This commit is contained in:
curtis
2024-11-25 17:15:44 +08:00
commit 32e5360a91
3749 changed files with 1432905 additions and 0 deletions

View File

@@ -0,0 +1,66 @@
#include "gamecontainer.h"
#include "ui_gamecontainer.h"
#include <QProcess>
#include <QShowEvent>
#include <QDebug>
#include "dataformate.h"
#include <QTimer>
#include <windows.h>
#include <QHBoxLayout>
GameContainer::GameContainer(QWidget *parent) :
QWidget(parent),
ui(new Ui::GameContainer),
process(nullptr)
{
ui->setupUi(this);
initProcess();
}
GameContainer::~GameContainer()
{
if(process)
delete process;
delete ui;
}
void GameContainer::initProcess()
{
process = new QProcess();
connect(process,&QProcess::errorOccurred,[=](QProcess::ProcessError error){qDebug()<<error;});
connect(process,QOverload<int,QProcess::ExitStatus>::of(&QProcess::finished),[this]
(int exitCode,QProcess::ExitStatus exitStatus){
m_exitCode = exitCode;
m_exitStatus = exitStatus;
qDebug()<<"m_exitCode"<<m_exitCode<<"m_exitStatus"<<m_exitStatus;
});
}
void GameContainer::startGame(QString path)
{
}
void GameContainer::showEvent(QShowEvent *event)
{
// qDebug()<<"showEvent";
// QString path = "./GameDemo/game801/game801/MultiplayerBicycleRace.exe";
// process->start(path);
// Sleep(10);
// WId hwnd = 0;
// do{
// QEventLoop loop;
// //1ms之后退出
// QTimer::singleShot(1,&loop,SLOT(quit()));
// hwnd = (WId)FindWindow(L"UnityWndClass",L"DuoRenQiChe2");
// }while(hwnd == 0);
// m_window = QWindow::fromWinId(hwnd);
// QWidget *container = createWindowContainer(m_window,this);
// QHBoxLayout *hLayout = new QHBoxLayout(this);
// hLayout->setMargin(0);
// hLayout->addWidget(container);
// this->setLayout(hLayout);
}

View File

@@ -0,0 +1,33 @@
#ifndef GAMECONTAINER_H
#define GAMECONTAINER_H
#include <QWidget>
#include <QProcess>
#include <QWindow>
namespace Ui {
class GameContainer;
}
class GameContainer : public QWidget
{
Q_OBJECT
public:
explicit GameContainer(QWidget *parent = nullptr);
~GameContainer();
void startGame(QString path);
protected:
void showEvent(QShowEvent *event);
private:
void initProcess();
private:
Ui::GameContainer *ui;
QProcess *process;
int m_exitCode;
QProcess::ExitStatus m_exitStatus;
QWindow *m_window;
};
#endif // GAMECONTAINER_H

View File

@@ -0,0 +1,19 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>GameContainer</class>
<widget class="QWidget" name="GameContainer">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>800</width>
<height>600</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
</widget>
<resources/>
<connections/>
</ui>

