position *****
            aiVector3D currentPosition(0, 0, 0);
            
            if (channel->mNumPositionKeys > 0)
            {
                // Look for present frame number. Search from last position if time is after the last time, else from beginning
                unsigned int frame = (timeInTicks >= lastTime) ? lastFramePosition[i].x : 0;
                
                while (frame < channel->mNumPositionKeys - 1)
                {
                    if (timeInTicks < channel->mPositionKeys[frame + 1].mTime)
                    {
                        break;
                    }
                    
                    frame++;
                }
                
                // interpolate between this frame's value and next frame's value
                unsigned int nextFrame = (frame + 1) % channel->mNumPositionKeys;
                const aiVectorKey& key = channel->mPositionKeys[frame];
                const aiVectorKey& nextKey = channel->mPositionKeys[nextFrame];
                double dt = nextKey.mTime - key.mTime;
                
                if (dt < 0.0)
                {
                    dt += dur;
                }
                
                if (dt > 0)
                {
                    float interpolationFactor = (float) ((timeInTicks - key.mTime) / dt);
                    currentPosition = key.mValue + (nextKey.mValue - key.mValue) * interpolationFactor;
                }
                else
                {
                    currentPosition = key.mValue;
                }
                
                lastFramePosition[i].x = frame;
            }
            
            //******** Rotation *********
            aiQuaternion currentRotation(1, 0, 0, 0);
            
            if (channel->mNumRotationKeys > 0)
            {
                unsigned int frame = (timeInTicks >= lastTime) ? lastFramePosition[i].y : 0;
                
                while (frame < channel->mNumRotationKeys - 1)
                {
                    if (timeInTicks < channel->mRotationKeys[frame + 1].mTime)
                    {
                        break;
                    }
                    
                    frame++;
                }
                
                // interpolate between this frame's value and next frame's value
                unsigned int nextFrame = (frame + 1) % channel->mNumRotationKeys;
                const aiQuatKey& key = channel->mRotationKeys[frame];
                const aiQuatKey& nextKey = channel->mRotationKeys[nextFrame];
                double dt = nextKey.mTime - key.mTime;
                
                if (dt < 0.0)
                {
                    dt += dur;
                }
                
                if (dt > 0)
                {
                    float interpolationFactor = (float) ((timeInTicks - key.mTime) / dt);
                    aiQuaternion::Interpolate(currentRotation, key.mValue, nextKey.mValue, interpolationFactor);
                }
                else
                {
                    currentRotation = key.mValue;
                }
                
                lastFramePosition[i].y = frame;
            }
            
            //******** Scaling **********
            aiVector3D currentScaling(1, 1, 1);
            
            if (channel->mNumScalingKeys > 0)
            {
                unsigned int frame = (timeInTicks >= lastTime) ? lastFramePosition[i].z : 0;
                
                while (frame < channel->mNumScalingKeys - 1)
                {
                    if (timeInTicks < channel->mScalingKeys[frame + 1].mTime)
                    {
                        break;
                    }
                    
                    frame++;
                }
                
                currentScaling = channel->mScalingKeys[frame].mValue;
                lastFramePosition[i].z = frame;
            }
            
            // build a transformation matrix from the current position, rotation, and scale
            aiMatrix4x4& transformation = boneTransforms[i];
            transformation = aiMatrix4x4(currentRotation.GetMatrix());
            
            transformation.a1 *= currentScaling.x;
            transformation.b1 *= currentScaling.x;
            transformation.c1 *= currentScaling.x;
            
            transformation.a2 *= currentScaling.y;
            transformation.b2 *= currentScaling.y;
            transformation.c2 *= currentScaling.y;
            
            transformation.a3 *= currentScaling.z;
            transformation.b3 *= currentScaling.z;
            transformation.c3 *= currentScaling.z;
            
            transformation.a4 = currentPosition.x;
            transformation.b4 = currentPosition.y;
            transformation.c4 = currentPosition.z;
        }
        
        lastTime = timeInTicks;
        
