source: trunk/MagicSoft/Mars/mtemp/mpisa/triggerdisplay/MagicTriggerButton.cc@ 6724

Last change on this file since 6724 was 4918, checked in by galante, 20 years ago
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1/* ======================================================================== *\
2!
3! *
4! * This file is part of MARS, the MAGIC Analysis and Reconstruction
5! * Software. It is distributed to you in the hope that it can be a useful
6! * and timesaving tool in analysing Data of imaging Cerenkov telescopes.
7! * It is distributed WITHOUT ANY WARRANTY.
8! *
9! * Permission to use, copy, modify and distribute this software and its
10! * documentation for any purpose is hereby granted without fee,
11! * provided that the above copyright notice appear in all copies and
12! * that both that copyright notice and this permission notice appear
13! * in supporting documentation. It is provided "as is" without express
14! * or implied warranty.
15! *
16!
17!
18! Author(s): Nicola Galante 09/2004 <mailto:nicola.galante@pi.infn.it>
19!
20! Copyright: MAGIC Software Development, 2000-2004
21!
22!
23\* ======================================================================== */
24
25/////////////////////////////////////////////////////////////////////////////
26//
27// MagicTrigger
28// ------------
29//
30// Camera Display Games: Reversi
31//
32// Start the game by:
33// MagicReversi reversi;
34//
35// Rules:
36// ------
37//
38// Use the mouse to put a stone at some place. If between your newly
39// placed stone and the next stone (in a row) of your color are stones
40// of other colors this stones are won by you. You can only place a
41// stone if you win at least one stone from your 'enemy'. If you
42// cannot do so, you are skipped. If nobody can make a move anymore
43// the game is over. The player has won who has the most stones in
44// his own color.
45// The present player is indicated by <*>
46// Use the Escape key to abort a game.
47// If the game was aborted or has been stopped youcan access the
48// options in the context menu.
49//
50////////////////////////////////////////////////////////////////////////////
51#include "MagicTriggerButton.h"
52
53#include <iostream>
54
55#include <KeySymbols.h>
56
57#include <TText.h>
58#include <TMarker.h>
59#include <TRandom.h>
60#include <TCanvas.h>
61#include <TClonesArray.h>
62#include <TInterpreter.h>
63#include <TRootEmbeddedCanvas.h>
64#include <TGButton.h>
65#include <TGTextEntry.h>
66#include <TGTextBuffer.h>
67#include <TGClient.h>
68#include <TQObject.h>
69//#include <RQ_OBJECT.h>
70
71#include "MHexagon.h"
72#include "MagicTriggerDisplay.h"
73#include "MGeomPix.h"
74#include "MGeomCamCT1.h"
75#include "MGeomCamMagic.h"
76
77ClassImp(MagicTriggerButton);
78
79using namespace std;
80
81
82// ------------------------------------------------------------------------
83//
84// default constructor
85//
86MagicTriggerButton::MagicTriggerButton(const TGWindow *p, const char* text, Int_t id,
87 GContext_t norm, FontStruct_t font,
88 UInt_t option): TGTextButton(p,text)
89{
90 // Create a main frame
91 //fButton = new TGTextButton(p,text);
92
93 this->Connect("Clicked()","MagicTriggerButton",this,"Signal(Int_t,Int_t)");
94 //this->Connect("Clicked()","MagicTriggerDisplay",gROOT->FindObject("MagicTriggerDisplay"),"Update()");
95
96 }
97
98
99void MagicTriggerButton::SetValue(const Int_t cell, const Int_t lut)
100{
101 fValue[0] = (Long_t)cell;
102 fValue[1] = (Long_t)lut;
103}
104
105void MagicTriggerButton::Clicked()
106{
107 //TQObject::Disconnect(this,"Signal(Int_t,Int_t)",gROOT->FindObject("MagicTriggerDisplay"),"Update(Int_t,Int_t)");
108 //this->Connect("Signal(Int_t,Int_t)","MagicTriggerDisplay",gROOT->FindObject("MagicTriggerDisplay"),"Update(Int_t,Int_t)");
109 Emit("Clicked()");
110}
111
112void MagicTriggerButton::Signal(Int_t cell, Int_t lut)
113{
114 //this->SetValue(cell,lut);
115 Emit("Signal(Int_t, Int_t)",fValue);
116 //cout << fValue[0] << " ---- " << fValue[1] << endl;
117}
118
119//Bool_t MagicTriggerButton::Connect(const char *signal, const char *receiver_class,
120// void *receiver, const char *slot)
121//{
122// return TQObject::Connect(this,signal, receiver_class, receiver, slot);
123//}
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