void Simon::listenUp() { Position read = anyButtonOn(); if (read == None) { unflash(); successCount++; if (successCount > successMax) { if (successCount == solutionSize) { state = CompleteSuccess; return; } successMax++; delay(1000); state = Showing; return; } state = ListeningDown; return; } if (solution[successCount] != read) { state = Failed; return; } }
/* * refresh_screen: Whenever the REFRESH_SCREEN function is activated, this * swoops into effect */ void refresh_screen (unsigned char dumb, char *dumber) { extern int need_redraw; #if !defined(WINNT) && !defined(__EMX__) term_clear_screen(); unflash(); #else xterm_settitle(); term_clear_screen(); #endif #if 0 for (tmp = screen_list; tmp; tmp = tmp->next) tmp->co = TI_cols, tmp->li = TI_lines; #endif if (term_resize()) recalculate_windows(current_window->screen); else redraw_all_windows(); if (need_redraw) need_redraw = 0; update_all_windows(); update_input(UPDATE_ALL); }
void redraw_all_screens (void) { Screen *s, *old_os; old_os = output_screen; for (s = screen_list; s; s = s->next) { if (!s->alive) continue; output_screen = s; unflash(); term_clear_screen(); if (s == main_screen && term_resize()) recalculate_windows(current_window->screen); } /* Logically mark all windows as needing a redraw */ redraw_all_windows(); /* Physically redraw all windows and status bars */ update_all_windows(); /* Physically redraw all input lines */ update_input(NULL, UPDATE_ALL); output_screen = old_os; need_redraw = 0; }
void refresh_a_screen (Screen *screen) { unflash(); term_clear_screen(); if (screen != main_screen || term_resize()) recalculate_windows(screen); else redraw_all_windows(); if (need_redraw) need_redraw = 0; update_all_windows(); update_input(UPDATE_ALL); }
JoyAxisWidget::JoyAxisWidget(JoyAxis *axis, bool displayNames, QWidget *parent) : FlashButtonWidget(displayNames, parent) { this->axis = axis; refreshLabel(); JoyAxisButton *nAxisButton = axis->getNAxisButton(); JoyAxisButton *pAxisButton = axis->getPAxisButton(); connect(axis, SIGNAL(active(int)), this, SLOT(flash()), Qt::QueuedConnection); connect(axis, SIGNAL(released(int)), this, SLOT(unflash()), Qt::QueuedConnection); connect(axis, SIGNAL(throttleChanged()), this, SLOT(refreshLabel())); connect(axis, SIGNAL(axisNameChanged()), this, SLOT(refreshLabel())); connect(nAxisButton, SIGNAL(slotsChanged()), this, SLOT(refreshLabel())); connect(nAxisButton, SIGNAL(actionNameChanged()), this, SLOT(refreshLabel())); connect(pAxisButton, SIGNAL(slotsChanged()), this, SLOT(refreshLabel())); connect(pAxisButton, SIGNAL(actionNameChanged()), this, SLOT(refreshLabel())); axis->establishPropertyUpdatedConnection(); nAxisButton->establishPropertyUpdatedConnections(); pAxisButton->establishPropertyUpdatedConnections(); }
void JoyAxisWidget::enableFlashes() { connect(axis, SIGNAL(active(int)), this, SLOT(flash()), Qt::QueuedConnection); connect(axis, SIGNAL(released(int)), this, SLOT(unflash()), Qt::QueuedConnection); }
void DPadPushButton::enableFlashes() { connect(dpad, SIGNAL(active(int)), this, SLOT(flash()), Qt::QueuedConnection); connect(dpad, SIGNAL(released(int)), this, SLOT(unflash()), Qt::QueuedConnection); }