View File

@@ -0,0 +1,522 @@
#include "gamecontrol.h"
#include <QFile>
#include <QTextStream>
#include "readconfig.h"
#include <QDebug>
#include <QJsonDocument>
#include <QJsonObject>
#include <QJsonParseError>
#include <QDateTime>
#include "currentuserdata.h"
#include "cdatabaseinterface.h"
#include <QTimer>
//LOG4QT_DECLARE_STATIC_LOGGER(logger, GameControl)
GameControl* GameControl::m_GameParamControl = NULL;
GameControl::GameControl(QWidget *parent)
: QWidget(parent),
m_gameSocket(NULL),
// m_waitingDialog(NULL),
m_trainReport(NULL),
waitTimer(NULL),
m_activeMaxAngle(0),
m_activeMinAngle(0),
currentGameID(0)
{
m_Process = new QProcess();
// initGameSocket();
// m_waitingDialog = new WaitingDialog();
// m_waitingDialog->setWaitingType(INITWAITING);
m_trainReport = new TrainReport();
waitTimer = new QTimer();
waitTimer->setInterval(500);
waitTimer->setSingleShot(true);
connect(waitTimer,SIGNAL(timeout()),this,SLOT(slotWaitTimer()));
player = new QMediaPlayer();
}
GameControl::~GameControl()
{
if(m_trainReport)
{
delete m_trainReport;
}
if(waitTimer)
{
delete waitTimer;
}
if(player)
{
delete player;
}
}
void GameControl::initGameSocket()
{
m_gameSocket = new QUdpSocket();
int16_t port;
QString IP;
ReadConfig::getInstance()->getGameServerAddress(port,IP);
if(m_gameSocket->bind(port))
{
qDebug()<<(QString("游戏服务端口%1").arg(port));
}
connect(m_gameSocket,&QUdpSocket::readyRead,this,&GameControl::slotReceiveGameData);
}
GameControl* GameControl::getInstance()
{
if(!m_GameParamControl)
{
m_GameParamControl = new GameControl();
}
return m_GameParamControl;
}
void GameControl::updateXml(ST_GameParam& st_GameParam)
{
QFile file("./gameExecutable/gameConfig.xml");
if(!file.open(QFile::ReadOnly))
return;
QDomDocument doc;
if(!doc.setContent(&file))
{
file.close();
return;
}
file.close();
QDomElement root = doc.documentElement();
if(1)
{
QDomNodeList timeList = root.elementsByTagName("GameTime");
QDomNode timeNode = timeList.at(0);
QDomNode oldnode=timeNode.firstChild();
timeNode.firstChild().setNodeValue(QString::number(st_GameParam.gameTime));
QDomNode newNode = timeNode.firstChild();
timeNode.replaceChild(newNode,oldnode);
}
if(1)
{
QDomNodeList levelList = root.elementsByTagName("Level");
QDomNode levelNode = levelList.at(0);
QDomNode oldLevelnode=levelNode.firstChild();
levelNode.firstChild().setNodeValue(QString::number(st_GameParam.hardLevel));
QDomNode newLevelNode = levelNode.firstChild();
levelNode.replaceChild(newLevelNode,oldLevelnode);
}
if(1)
{
QDomNodeList List = root.elementsByTagName("Speed");
QDomNode node = List.at(0);
QDomNode oldLevelnode=node.firstChild();
node.firstChild().setNodeValue(QString::number(st_GameParam.speed));
QDomNode newLevelNode = node.firstChild();
node.replaceChild(newLevelNode,oldLevelnode);
}
if(1)
{
QDomNodeList List = root.elementsByTagName("TrainType");
QDomNode node = List.at(0);
QDomNode oldLevelnode=node.firstChild();
node.firstChild().setNodeValue(QString::number(st_GameParam.trainType));
QDomNode newLevelNode = node.firstChild();
node.replaceChild(newLevelNode,oldLevelnode);
}
if(1)
{
QDomNodeList List = root.elementsByTagName("AngleVlue");
QDomNode node = List.at(0);
QDomNode oldLevelnode=node.firstChild();
node.firstChild().setNodeValue(QString::number(st_GameParam.angleValue));
QDomNode newLevelNode = node.firstChild();
node.replaceChild(newLevelNode,oldLevelnode);
}
if(1)
{
QDomNodeList List = root.elementsByTagName("WaitTime");
QDomNode node = List.at(0);
QDomNode oldLevelnode=node.firstChild();
node.firstChild().setNodeValue(QString::number(st_GameParam.waitTime));
QDomNode newLevelNode = node.firstChild();
node.replaceChild(newLevelNode,oldLevelnode);
}
if(1)
{
QDomNodeList List = root.elementsByTagName("MaxCircle");
QDomNode node = List.at(0);
QDomNode oldLevelnode=node.firstChild();
node.firstChild().setNodeValue(QString::number(st_GameParam.maxCircle));
QDomNode newLevelNode = node.firstChild();
node.replaceChild(newLevelNode,oldLevelnode);
}
if(1)
{
QDomNodeList List = root.elementsByTagName("ReadPosTable");
QDomNode node = List.at(0);
QDomNode oldLevelnode=node.firstChild();
QString ok("false");
if(st_GameParam.readPosTable)
ok = "true";
else
ok = "false";
node.firstChild().setNodeValue(ok);
