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#pragma once #include "GUI/button.hpp" #include "editor/color_picker/color_picker.hpp" #include "editor/GUI/named_container.hpp" #include "editor/GUI/toggle.hpp" #include "slider.hpp" #include "common/dynamic_blur.hpp" namespace edtr { struct Toolbox : public GUI::NamedContainer { explicit Toolbox(sf::Vector...
#pragma once #include "GUI/container.hpp" #include "GUI/button.hpp" #include "control_state.hpp" #include "simulation/simulation.hpp" #include <future> namespace edtr { struct ToolOption : public GUI::Button { trn::Transition<float> select_padding = 0.0f; sf::Color color = sf::Color::White; ToolOpt...
#pragma once #include <chrono> #include <cmath> namespace trn { template<typename T> class Transition { public: using ChronoPoint = std::chrono::steady_clock::time_point; Transition() : m_start_value() , m_current_value() , m_target_value() , m_delta() , m_start_time(std::chrono::steady_clock::now()) ,...
#pragma once #include "GUI/item.hpp" #include "render/renderer.hpp" #include "editor/control_state.hpp" #include "editor/time_control/time_controller.hpp" namespace edtr { struct WorldView : GUI::Item { Simulation& simulation; ControlState& control_state; TimeController::State current_t...
#pragma once #include "editor/GUI/container.hpp" #include "editor/GUI/button.hpp" #include "colony_tool.hpp" #include "simulation/simulation.hpp" namespace edtr { struct ColonyCreator : public GUI::NamedContainer { Simulation& simulation; ControlState& control_state; uint32_t colonies_count = 0; ...
#pragma once #include "editor/GUI/named_container.hpp" #include "common/graph.hpp" struct ColonyChart : public GUI::Item { civ::Ref<Colony> colony; ControlState& control_state; Graphic chart; uint32_t frame_count = 0; SPtr<Item> chart_zone; explicit ColonyChart(civ::Ref<Colony> colony_, C...
#pragma once #include "editor/GUI/container.hpp" #include "editor/GUI/button.hpp" #include "editor/GUI/rounded_rectangle.hpp" #include "editor/color_picker/color_picker.hpp" #include "editor/control_state.hpp" #include "common/color_utils.hpp" #include "colony_stats.hpp" struct ColonyTool : GUI::Container { civ::...
#pragma once #include "editor/GUI/container.hpp" #include "common/color_utils.hpp" namespace edtr { struct ColorVariation : public GUI::Item { sf::Color color; sf::Color current_color; sf::Color selected_color; sf::VertexArray color_va; sf::Vector2f selection; explicit ColorVariation(sf::...
#pragma once #include "editor/GUI/named_container.hpp" #include "editor/GUI/utils.hpp" #include "editor/control_state.hpp" #include "editor/GUI/toggle.hpp" struct DisplayOption : public GUI::NamedContainer { ControlState& control_state; bool draw_ants = false; bool draw_markers = false; bool draw_...
#pragma once #include "editor/GUI/item.hpp" #include "rounded_rectangle.hpp" #include "editor/transition.hpp" #include "text_label.hpp" namespace GUI { using ButtonCallBack = std::function<void()>; struct DefaultButton : public GUI::Item { ButtonCallBack click_callback = [](){}; trn::Transition<sf::Vector3...
#pragma once #include "editor/GUI/item.hpp" #include "common/color_utils.hpp" namespace GUI { struct AutoItemSize { bool valid; float value; }; struct Container : public Item { enum class Orientation { Horizontal, Vertical }; Orientation orientation; float spacing =...
#pragma once namespace GUI { struct EmptyItem : public Item { EmptyItem() { size_type = {Size::Auto, Size::Auto}; } // void render(sf::RenderTarget& target) override // { // auto r = sf::RectangleShape(size); // r.setPosition(position); // r.setFillColor(sf::Color::Red...
#pragma once #include "editor/GUI/item.hpp" namespace GUI { struct GridContainer : public Item { sf::Vector2f cursor; sf::Vector2f spacing; sf::Vector2i grid_size; sf::Vector2f items_size; GridContainer(sf::Vector2f size_, sf::Vector2i grid_size_, sf::Vector2f position_ = {}) : Item(...
#include "item.hpp" float GUI::Item::SCALE = 1.0f;
#pragma once #include <SFML/Graphics.hpp> #include <common/event_manager.hpp> #include "utils.hpp" namespace GUI { enum class Alignment { None, Left, Right, Center }; enum class Size { Auto, FitContent, Fixed }; struct Item; using ItemPtr = std::shared_ptr<Item>; struct Observer { ...