        // update all node transformations with the results
        UpdateTransforms(rootNode, boneTransforms);
        
        if(time <= dur || loop)
        {
            if(CurAnimation != NULL) CurAnimation->isPlaying = true;
            return true;
        }
    }
    
    if(CurAnimation != NULL) CurAnimation->isPlaying = false;
    return false;
}
Пример #18
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow)
{
    ui->setupUi(this);
    //about window
    this->aboutWindow = new AboutWindow();
    this->aboutWindow->hide();
    this->aboutWindow->move(this->geometry().center()-this->aboutWindow->geometry().center());
    //calibrate Dialog
    this->calibrateDialog = new CalibrateDialog();
    this->calibrateDialog->hide();
    this->calibrateDialog->move(this->geometry().center()-this->calibrateDialog->geometry().center());
    //option Dialog
    this->optionDialog = new OptionDialog();
    this->optionDialog->hide();
    this->optionDialog->move(this->geometry().center()-this->optionDialog->geometry().center());
    //slice dialog
    this->sliceDialog = new SliceDialog(ui->glWidget, this);
    this->sliceDialog->hide();
    this->sliceDialog->move(this->geometry().center()-this->sliceDialog->geometry().center());
    //macros window
    this->macrosWindow = new MacrosWindow();
    this->macrosWindow->hide();
    this->macrosWindow->move(this->geometry().center()-this->macrosWindow->geometry().center());
    connect(this->macrosWindow, SIGNAL(buttonAdded(MacroButton*)), this, SLOT(addMacroBtn(MacroButton*)));
    connect(this->macrosWindow, SIGNAL(buttonRemoved(MacroButton*)), this, SLOT(removeMacroBtn(MacroButton*)));
    //sd card window
    this->sdCardWindow = new SDCardWindow();
    this->sdCardWindow->hide();
    this->sdCardWindow->move(this->geometry().center()-this->sdCardWindow->geometry().center());
    connect(this->sdCardWindow, SIGNAL(sdFile_selected(QString)), this, SLOT(sdFile_selected(QString)));
    connect(this->optionDialog, SIGNAL(slicerPathChanged(QString)), this->sliceDialog, SLOT(updateSlicerPath(QString)));
    connect(this->optionDialog, SIGNAL(outputPathChanged(QString)), this->sliceDialog, SLOT(updateOutputPath(QString)));
    connect(this->optionDialog, SIGNAL(newSize(QVector3D)), this, SLOT(updatadeSize(QVector3D)));
    connect(this->optionDialog, SIGNAL(newList(QList<Material*>*)), this->sliceDialog, SLOT(setMaterialList(QList<Material*>*)));
    connect(this->sliceDialog, SIGNAL(fileSliced(QString)), this, SLOT(loadFile(QString)));
    //set version number
    this->setWindowTitle("YARRH v"+QString::number(VERSION_MAJOR)+"."+QString::number(VERSION_MINOR)+"."+QString::number(VERSION_REVISION));
    this->aboutWindow->setVersion(VERSION_MAJOR,VERSION_MINOR,VERSION_REVISION);
    //setting up printer and its thread
    this->printerObj = new Printer();
    QThread *qthread = new QThread();

