Пример #1
0
patternSymbolIndex symbolChooser::createNewSymbolCurDims(QRgb color) {

  const int newIndex = getNewIndex();
  const patternSymbolIndex symbolIndex(createSymbol(newIndex, color),
                                       newIndex, borderDimension_,
                                       symbolDimension_);
  symbolMap_.insert(color, symbolIndex);
  return symbolIndex;
}
Пример #2
0
const Profile ProfileModel::p_new_profile() {

  Profile p;

  p[PROFILE_MODEL_PROFILEINDEX_KEY] = getNewIndex();
  p[PROFILE_MODEL_NAME_KEY] = DEFAULT_NAME;

  p[PROFILE_MODEL_ENCODER_SELECTED_KEY] = DEFAULT_ENCODER_SELECTED;

  p[PROFILE_MODEL_PATTERN_KEY] = DEFAULT_PATTERN;

  p[PROFILE_MODEL_FAT32COMPATIBLE_KEY] = DEFAULT_FAT32;
  p[PROFILE_MODEL_UNDERSCORE_KEY] = DEFAULT_UNDERSCORE;
  p[PROFILE_MODEL_2DIGITSTRACKNUM_KEY] = DEFAULT_2DIGITSTRACKNUM;

  p[PROFILE_MODEL_SC_KEY] = DEFAULT_SC;
  p[PROFILE_MODEL_SC_SCALE_KEY] = DEFAULT_SC_SCALE;
  p[PROFILE_MODEL_SC_SIZE_KEY] = DEFAULT_SC_SIZE;
  p[PROFILE_MODEL_SC_FORMAT_KEY] = DEFAULT_SC_FORMAT;
  p[PROFILE_MODEL_SC_NAME_KEY] = DEFAULT_SC_NAME;
  p[PROFILE_MODEL_PL_KEY] = DEFAULT_PL;
  p[PROFILE_MODEL_PL_FORMAT_KEY] = DEFAULT_PL_FORMAT;
  p[PROFILE_MODEL_PL_NAME_KEY] = DEFAULT_PL_NAME;
  p[PROFILE_MODEL_PL_ABS_FILE_PATH_KEY] = DEFAULT_PL_ABS_FILE_PATH;
  p[PROFILE_MODEL_PL_UTF8_KEY] = DEFAULT_PL_UTF8;
  p[PROFILE_MODEL_INF_KEY] = DEFAULT_INF;
  p[PROFILE_MODEL_INF_TEXT_KEY] = DEFAULT_INF_TEXT;
  p[PROFILE_MODEL_INF_NAME_KEY] = DEFAULT_INF_NAME;
  p[PROFILE_MODEL_INF_SUFFIX_KEY] = DEFAULT_INF_SUFFIX;
  p[PROFILE_MODEL_HL_KEY] = DEFAULT_HL;
  p[PROFILE_MODEL_HL_FORMAT_KEY] = DEFAULT_HL_FORMAT;
  p[PROFILE_MODEL_HL_NAME_KEY] = DEFAULT_HL_NAME;
  p[PROFILE_MODEL_CUE_KEY] = DEFAULT_CUE;
  p[PROFILE_MODEL_CUE_NAME_KEY] = DEFAULT_CUE_NAME;
  p[PROFILE_MODEL_SF_KEY] = DEFAULT_SF;
  p[PROFILE_MODEL_SF_NAME_KEY] = DEFAULT_SF_NAME;
  p[PROFILE_MODEL_RG_KEY] = DEFAULT_RG;

  p[PROFILE_MODEL_COLUMN_ENCODER_LAME_PARAMETERS_KEY] = DEFAULT_ENCODER_PARAMETERS;
  p[PROFILE_MODEL_COLUMN_ENCODER_OGGENC_PARAMETERS_KEY] = DEFAULT_ENCODER_PARAMETERS;
  p[PROFILE_MODEL_COLUMN_ENCODER_FLAC_PARAMETERS_KEY] = DEFAULT_ENCODER_PARAMETERS;
  p[PROFILE_MODEL_COLUMN_ENCODER_FAAC_PARAMETERS_KEY] = DEFAULT_ENCODER_PARAMETERS;
  p[PROFILE_MODEL_COLUMN_ENCODER_WAVE_PARAMETERS_KEY] = DEFAULT_ENCODER_PARAMETERS;
  p[PROFILE_MODEL_COLUMN_ENCODER_CUSTOM_PARAMETERS_KEY] = DEFAULT_ENCODER_PARAMETERS;

  return p;

}
Пример #3
0
int ProfileModel::copy(const int profileRow) {

  if ((profileRow < 0) || (profileRow >= rowCount())) return -1;

  int key = getNewIndex();
  Profile p = p_cache[profileRow];

  QString name = p_cache[profileRow][PROFILE_MODEL_NAME_KEY].toString();
  p_new_name(name);
  p[PROFILE_MODEL_NAME_KEY] = name;
  p[PROFILE_MODEL_PROFILEINDEX_KEY] = key;
  p_cache.append(p);

  reset();
  emit profilesRemovedOrInserted();

  return key;

}
Пример #4
0
void AObjectArray::add(EventHandler *obj) {
	int idx = getNewIndex();
	_objList[idx] = obj;
}
Пример #5
0
// thread to automatically fetch next file to play.
static void * nextFileLoop(void * arg)
{
    char * fname = NULL;
	char path[PATH_MAX];
 	
	// wait till directory is initialized.
	LOCK_PLAYMUTEX();
	while (!dirInited) 
		pthread_cond_wait(&playdirCond, &playMutex);
	firstplay = fileIdx;
	UNLOCK_PLAYMUTEX();

	srand((int)time(0));

	while(1)
	{
		LOCK_PLAYMUTEX();
		if (!going)
		{
			UNLOCK_PLAYMUTEX();
			break;
		}
		UNLOCK_PLAYMUTEX();

		LOCK_PLAYMUTEX();
		while (trackChange == TC_DISABLE) 
			pthread_cond_wait(&nextFileCond, &playMutex);

		if (!going)
		{
			UNLOCK_PLAYMUTEX();
			break;
		}
		UNLOCK_PLAYMUTEX();

		int index =  getNewIndex();
		if(index < 0)
		{ 
			stopPlaying();
			break;
		}		

		LOCK_PLAYMUTEX();
		fileIdx = index;
		UNLOCK_PLAYMUTEX();
		
		fname = nextFileFromDir(index,path,PATH_MAX);		
		DBGMSG("fname : %s\n", fname);
		if (fname)
		{
			int ret;
			stopPlaying();
			ret = playFile(fname);
			if (ret == 0)
			{
				LOCK_PLAYMUTEX();
				trackChange = TC_DISABLE;
				UNLOCK_PLAYMUTEX();
			}
			else if (ret == 1) break; //if we get locked output, no point in keeping trying other files

			LOCK_PLAYMUTEX();
			fileCnt++;
			UNLOCK_PLAYMUTEX();
		}
		else break;
	}

	LOCK_PLAYMUTEX();
	going = 0;
	if (errorStatus == NMS_STATUS_OK)
		// player has been stopped by itself, not an error status.
		playState = NMS_STATUS_PLAYER_STOPPED;
	UNLOCK_PLAYMUTEX();
	
	
	pthread_exit(NULL);
}