#pragma once #include "container.hpp" #include "text_label.hpp" #include "rounded_rectangle.hpp" #include "empty_item.hpp" namespace GUI { struct NamedContainer : public Container { SPtr<Container> header; SPtr<TextLabel> label; SPtr<Container> root; uint8_t background_intensity = 220; bool sho...
#pragma once #include <SFML/Graphics.hpp> namespace GUI { class RoundedRectangle : public sf::Drawable { public: RoundedRectangle(float width, float height, float radius, float x, float y) : m_width(width) , m_height(height) , m_radius(radius) , m_x(x) , m_y(y) , m_color(sf::Color::White) {} R...
#pragma once #include "editor/GUI/item.hpp" #include "utils.hpp" #include <common/event_manager.hpp> #include <vector> namespace GUI { struct Scene { using Ptr = std::shared_ptr<Scene>; sf::RenderWindow& window; sfev::EventManager event_manager; sf::Vector2f mouse_position; Item root...
#pragma once #include "editor/GUI/item.hpp" namespace GUI { struct TextLabel : public Item { std::string label; sf::Font font; sf::Text text; uint32_t char_size; bool auto_size_update = true; Alignment alignment; TextLabel(const std::string& label_, uint32_t char_size_, sf::Vect...
#pragma once #include "button.hpp" #include "rounded_rectangle.hpp" #include "../transition.hpp" #include "container.hpp" namespace GUI { struct Toggle : public Button { bool state = false; trn::Transition<sf::Vector2f> toggle_position; trn::Transition<sf::Vector3f> toggle_color; sf::Vector3f color_o...
#pragma once #include <common/utils.hpp> #include <SFML/Graphics.hpp> template<typename T> sf::Vector2f toVector2f(sf::Vector2<T> v) { return sf::Vector2f(to<float>(v.x), to<float>(v.y)); } template<typename T> T& getX(sf::Vector2<T>& v) { return v.x; } template<typename T> T& getY(sf::Vector2<T>& v) { ...
#pragma once #include "editor/tool_selector.hpp" #include "editor/GUI/toggle.hpp" namespace edtr { struct TimeController : public GUI::NamedContainer { enum class State { Play, Pause, }; State current_state = State::Pause; SPtr<ToolOption> tool_pause; SPtr<ToolOption> tool_p...
#pragma once #include <thread> #include <mutex> #include <SFML/Graphics.hpp> #include "common/double_buffer.hpp" struct AsyncRenderer { DoubleObject<sf::VertexArray>& vertex_array; std::thread thread; std::mutex mutex; bool run; bool swap_ok; explicit AsyncRenderer(DoubleObject<sf::VertexArray>& target) ...
#pragma once #include <SFML/Graphics.hpp> #include "simulation/config.hpp" #include "simulation/colony/colony.hpp" #include "common/circular_gauge.hpp" struct PopulationChart { float padding = 10.0f; sf::Vector2f position; sf::Vector2f size; Cooldown population_update; Graphic population; sf::Font font; s...
#pragma once #include "common/viewport_handler.hpp" #include "common/utils.hpp" #include "simulation/config.hpp" #include "common/event_manager.hpp" #include "simulation/world/world.hpp" #include "colony_renderer.hpp" struct Renderer { bool render_ants = true; ViewportHandler vp_handler; civ::Vector<ColonyRenderer...
#pragma once #include "async_va_renderer.hpp" #include "common/grid.hpp" #include "simulation/config.hpp" #include "simulation/world/world_grid.hpp" #include "common/utils.hpp" #include <iostream> #include "common/index_vector.hpp" struct WorldRenderer : public AsyncRenderer { const Grid<WorldCell>& grid; bool draw...
#pragma once #include <memory> #include <SFML/Graphics.hpp> template<typename T> struct DefaultConf { const static sf::Color ANT_COLOR; const static sf::Color FOOD_COLOR; const static sf::Color TO_FOOD_COLOR; const static sf::Color TO_HOME_COLOR; const static sf::Color COLONY_COLOR; const static sf::Color WALL...
#pragma once struct EventSate { bool clicking = false; bool pause = false; bool fullspeed = false; };
#pragma once #include "world/world.hpp" #include "colony/colony.hpp" #include "config.hpp" #include "common/viewport_handler.hpp" #include "common/event_manager.hpp" #include "event_state.hpp" #include "render/renderer.hpp" #include "simulation/world/map_loader.hpp" #include "simulation/ant/fight_system.hpp" #include "...
#pragma once #include <list> #include "simulation/world/world.hpp" #include "simulation/config.hpp" #include "common/direction.hpp" #include "common/number_generator.hpp" #include "ant_mode.hpp" #include "common/cooldown.hpp" #include "simulation/colony/colony_base.hpp" #include "common/index_vector.hpp" struct Samp...