    //connecting ui to printer
    connect(printerObj, SIGNAL(write_to_console(QString)), ui->inConsole, SLOT(appendPlainText(QString)), Qt::QueuedConnection);
    connect(this->macrosWindow, SIGNAL(writeToPrinter(QString)), printerObj, SLOT(send_now(QString)),Qt::QueuedConnection);
    connect(ui->fanSpinBox, SIGNAL(valueChanged(int)), printerObj, SLOT(setFan(int)), Qt::QueuedConnection);
    ui->fanSpinBox->blockSignals(true);
    connect(this->printerObj, SIGNAL(SDFileList(QStringList)), this->sdCardWindow, SLOT(updateFileList(QStringList)));
    connect(this->printerObj, SIGNAL(uploadProgress(int,int)), this->sdCardWindow, SLOT(updateProgress(int,int)));
    this->sdCardWindow->setPrinter(this->printerObj);
    //connecting move btns
    connect(ui->homeX, SIGNAL(clicked()), printerObj, SLOT(homeX()), Qt::QueuedConnection);
    connect(ui->homeY, SIGNAL(clicked()), printerObj, SLOT(homeY()), Qt::QueuedConnection);
    connect(ui->homeAll, SIGNAL(clicked()), printerObj, SLOT(homeAll()), Qt::QueuedConnection);
    //connect monit temp checkbox
    connect(ui->graphGroupBox, SIGNAL(toggled(bool)), printerObj, SLOT(setMonitorTemperature(bool)),Qt::QueuedConnection);
    //connect printer to temp widget
    connect(printerObj, SIGNAL(currentTemp(double,double,double)), this, SLOT(drawTemp(double,double,double)));
    connect(printerObj, SIGNAL(progress(int,int)), this, SLOT(updateProgress(int,int)));
    connect(printerObj, SIGNAL(connected(bool)), this, SLOT(printerConnected(bool)));
    //setting ui temp from gcode
    connect(printerObj, SIGNAL(settingTemp1(double)), this, SLOT(setTemp1FromGcode(double)));
    connect(printerObj, SIGNAL(settingTemp3(double)), this, SLOT(setTemp3FromGcode(double)));
    //updating head position in ui
    connect(printerObj, SIGNAL(currentPosition(QVector3D)), this, SLOT(updateHeadPosition(QVector3D)));
    //print finished signal
    connect(printerObj, SIGNAL(printFinished(bool)), this, SLOT(printFinished(bool)));
    //connect calibration dialog to printer
    connect(calibrateDialog, SIGNAL(writeToPrinter(QString)), printerObj, SLOT(send_now(QString)),Qt::QueuedConnection);
    //connect z slider
    connect(ui->zSlider, SIGNAL(valueChanged(int)), this, SLOT(moveZ(int)));
    connect(ui->zSlider, SIGNAL(sliderMoved(int)), this, SLOT(updateZ(int)));
    //connect action load
    connect(ui->actionLoad, SIGNAL(triggered()), this, SLOT(loadFile()));

    printerObj->moveToThread(qthread);
    qthread->start(QThread::HighestPriority);


    this->portEnum = new QextSerialEnumerator(this);
    this->portEnum->setUpNotifications();
    QList<QextPortInfo> ports = this->portEnum->getPorts();
    //finding avalible ports
    foreach (QextPortInfo info, ports) {
        ui->portCombo->addItem(info.portName);
    }
Пример #19
0
void ofApp::drawContFinder(){
    ofSetBackgroundAuto(bShowLabels);
    ofxCv::RectTracker& tracker = contFinder.getTracker();
    
    if(bShowLabels) {
        ofSetColor(255);
        if(bBackgroundLearned){
            grayDiffOfImage.draw(0,0);
        } else {
            grayImage.draw(0, 0);
        }
        contFinder.draw();
        for(int i = 0; i < contFinder.size(); i++) {
            ofPoint center = ofxCv::toOf(contFinder.getCenter(i));
            ofPushMatrix();
            ofTranslate(center.x, center.y);
            int label = contFinder.getLabel(i);
            string msg = ofToString(label) + ":" + ofToString(tracker.getAge(label));
            ofDrawBitmapString(msg, 0, 0);
            ofVec2f velocity = ofxCv::toOf(contFinder.getVelocity(i));
            ofScale(5, 5);
            ofLine(0, 0, velocity.x, velocity.y);
            ofPopMatrix();
        }
    } else {
        for(int i = 0; i < contFinder.size(); i++) {
            unsigned int label = contFinder.getLabel(i);
            // only draw a line if this is not a new label
            if(tracker.existsPrevious(label)) {
                // use the label to pick a random color
                ofSeedRandom(label << 24);
                ofSetColor(ofColor::fromHsb(ofRandom(255), 255, 255));
                // get the tracked object (cv::Rect) at current and previous position
                const cv::Rect& previous = tracker.getPrevious(label);
                const cv::Rect& current = tracker.getCurrent(label);
                // get the centers of the rectangles
                ofVec2f previousPosition(previous.x + previous.width / 2, previous.y + previous.height / 2);
                ofVec2f currentPosition(current.x + current.width / 2, current.y + current.height / 2);
                ofLine(previousPosition, currentPosition);
            }
        }
    }
    