QDomNode newLevelNode = node.firstChild();
node.replaceChild(newLevelNode,oldLevelnode);
}
QDomNode n = root.firstChild();
while(!n.isNull())
{
QDomElement e = n.toElement();
if(!e.isNull())
{
if(e.tagName() == "TrainingTrack")
{
e.setAttribute("path",st_GameParam.trainTrackFilePath);
}
}
n = n.nextSibling();
}
if(!file.open(QFile::WriteOnly|QFile::Truncate))
return;
//输出到文件
QTextStream out_stream(&file);
doc.save(out_stream,4); //缩进4格
file.close();
}
void GameControl::setGamParam(ST_GameParam& st_GameParam)
{
//将本地参数转化成游戏中用到的参数
if(5 == st_GameParam.trainType)
st_GameParam.trainType = 1;
if(6 == st_GameParam.trainType)
st_GameParam.trainType = 2;
updateXml(st_GameParam);
}
void GameControl::readGameConfigMsg()
{
QList<ST_GameMsg> gameMsgList;
QFile file("./DependFile/ConfigFile/gameListConfig.xml");
if(!file.open(QIODevice::ReadOnly))
{
qDebug()<<"read gameListConfig failed";
return ;
}
QDomDocument doc;
QString error;
int row,colum;
if(!doc.setContent(&file,&error,&row,&colum))
{
qDebug()<<"gameList error"<<error<<row<<colum;
file.close();
return ;
}
file.close();
QDomElement root=doc.documentElement(); //返回根节点
QDomNode node=root.firstChild(); //获得第一个子节点
while(!node.isNull())
{
if(node.isElement()) //如果节点是元素
{
ST_GameMsg st_GameMsg;
QDomElement e=node.toElement();
st_GameMsg.gameID = e.attribute("ID").toInt();
st_GameMsg.gameName = e.attribute("gameName");
st_GameMsg.gamePath = e.attribute("path");
st_GameMsg.iconPath = e.attribute("iconPath");
st_GameMsg.className = e.attribute("className");
st_GameMsg.windownName = e.attribute("windownName");
gameMsgList.append(st_GameMsg);
m_mapGameName.insert(st_GameMsg.gameID,st_GameMsg);
}
node = node.nextSibling();
}
m_gameMsgList = gameMsgList;
}
QList<ST_GameMsg> GameControl::getGameMsgs()
{
return m_gameMsgList;
}
ST_GameMsg GameControl::getGameMsgByName(int ID)
{
ST_GameMsg st_gameMsg;
QMapIterator<int, ST_GameMsg> i(m_mapGameName);
while(i.hasNext())
{
i.next();
}
if(m_mapGameName.contains(ID))
{
st_gameMsg = m_mapGameName.value(ID);
}
return st_gameMsg;
}
ST_GameMsg GameControl::getCurrentGameMsg()
{
return getGameMsgByName(currentGameID);
}
void GameControl::startGame(QString path)
{
//1.开启游戏进程
if(path.isEmpty())
return;
QString hardDisk = path.mid(0,2);
hardDisk.append("\n\r");
QString gameName = path.mid(path.lastIndexOf('/')+1);
gameName.prepend("start ");
gameName.append("\n\r");
QString gamePath = path.mid(0,path.lastIndexOf('/'));
gamePath.prepend("cd ");
gamePath.append("\n\r");
m_Process->start("cmd.exe");
//切换盘符
m_Process->write(hardDisk.toLatin1());
//进入文件夹
m_Process->write(gamePath.toLatin1());
//开启进程
m_Process->write(gameName.toLatin1());
m_Process->write("exit\n\r");
m_Process->waitForFinished();
m_Process->close();
//2.关闭设备复位中的界面
}
//游戏数据接收
void GameControl::slotReceiveGameData()
{
while(m_gameSocket->hasPendingDatagrams())
{
QByteArray buf;
buf.resize(m_gameSocket->pendingDatagramSize());
m_gameSocket->readDatagram(buf.data(),buf.size());
// parseGameMsg(buf);
}
}
/***
void GameControl::parseGameMsg(QByteArray jsonArray)
{
QJsonParseError jsonError;
QJsonDocument doucment = QJsonDocument::fromJson(jsonArray, &jsonError); // 转化为 JSON 文档
#if 1
if (!doucment.isNull() && (jsonError.error == QJsonParseError::NoError))
{
if(doucment.isObject())
{
QJsonObject object = doucment.object(); // 转化为对象
if(object.contains("msgID"))
{
int msgID = object.value("msgID").toInt();
switch(msgID)
{
case 1: //游戏开始信号
{
m_spasmTimes = 0;
isTraining = true;
waitTimer->start();
st_TrainReport.startTime = QDateTime::currentDateTime();
emit signalGameState(e_TrainMode,GameStart_E);
}
break;
case 2: //游戏给出的目标位置
{
{
if(object.contains("m_xv"))
{
QJsonObject xObject = object.value("m_xv").toObject();
int current = 0;
int max = 1;
if(xObject.contains("current"))
current = xObject.value("current").toInt();
if(xObject.contains("max"))
max = xObject.value("max").toInt();
}
if(object.contains("m_yv"))
{
QJsonObject yObject = object.value("m_yv").toObject();
int current = 0;
int max = 1;
if(yObject.contains("current"))
current = yObject.value("current").toInt();
if(yObject.contains("max"))
max = yObject.value("max").toInt();
}
if(object.contains("tarAngle"))
{
float angle = 0;