#pragma once #include <cstdint> enum class Mode : uint32_t { ToHome = 0, ToFood = 1, ToEnemy = 2, Refill = 3, Flee = 4, ToHomeNoFood = 5, Dead = 6 }; enum class FightMode { Fighting, ToFight, NoFight };
#pragma once #include "ant.hpp" #include "simulation/world/world.hpp" #include "soldier.hpp" #include "worker.hpp" struct AntUpdater { static void initialUpdate(Ant& ant, World& world, float dt) { // Generic updates ant.updateClocks(dt); // Update current direction ant.direction.update(dt); // Add ant to ...
#include "simulation/colony/colony.hpp" #include "common/index_vector.hpp" struct FightSystem { void checkForFights(civ::Vector<Colony>& colonies, World& world) { for (Colony& c : colonies) { checkForFights(c, colonies, world); } } void checkForFights(Colony& colony, civ::...
#pragma once #include "ant.hpp" struct SoldierUpdater { static void update(Ant& ant, World& world, float dt) { WorldCell& cell = world.map.get(ant.position); cell.addPresence(); if (ant.direction_update.updateAutoReset(dt)) { findMarker(ant, world); } } static void findMarker(Ant& ant, World& world) ...
#pragma once #include "ant.hpp" struct WorkerUpdater { static void findMarker(Ant& ant, World& world) { // Consts constexpr float sample_angle_range = PI * 0.5f; constexpr uint32_t sample_count = 32u; constexpr float repellent_prob_factor = 0.3f; // Init SamplingResult result; result.max_dire...
#pragma once #include <SFML/Graphics.hpp> #include <vector> #include <list> #include "common/utils.hpp" #include "colony_base.hpp" #include "common/graph.hpp" #include "common/racc.hpp" #include "common/index_vector.hpp" #include "simulation/ant/ant_updater.hpp" struct Colony { ColonyBase base; uint32_t ...
#pragma once #include <SFML/System.hpp> #include "common/racc.hpp" struct ColonyBase { sf::Vector2f position; float radius; float food; float max_food = 1000.0f; // Profiling float food_acc; RMean<float> food_acc_mean; uint32_t enemies_found_count = 0; ColonyBase() : radius(0.0f) , food(0.0f) , foo...
#include <condition_variable> #include <atomic> #include <mutex> #include <thread> #include "world.hpp" #include "distance_field_builder.hpp" struct AsyncDistanceFieldBuilder { WorldGrid& map; std::atomic<bool> update_requested; bool running; std::mutex ...
#pragma once #include "world_grid.hpp" struct DistanceFieldBuilder { static void computeDistance(WorldGrid& grid) { for (int32_t x(0); x < grid.width; ++x) { for (int32_t y(0); y < grid.height; ++y) { WorldCell& cell = grid.get(sf::Vector2i(x, y)); if (cell.wall) { cell.wall_dist = getMinDist(x, y...
#pragma once #include "world.hpp" #include "distance_field_builder.hpp" #include <SFML/Graphics.hpp> #include <iostream> struct MapLoader { static void loadMap(World& world, const std::string& map_filename) { constexpr uint8_t wall_0_value = 100; constexpr uint8_t food_0_value = 100; sf::Image foo...
#pragma once #include <SFML/System/Vector2.hpp> struct Wall { sf::Vector2f position; };
#pragma once #include <SFML/System.hpp> #include "world_grid.hpp" #include "common/utils.hpp" #include "wall.hpp" #include "common/grid.hpp" #include "simulation/ant/ant_mode.hpp" #include "render/world_renderer.hpp" struct World { sf::Vector2f size; WorldGrid map; DoubleObject<sf::VertexArray> va_map; WorldRend...
#pragma once #include <vector> #include "simulation/ant/ant_mode.hpp" #include "simulation/config.hpp" #include "common/utils.hpp" #include "common/grid.hpp" constexpr float min_intensity = 0.1f; struct AntRef { bool active = false; uint8_t col_id = 0; uint16_t ant_id = 0; }; struct ColonyCell { // Stor...
#include <SFML/Graphics.hpp> #include <list> #include <fstream> #include "simulation/config.hpp" #include "simulation/world/distance_field_builder.hpp" #include "simulation/simulation.hpp" #include "editor/editor_scene.hpp" int main() { // Load configuration if (Conf::loadUserConf()) { std::cout << "C...
/********************************************************************* * * Copyright 2011 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software wit...
/********************************************************************* * * Copyright 2011 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software wit...
/********************************************************************* * * Copyright 2011 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software wit...
/********************************************************************* * * Copyright 2011 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software wit...
/************************************************************************** * * Copyright 2011 Jose Fonseca * Copyright 2010 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software")...
/********************************************************************* * * Copyright 2011 Jose Fonseca * Copyright 2012 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software...