    // this chunk of code visualizes the creation and destruction of labels
    const vector<unsigned int>& currentLabels = tracker.getCurrentLabels();
    const vector<unsigned int>& previousLabels = tracker.getPreviousLabels();
    const vector<unsigned int>& newLabels = tracker.getNewLabels();
    const vector<unsigned int>& deadLabels = tracker.getDeadLabels();
    ofSetColor(ofxCv::cyanPrint);
    for(int i = 0; i < currentLabels.size(); i++) {
        int j = currentLabels[i];
        ofLine(j, 0, j, 4);
    }
    ofSetColor(ofxCv::magentaPrint);
    for(int i = 0; i < previousLabels.size(); i++) {
        int j = previousLabels[i];
        ofLine(j, 4, j, 8);
    }
    ofSetColor(ofxCv::yellowPrint);
    for(int i = 0; i < newLabels.size(); i++) {
        int j = newLabels[i];
        ofLine(j, 8, j, 12);
    }
    ofSetColor(ofColor::white);
    for(int i = 0; i < deadLabels.size(); i++) {
        int j = deadLabels[i];
        ofLine(j, 12, j, 16);
    }
}
Пример #20
0
void current_update(time_t *timekeys, int count_timekeys) {
	time_t curr_timestamp=time(NULL)+localtime_offset; // текущее время + смещение по Иркутску
	//time_t curr_timestamp=57000;
	current_usable=gmtime(&curr_timestamp);
	// дневное timestamp-смещение момента "сейчас"
	current=(*current_usable).tm_hour*3600+(*current_usable).tm_min*60+(*current_usable).tm_sec;

	// если уже бросалось оповещение, то снимаем его
	if (is_notify==1) is_notify=0;

	// смотрим, где мы находимся относительно временных меток уроков или перемен
	int currPos=currentPosition(timekeys, count_timekeys, current);
	int diff=0;

	strcpy(textstring, "");
	strcat(textstring, "Время: ");
	strcat(textstring, timeAppearance(current));
	strcat(textstring, "\nСейчас: ");

	isbreak=currPos%2;
	numbreak=currPos/2+1;
	
	if (currPos==-1) {
		diff=timekeys[0]-current;

		strcat(textstring, "время до уроков\n");
		strcat(textstring, "До начала уроков осталось: ");
		strcat(textstring, timeAppearance(diff));
		strcat(textstring, "\n");

		if (diff==notify_offset) is_notify=1; // если смещение искомое, бросаем уведомление
	} else {
		if (currPos==-2) strcat(textstring, "время после уроков\n");
		else {
			if (isbreak) {
				diff=timekeys[currPos+1]-current;
				sprintf(buf, "%d\n", numbreak);

				strcat(textstring, "перемена ");
				strcat(textstring, buf);

				strcat(textstring, "До урока осталось: ");
				strcat(textstring, timeAppearance(diff));
				strcat(textstring, "\n");
			}
			else {
				sprintf(buf, "%d\n", numbreak);
				strcat(textstring, "урок ");
				strcat(textstring, buf);

				if (count_timekeys-currPos!=2) {
					diff=timekeys[currPos+1]-current;
					strcat(textstring, "До перемены осталось: ");
					strcat(textstring, timeAppearance(diff));
					strcat(textstring, "\n");
				}
			}
			if (diff==notify_offset) is_notify=1; // если смещение искомое, бросаем уведомление

			diff=timekeys[count_timekeys-1]-current;
			strcat(textstring, "\nДо конца уроков осталось: ");
			strcat(textstring, timeAppearance(diff));

			if (diff==notify_offset) is_notify=1; // если смещение искомое, бросаем уведомление

			diff=current-timekeys[0];
			strcat(textstring, "\nС начала уроков прошло: ");
			strcat(textstring, timeAppearance(diff));
		}
	}
}
Пример #21
0
void nebulaContourFinder::draw(int x, int y, int w, int h){
  if(!enabled || blurred.size() == cv::Size(0,0)) return;
  ofxCv::RectTracker& tracker = finder.getTracker();

