Пример #1
0
QApplicationStatus::QApplicationStatus(QObject *parent) :
    AbstractServiceImplementation(parent),
    m_statusUri(""),
    m_statusSocketState(Down),
    m_connected(false),
    m_connectionState(Disconnected),
    m_error(NoError),
    m_errorString(""),
    m_running(false),
    m_synced(false),
    m_channels(MotionChannel | ConfigChannel | IoChannel | TaskChannel | InterpChannel),
    m_context(NULL),
    m_statusSocket(NULL),
    m_statusHeartbeatTimer(new QTimer(this))
{
    connect(m_statusHeartbeatTimer, SIGNAL(timeout()),
            this, SLOT(statusHeartbeatTimerTick()));

    connect(this, SIGNAL(taskChanged(QJsonObject)),
            this, SLOT(updateRunning(QJsonObject)));
    connect(this, SIGNAL(interpChanged(QJsonObject)),
            this, SLOT(updateRunning(QJsonObject)));


    initializeObject(MotionChannel);
    initializeObject(ConfigChannel);
    initializeObject(IoChannel);
    initializeObject(TaskChannel);
    initializeObject(InterpChannel);
}
Пример #2
0
void PluginThread::pluginRunning()
{
    if (getExecutionState() == TES_PAUSED)
    {
        updatePaused(false);
    }
    else if (getExecutionState() != TES_RUNNING)
        updateRunning();
}
Пример #3
0
void PluginThread::run()
{
    bool success = initPlugin();

    if (!success)
    {
        LOG_ERROR() << "Could not run plugin because plugin creation failed.";
        return;
    }

    //Start plugin
    updateRunning();
    mPlugin->run();
    updateFinished();
}
Пример #4
0
void GameScreen::update(float deltaTime)
{
    for (std::vector<TouchEvent>::iterator itr = m_touchEvents.begin(); itr != m_touchEvents.end(); itr++)
    {
        if (m_touchEventsPool.size() < 50)
        {
            m_touchEventsPool.push_back(*itr);
        }
    }

    m_touchEvents.clear();
    m_touchEvents.swap(m_touchEventsBuffer);
    m_touchEventsBuffer.clear();

    m_backgroundElements->update(deltaTime);

    switch (m_gameState)
    {
    case RUNNING:
        updateRunning(deltaTime * m_timeButton->getSpeedScalar());
        updateInputRunning();

        if (World::getInstance()->getScoredEarnedThisFrame() > 0)
        {
            addToScore(World::getInstance()->getScoredEarnedThisFrame());
        }

        if (World::getInstance()->getTimesCoreShipModuleHitThisFrame() > 0)
        {
            for (int i = 0; i < World::getInstance()->getTimesCoreShipModuleHitThisFrame(); i++)
            {
                coreShipModuleHit();
            }
        }
        break;
    case PAUSED:
        updateInputPaused();
        break;
    case GAME_OVER:
        updateInputGameOver();
        break;
    }
}
Пример #5
0
void GameScreen::update(float deltaTime, std::vector<TouchEvent> &touchEvents)
{
    m_world->update(deltaTime);
    
    switch (m_gameState)
    {
        case WAITING:
            updateWaiting(deltaTime);
            updateInputWaiting(touchEvents);
            break;
        case GAME_OVER:
            updateGameOver(deltaTime);
            updateInputGameOver(touchEvents);
            break;
        case RUNNING:
        default:
            m_fTitleAlpha -= deltaTime * 2;
            updateRunning(deltaTime);
            updateInputRunning(touchEvents);
            break;
    }
}