void ModuleCoordinator::update(void) { //! \todo Two calls per update ? fix it //qDebug() << "Modules\n"; emit updateModules(); //qDebug() << "ModuleCoordinator emit nextStep"; emit nextStep(); }
bool ModuleCoordinator::addModule(QString rname, QString mname, Module* mod) { _modules.insert(QPair<QString,QString>(rname, mname), mod); connect(this, SIGNAL(updateModules()), mod, SLOT(update())); connect(mod, SIGNAL(send(QString)), this, SLOT(forwardModuleMessage(QString))); return true; }
void Console::updateCaches() { ::Engines::Console::updateCaches(); updateCampaigns(); updateModules(); updateAreas(); updateMusic(); }
void Console::cmdListModules(const CommandLine &UNUSED(cl)) { updateModules(); for (std::vector<Common::UString>::const_iterator m = _modules.begin(); m != _modules.end(); ++m) { const Common::UString name = Module::getName(*m); if (!name.empty()) printf("%s (\"%s\")", m->c_str(), name.c_str()); else printf("%s", m->c_str()); } }
void Console::cmdLoadModule(const CommandLine &cl) { if (cl.args.empty()) { printCommandHelp(cl.cmd); return; } updateModules(); for (std::vector<Common::UString>::const_iterator m = _modules.begin(); m != _modules.end(); ++m) { if (m->equalsIgnoreCase(cl.args)) { hide(); _engine->getGame().getCampaign().loadModule(cl.args + ".mod"); return; } } printf("No such module \"%s\"", cl.args.c_str()); }
void Console::cmdListModules(const CommandLine &cl) { updateModules(); for (std::list<Common::UString>::iterator m = _modules.begin(); m != _modules.end(); ++m) print(*m); }
void Console::cmdListModules(const CommandLine &UNUSED(cl)) { updateModules(); for (std::vector<Common::UString>::iterator m = _modules.begin(); m != _modules.end(); ++m) printf("%s (\"%s\")", m->c_str(), Module::getName(*m).c_str()); }
bool Simulation::update(units::Duration dt) { // Initialize simulation if (!isInitialized()) initialize(); // Increase step number m_iteration++; m_totalTime += dt; // Clear all stored forces for (auto& obj : m_objects) obj->setForce(Zero); // Update modules updateModules(dt); // Update objects updateObjects(dt); // Detect object that leaved the scene detectDeserters(); // Delete unused objects deleteObjects(); // Store data if (m_dataOutObjects) { for (const auto& object : m_objects) { const auto pos = object->getPosition(); const auto vel = object->getVelocity(); *m_dataOutObjects << // iteration getIteration() << ";" << // totalTime getTotalTime() << ";" << // id object->getId() << ";" << // typeName object->getTypeName() << ";" << // posX pos.getX() << ";" << // posY pos.getY() << ";" << // velX vel.getX() << ";" << // velY vel.getY() << "\n" ; } } #ifdef CECE_ENABLE_BOX2D_PHYSICS { auto _ = measure_time("sim.physics", TimeMeasurementIterationOutput(this)); m_world.Step(getPhysicsEngineTimeStep().value(), 10, 10); } #endif return (hasUnlimitedIterations() || getIteration() <= getIterations()); }