  ofPushMatrix();
  ofScale(w/blurred.cols, h/blurred.rows);
  ofTranslate(x,y);

  if(showLabels) {
    finder.draw();
    for(int i = 0; i < finder.size(); i++) {
      ofPoint center = ofxCv::toOf(finder.getCenter(i));
      ofPushMatrix();
      ofTranslate(center.x, center.y);
      int label = finder.getLabel(i);
      string msg = ofToString(label) + ":" + ofToString(tracker.getAge(label));
      ofDrawBitmapString(msg, 0, 0);
      ofDrawCircle(0,0,2);
      ofVec2f pt = ofxCv::toOf(finder.getCentroid(i));
      pt.x /= blurred.cols;
      pt.y /= blurred.rows;
      msg = ofToString(pt);
      ofDrawBitmapString(msg, 0, 12);
      ofVec2f velocity = ofxCv::toOf(finder.getVelocity(i));
      ofScale(5, 5);
      ofDrawLine(0, 0, velocity.x, velocity.y);
      ofPopMatrix();
    }
  } else {
    for(int i = 0; i < finder.size(); i++) {
      unsigned int label = finder.getLabel(i);
      // only draw a line if this is not a new label
      if(tracker.existsPrevious(label)) {
        // use the label to pick a random color
        ofSeedRandom(label << 24);
        ofSetColor(ofColor::fromHsb(ofRandom(255), 255, 255));
        // get the tracked object (cv::Rect) at current and previous position
        const cv::Rect& previous = tracker.getPrevious(label);
        const cv::Rect& current = tracker.getCurrent(label);
        // get the centers of the rectangles
        ofVec2f previousPosition(previous.x + previous.width / 2, previous.y + previous.height / 2);
        ofVec2f currentPosition(current.x + current.width / 2, current.y + current.height / 2);
        ofDrawLine(previousPosition, currentPosition);
      }
    }
  }

  ofTranslate(x,y);
  // this chunk of code visualizes the creation and destruction of labels
  const vector<unsigned int>& currentLabels = tracker.getCurrentLabels();
  const vector<unsigned int>& previousLabels = tracker.getPreviousLabels();
  const vector<unsigned int>& newLabels = tracker.getNewLabels();
  const vector<unsigned int>& deadLabels = tracker.getDeadLabels();
  ofSetColor(ofxCv::cyanPrint);
  for(int i = 0; i < currentLabels.size(); i++) {
    int j = currentLabels[i];
    ofDrawLine(j, 0, j, 4);
  }
  ofSetColor(ofxCv::magentaPrint);
  for(int i = 0; i < previousLabels.size(); i++) {
    int j = previousLabels[i];
    ofDrawLine(j, 4, j, 8);
  }
  ofSetColor(ofxCv::yellowPrint);
  for(int i = 0; i < newLabels.size(); i++) {
    int j = newLabels[i];
    ofDrawLine(j, 8, j, 12);
  }
  ofSetColor(ofColor::white);
  for(int i = 0; i < deadLabels.size(); i++) {
    int j = deadLabels[i];
    ofDrawLine(j, 12, j, 16);
  }
  ofPopMatrix();
  ofPopStyle();
}
Пример #22
0
void Spectrometer::updatePosition(int steps, bool dir)
{
//    QString debug = " (Spectrometer::updatePosition): Stepper moved for " + QString::number(steps) + " in direction " + QString::number(dir);
//    qDebug() << debug;
    emit currentPosition(steps, dir);
}
Пример #23
0
DebuggerCallFrame::DebuggerCallFrame(CallFrame* callFrame, const ShadowChicken::Frame& frame)
    : m_validMachineFrame(callFrame)
    , m_shadowChickenFrame(frame)
{
    m_position = currentPosition();
}
Пример #24
0
void ScrollAnimator::updateCompositorAnimations()
{
    if (m_compositorAnimationId && m_runState != RunState::RunningOnCompositor
        && m_runState != RunState::RunningOnCompositorButNeedsUpdate) {
        // If the current run state is WaitingToSendToCompositor but we have a
        // non-zero compositor animation id, there's a currently running
        // compositor animation that needs to be removed here before the new
        // animation is added below.
        ASSERT(m_runState == RunState::WaitingToCancelOnCompositor
            || m_runState == RunState::WaitingToSendToCompositor);