/********************************************************************* * * Copyright 2011 Jose Fonseca * Copyright 2012 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software...
/************************************************************************** * * Copyright 2011 Jose Fonseca * Copyright 2010 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software")...
/********************************************************************* * * Copyright 2016 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without ...
/********************************************************************* * * Copyright 2011 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software wit...
/************************************************************************** * * Copyright 2011 Jose Fonseca * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2011 Jose Fonseca * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2012 Jose Fonseca * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2011 Jose Fonseca * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/********************************************************************* * * Copyright 2011 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software wit...
/************************************************************************** * * Copyright 2011 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/********************************************************************* * * Copyright 2011 Jose Fonseca * Copyright 2012 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software...
/********************************************************************* * * Copyright 2011 Jose Fonseca * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without ...
/************************************************************************** * * Copyright 2013 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/********************************************************************* * * Copyright 2011 Intel Corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software wit...
/************************************************************************** * * Copyright 2010 VMware, Inc. * Copyright 2011 Intel corporation * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Softwa...
/************************************************************************** * * Copyright 2012 Jose Fonseca * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2016 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2008-2009 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Softwar...
/************************************************************************** * * Copyright 2012 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2012 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2012 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2012 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2011 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2012 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2016 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2012 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2012 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2011 LunarG, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/************************************************************************** * * Copyright 2010 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software wit...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2023 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
/********************************************************************* * * Copyright 2020 Collabora Ltd * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without...
#include "adaptivedoublespinbox.h" #include <cmath> AdaptiveDoubleSpinBox::AdaptiveDoubleSpinBox(QWidget *parent) : QDoubleSpinBox(parent) { } void AdaptiveDoubleSpinBox::stepBy(int steps) { const double oldValue = value(); const double oldAbsValue = qAbs(oldValue); const double oldStep = std::pow(10...
#pragma once #include <QDoubleSpinBox> class AdaptiveDoubleSpinBox : public QDoubleSpinBox { Q_OBJECT public: explicit AdaptiveDoubleSpinBox(QWidget *parent = nullptr); virtual void stepBy(int steps) override; };
#include "apicalldelegate.h" #include "apitracecall.h" #include "apitracemodel.h" #include "thumbnail.h" #include <QApplication> #include <QDebug> #include <QPainter> #include <QStaticText> #include <QStyle> ApiCallDelegate::ApiCallDelegate(QWidget *parent) : QStyledItemDelegate(parent), m_stateEmblem(":/r...
#pragma once #include <QStyledItemDelegate> class ApiCallDelegate : public QStyledItemDelegate { Q_OBJECT public: ApiCallDelegate(QWidget *parent = 0); void paint(QPainter *painter, const QStyleOptionViewItem &option, const QModelIndex &index) const override; QSize sizeHint(const QSty...
#include "apisurface.h" #include "thumbnail.h" #include <algorithm> #include <sstream> #include <memory> #include <QDebug> #include <QSysInfo> #include "image.hpp" ApiSurface::ApiSurface() { } QSize ApiSurface::size() const { return m_size; } void ApiSurface::setSize(const QSize &size) { m_size = size; }...
#pragma once #include <QImage> #include <QSize> #include <QString> namespace image { class Image; } class ApiSurface { public: ApiSurface(); QSize size() const; void setSize(const QSize &size); int depth() const; void setDepth(int depth); QString formatName() const; void setFormatN...
#include "apitrace.h" #include "traceloader.h" #include "saverthread.h" #include <QDebug> #include <QFileInfo> #include <QDir> #include <QThread> ApiTrace::ApiTrace() : m_needsSaving(false) { m_loader = new TraceLoader(); connect(this, SIGNAL(loadTrace(QString)), m_loader, SLOT(loadTrace(QSt...
#pragma once #include "apitracecall.h" #include "trace_api.hpp" #include <QObject> #include <QSet> class TraceLoader; class SaverThread; class QThread; typedef void (*ThumbnailCallback)(void *object, int thumbnailIdx); typedef QHash<int, QImage> ImageHash; class ApiTrace : public QObject { Q_OBJECT public: ...
#include "apitracecall.h" #include "apitrace.h" #include "traceloader.h" #include "trace_model.hpp" #include <QDebug> #include <QLocale> #include <QObject> #define QT_USE_FAST_OPERATOR_PLUS #include <QStringBuilder> #include <QTextDocument> #include <QRegularExpression> const char * const styleSheet = ".call {\n...
#pragma once #include "apisurface.h" #include <QStaticText> #include <QStringList> #include <QUrl> #include <QVariant> #include "trace_model.hpp" class ApiTrace; class TraceLoader; class VariantVisitor : public trace::Visitor { public: virtual void visit(trace::Null *) override; virtual void visit(trace::...