/* ======================================================================== *\ ! ! * ! * This file is part of MARS, the MAGIC Analysis and Reconstruction ! * Software. It is distributed to you in the hope that it can be a useful ! * and timesaving tool in analysing Data of imaging Cerenkov telescopes. ! * It is distributed WITHOUT ANY WARRANTY. ! * ! * Permission to use, copy, modify and distribute this software and its ! * documentation for any purpose is hereby granted without fee, ! * provided that the above copyright notice appear in all copies and ! * that both that copyright notice and this permission notice appear ! * in supporting documentation. It is provided "as is" without express ! * or implied warranty. ! * ! ! ! Author(s): Nicola Galante 09/2004 ! ! Copyright: MAGIC Software Development, 2000-2004 ! ! \* ======================================================================== */ ///////////////////////////////////////////////////////////////////////////// // // MagicTrigger // ------------ // // Camera Display Games: Reversi // // Start the game by: // MagicReversi reversi; // // Rules: // ------ // // Use the mouse to put a stone at some place. If between your newly // placed stone and the next stone (in a row) of your color are stones // of other colors this stones are won by you. You can only place a // stone if you win at least one stone from your 'enemy'. If you // cannot do so, you are skipped. If nobody can make a move anymore // the game is over. The player has won who has the most stones in // his own color. // The present player is indicated by <*> // Use the Escape key to abort a game. // If the game was aborted or has been stopped youcan access the // options in the context menu. // //////////////////////////////////////////////////////////////////////////// #include "MagicTriggerButton.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include //#include #include "MHexagon.h" #include "MagicTriggerDisplay.h" #include "MGeomPix.h" #include "MGeomCamCT1.h" #include "MGeomCamMagic.h" ClassImp(MagicTriggerButton); using namespace std; // ------------------------------------------------------------------------ // // default constructor // MagicTriggerButton::MagicTriggerButton(const TGWindow *p, const char* text, Int_t id, GContext_t norm, FontStruct_t font, UInt_t option): TGTextButton(p,text) { // Create a main frame //fButton = new TGTextButton(p,text); this->Connect("Clicked()","MagicTriggerButton",this,"Signal(Int_t,Int_t)"); //this->Connect("Clicked()","MagicTriggerDisplay",gROOT->FindObject("MagicTriggerDisplay"),"Update()"); } void MagicTriggerButton::SetValue(const Int_t cell, const Int_t lut) { fValue[0] = (Long_t)cell; fValue[1] = (Long_t)lut; } void MagicTriggerButton::Clicked() { //TQObject::Disconnect(this,"Signal(Int_t,Int_t)",gROOT->FindObject("MagicTriggerDisplay"),"Update(Int_t,Int_t)"); //this->Connect("Signal(Int_t,Int_t)","MagicTriggerDisplay",gROOT->FindObject("MagicTriggerDisplay"),"Update(Int_t,Int_t)"); Emit("Clicked()"); } void MagicTriggerButton::Signal(Int_t cell, Int_t lut) { //this->SetValue(cell,lut); Emit("Signal(Int_t, Int_t)",fValue); //cout << fValue[0] << " ---- " << fValue[1] << endl; } //Bool_t MagicTriggerButton::Connect(const char *signal, const char *receiver_class, // void *receiver, const char *slot) //{ // return TQObject::Connect(this,signal, receiver_class, receiver, slot); //}