        abortAnimation();

        m_compositorAnimationId = 0;
        m_compositorAnimationGroupId = 0;
        if (m_runState == RunState::WaitingToCancelOnCompositor) {
            resetAnimationState();
            return;
        }
    }

    if (m_runState == RunState::WaitingToSendToCompositor
        || m_runState == RunState::RunningOnCompositorButNeedsUpdate) {
        if (m_runState == RunState::RunningOnCompositorButNeedsUpdate) {
            // Abort the running animation before a new one with an updated
            // target is added.
            abortAnimation();

            m_compositorAnimationId = 0;
            m_compositorAnimationGroupId = 0;

            m_animationCurve->updateTarget(m_timeFunction() - m_startTime,
                m_targetOffset);
            m_runState = RunState::WaitingToSendToCompositor;
        }

        if (!m_animationCurve) {
            m_animationCurve = adoptPtr(Platform::current()->compositorSupport()
                ->createScrollOffsetAnimationCurve(
                    m_targetOffset,
                    WebCompositorAnimationCurve::TimingFunctionTypeEaseInOut,
                    m_lastGranularity == ScrollByPixel ?
                        WebScrollOffsetAnimationCurve::ScrollDurationInverseDelta :
                        WebScrollOffsetAnimationCurve::ScrollDurationConstant));
            m_animationCurve->setInitialValue(currentPosition());
        }

        bool sentToCompositor = false;
        if (!m_scrollableArea->shouldScrollOnMainThread()) {
            OwnPtr<WebCompositorAnimation> animation = adoptPtr(
                Platform::current()->compositorSupport()->createAnimation(
                    *m_animationCurve,
                    WebCompositorAnimation::TargetPropertyScrollOffset));
            // Being here means that either there is an animation that needs
            // to be sent to the compositor, or an animation that needs to
            // be updated (a new scroll event before the previous animation
            // is finished). In either case, the start time is when the
            // first animation was initiated. This re-targets the animation
            // using the current time on main thread.
            animation->setStartTime(m_startTime);

            int animationId = animation->id();
            int animationGroupId = animation->group();

            sentToCompositor = addAnimation(animation.release());
            if (sentToCompositor) {
                m_runState = RunState::RunningOnCompositor;
                m_compositorAnimationId = animationId;
                m_compositorAnimationGroupId = animationGroupId;
            }
        }

        if (!sentToCompositor) {
            if (registerAndScheduleAnimation())
                m_runState = RunState::RunningOnMainThread;
        }
    }
}
Пример #25
0
void Robot::moveTo(Location location) {
	Location target = getStageLocation(location);

	player_color cyan;
	cyan.red = 0;
	cyan.green = 255;
	cyan.blue = 255;
	cyan.alpha = 255;

	double biggestSize = getWidth() > getHeight() ? getWidthMeters() : getHeightMeters();

	pp->SetMotorEnable(true);
	pp->SetSpeed(0, 0);
	double d;
	while((d = distanceTo(target)) > biggestSize/2) {
		pc->Read();
		gp->Clear();

		Position currentPosition(pp->GetXPos(), pp->GetYPos(), pp->GetYaw());
		setPosition(currentPosition);

		drawPoint(target, cyan);

		player_point_2d points[2];
		points[0].px = getX();
		points[0].py = getY();
		points[1].px = target.getX();
		points[1].py = target.getY();

		gp->Color(255, 0, 0, 255);
		gp->DrawPolyline(points, 2);


		double targetYaw = angleTo(target);

		double yawDiff = targetYaw - getYaw();

		while(yawDiff < dtor(180))
			yawDiff += dtor(360);
		while(yawDiff > dtor(180))
			yawDiff -= dtor(360);

		double speed;
		if(abs(yawDiff) < 0.1)
			speed = maxSpeed;
		else if(abs(yawDiff) > dtor(45))
			speed = 0;
		else
			speed = maxSpeed * (1 - (abs(yawDiff) / dtor(45)));

