Files
qt5-legatus-legacy/Lts/Plugins/AreaEffectSimulation/Gui/Explosion/aes_effector.cpp
T
2026-08-13 18:33:10 +02:00

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Executable File

/**
* @RDE_HEADER@
* AreaEffectSimulation - Effector
* $Id$
* $HeadURL$
* $Author$
* Created by Hanna E. Rathje, ESZS, 2026-02-18
*/
#include "aes_effector.h"
#include "ui_aes_effector.h"
#include <QtCore/QTimer>
namespace AreaEffectSimulation
{
AesEffector::AesEffector(QWidget *parent)
: QWidget(parent)
, m_ui(new Ui::AesEffector)
{
m_ui->setupUi(this);
connect(m_ui->pbTriggerNextState, &QPushButton::clicked, this, &AesEffector::onPbNextStateClicked);
}
AesEffector::~AesEffector()
{
delete m_ui;
}
bool AesEffector::init(int effectorId, const QString &verEin, const QString &name, AreaEffectSimulation::AesEffectorState state)
{
m_effectorId = effectorId;
m_ui->lblVerEin->setText(verEin);
m_ui->gbEffector->setTitle(verEin);
m_ui->lblName->setText(name);
setState(state);
return true;
}
void AesEffector::setStateButtonVisible( bool visible)
{
m_ui->pbTriggerNextState->setVisible(visible);
}
AreaEffectSimulation::AesEffectorState AesEffector::getState() const
{
return m_state;
}
void AesEffector::setState(const AreaEffectSimulation::AesEffectorState &newState)
{
m_state = newState;
switch(newState.underlying())
{
case AreaEffectSimulation::AesEffectorState::EsNotReadyToFire:
m_ui->lblState->setText(tr("Not ready to fire"));
m_ui->pbTriggerNextState->setText(tr("Ready to Fire"));
break;
case AreaEffectSimulation::AesEffectorState::EsReadyToFire:
m_ui->lblState->setText(tr("Ready to fire"));
m_ui->pbTriggerNextState->setText(tr("Fire"));
break;
case AreaEffectSimulation::AesEffectorState::EsReceivedOrder:
m_ui->lblState->setText(tr("Fire command received"));
m_ui->pbTriggerNextState->setText(tr("Fire"));
break;
case AreaEffectSimulation::AesEffectorState::EsReportedFired:
m_ui->lblState->setText(tr("Fired reported"));
m_ui->pbTriggerNextState->setText(tr("Report Ready to Fire"));
break;
case AreaEffectSimulation::AesEffectorState::EsFired:
m_ui->lblState->setText(tr("Fired"));
m_ui->pbTriggerNextState->setText(tr("Report Fired"));
break;
default:
// this shouldn't happen...
break;
}
}
void AesEffector::onPbNextStateClicked()
{
switch (m_state.underlying()) {
case AreaEffectSimulation::AesEffectorState::EsFired:
emit reportFired();
break;
case AreaEffectSimulation::AesEffectorState::EsReportedFired:
emit reportReadyToFire();
break;
case AreaEffectSimulation::AesEffectorState::EsNotReadyToFire:
emit reportReadyToFire();
break;
case AreaEffectSimulation::AesEffectorState::EsReadyToFire:
emit fire();
break;
case AreaEffectSimulation::AesEffectorState::EsReceivedOrder:
break;
emit fire();
default:
break;
}
m_ui->pbTriggerNextState->setDisabled(true);
// Re-Enable PB, so we can call it another time, if it does not react...
QTimer::singleShot(2000, [this](){m_ui->pbTriggerNextState->setEnabled(true);});
}
int AesEffector::effectorId() const
{
return m_effectorId;
}
} // namespace AreaEffectSimulation