		if(speed > maxSpeed)
			speed = maxSpeed;

		double turnSpeed = yawDiff;
		if(abs(turnSpeed) > maxTurnSpeed)
			turnSpeed = (turnSpeed/abs(turnSpeed))*maxTurnSpeed;

		pp->SetSpeed(speed, turnSpeed);
	}
	pp->SetSpeed(0, 0);
	pp->SetMotorEnable(false);
}
Пример #26
0
FloatPoint ScrollAnimator::desiredTargetPosition() const
{
    return (m_animationCurve || m_runState == RunState::WaitingToSendToCompositor)
        ? m_targetOffset : currentPosition();
}
Пример #27
0
void UndoCommand::onExecute(Context* context)
{
  ContextWriter writer(context);
  Doc* document(writer.document());
  DocUndo* undo = document->undoHistory();

#ifdef ENABLE_UI
  Sprite* sprite = document->sprite();
  SpritePosition spritePosition;
  const bool gotoModified =
    (Preferences::instance().undo.gotoModified() &&
     context->isUIAvailable() && current_editor);
  if (gotoModified) {
    SpritePosition currentPosition(writer.site()->layer(),
                                   writer.site()->frame());

    if (m_type == Undo)
      spritePosition = undo->nextUndoSpritePosition();
    else
      spritePosition = undo->nextRedoSpritePosition();

    if (spritePosition != currentPosition) {
      Layer* selectLayer = spritePosition.layer();
      if (selectLayer)
        current_editor->setLayer(selectLayer);
      current_editor->setFrame(spritePosition.frame());

      // Draw the current layer/frame (which is not undone yet) so the
      // user can see the doUndo/doRedo effect.
      current_editor->drawSpriteClipped(
        gfx::Region(gfx::Rect(0, 0, sprite->width(), sprite->height())));

      current_editor->manager()->flipDisplay();
      base::this_thread::sleep_for(0.01);
    }
  }

  // Get the stream to deserialize the document range after executing
  // the undo/redo action. We cannot yet deserialize the document
  // range because there could be inexistent layers.
  std::istream* docRangeStream;
  if (m_type == Undo)
    docRangeStream = undo->nextUndoDocRange();
  else
    docRangeStream = undo->nextRedoDocRange();

  StatusBar* statusbar = StatusBar::instance();
  if (statusbar) {
    std::string msg;
    if (m_type == Undo)
      msg = "Undid " + undo->nextUndoLabel();
    else
      msg = "Redid " + undo->nextRedoLabel();
    if (Preferences::instance().undo.showTooltip())
      statusbar->showTip(1000, msg.c_str());
    else
      statusbar->setStatusText(0, msg.c_str());
  }
#endif // ENABLE_UI

  // Effectively undo/redo.
  if (m_type == Undo)
    undo->undo();
  else
    undo->redo();

#ifdef ENABLE_UI
  // After redo/undo, we retry to change the current SpritePosition
  // (because new frames/layers could be added, positions that we
  // weren't able to reach before the undo).
  if (gotoModified) {
    Site newSite = context->activeSite();
    SpritePosition currentPosition(
      newSite.layer(),
      newSite.frame());

    if (spritePosition != currentPosition) {
      Layer* selectLayer = spritePosition.layer();
      if (selectLayer)
        current_editor->setLayer(selectLayer);
      current_editor->setFrame(spritePosition.frame());
    }
  }

  // Update timeline range. We've to deserialize the DocRange at
  // this point when objects (possible layers) are re-created after
  // the undo and we can deserialize them.
  if (docRangeStream) {
    Timeline* timeline = App::instance()->timeline();
    if (timeline) {
      DocRange docRange;
      if (docRange.read(*docRangeStream))
        timeline->setRange(docRange);
    }
  }
#endif  // ENABLE_UI

  document->generateMaskBoundaries();
  document->setExtraCel(ExtraCelRef(nullptr));

#ifdef ENABLE_UI
  update_screen_for_document(document);
#endif
  set_current_palette(writer.palette(), false);
}