angle = object.value("tarAngle").toDouble();
// emit signalSendDestPosition(angle);
}
}
}
break;
case 3: //结束信息
{
isTraining = false;
if(object.contains("quitType"))
{
//告知下位机训练完成
sendStopCmd();
m_quitType = object.value("quitType").toInt();
//正常退出
if(1 == m_quitType)
{
emit signalGameState(e_TrainMode,GameEnd_E);
st_TrainReport.endTime = QDateTime::currentDateTime();
if(object.contains("totalTime"))
st_TrainReport.duration = object.value("totalTime").toInt();
if(object.contains("totalScore"))
st_TrainReport.score = object.value("totalScore").toInt();
}
else
{
emit signalGameState(e_TrainMode,GameEnd_E);
st_TrainReport.endTime = QDateTime::currentDateTime();
if(object.contains("totalTime"))
st_TrainReport.duration = object.value("totalTime").toInt();
if(object.contains("totalScore"))
st_TrainReport.score = object.value("totalScore").toInt();
}
//生成训练报告
createTrainReport();
}
}
break;
}
}
}
}
else
{
// logger()->debug(jsonError.errorString());
//此处不该在此处停止心跳
}
#endif
}
***/
void GameControl::createTrainReport()
{
/***
ST_PatientMsg st_currentPatient = CurrentUserData::getInstace()->getCurrentPatientMsg();
st_TrainReport.ID = st_currentPatient.ID;
st_TrainReport.name = st_currentPatient.name;
//从数据库中查询总时间
int lastTotalDuration;
QString query("select * from TrainReport order by startTime DESC;");
if(!CDatabaseInterface::getInstance()->exec(query))
qDebug()<<CDatabaseInterface::getInstance()->getLastError()<<"ERROR";
int count = CDatabaseInterface::getInstance()->getValuesSize();
if(count >0)
{
QList<QVariantMap> maplist = CDatabaseInterface::getInstance()->getValues(0,1);
ST_TrainReport st_trainReport = variantMapToTrainReport(maplist.at(0));
lastTotalDuration = st_trainReport.totalDuration;
st_TrainReport.totalDuration = lastTotalDuration + st_TrainReport.duration;
}
st_TrainReport.level = 1;
if(0 == st_TrainReport.trainMode)
m_trainReport->setReportType(tr("被动训练报告"));
else if(1 == st_TrainReport.trainMode)
m_trainReport->setReportType(tr("主动训练报告"));
***/
m_trainReport->setReportData(st_TrainReport,1);
}
void GameControl::sendStopCmd()
{
QJsonObject object;
object.insert("msgID",2);
object.insert("GameState",0);
QJsonDocument document;
document.setObject(object);
QByteArray sendArray = document.toJson();
QString ip("127.0.0.1");
int16_t port = 12000;
for(int i = 0;i < 5;i++)
{
m_gameSocket->writeDatagram(sendArray,QHostAddress(ip),port);
Sleep(100);
}
}
void GameControl::setTrainParam(ST_TrainParam &st_TrainParam)
{
m_st_TrainParam = st_TrainParam;
}
ST_TrainParam GameControl::getTrainParam()
{
return m_st_TrainParam;
}
//游戏界面关闭时间
void GameControl::slotWaitTimer()
{
//关闭等待界面
// m_waitingDialog->setDialogCloseState(true);
}
//关闭游戏
void GameControl::stopGame()
{
sendStopCmd();
}
void GameControl::sendGameControlData(const ST_GameControlParam &st_gameControlParam)
{
QJsonObject object;
object.insert("msgID",st_gameControlParam.MsgId);
object.insert("ID",st_gameControlParam.ID);
object.insert("userName",st_gameControlParam.userName);
object.insert("speed",st_gameControlParam.speed);
object.insert("forceLeft",st_gameControlParam.forceLeft);
object.insert("forceRight",st_gameControlParam.forceRight);
object.insert("angle",st_gameControlParam.angle);
QJsonDocument document;
document.setObject(object);
QByteArray sendArray = document.toJson();
}
void GameControl::setCurrentGame(int ID)
{
currentGameID = ID;
}
void GameControl::playTipMusic(QString path)
{
player->setMedia(QUrl::fromLocalFile(path));
player->setVolume(90);
player->play();
}
int GameControl::getCurrentGameID()
{
return currentGameID;
}

View File

@@ -0,0 +1,117 @@
#ifndef GAMECONTROL_H
#define GAMECONTROL_H
#include <QWidget>
#include "dataformate.h"
#include <QDomDocument>
#include <QProcess>
#include <QUdpSocket>
#include "trainreport.h"
#include <QtMultimedia/QMediaPlayer>
class QTimer;
class GameControl : public QWidget
{
Q_OBJECT
public:
//更新游戏参数,通过该文件与游戏进行通信,游戏在启动时读取该文件
void setGamParam(ST_GameParam&);
//通过配置表获取所有游戏的信息
QList<ST_GameMsg> getGameMsgs();
//读取游戏配置文件
void readGameConfigMsg();
//根据游戏名获得游戏信息
ST_GameMsg getGameMsgByName(int ID);
//获取选中游戏信息
ST_GameMsg getCurrentGameMsg();
//获取实例
static GameControl* getInstance();
//启动游戏
void startGame(QString path);
//关闭游戏
void stopGame();
//发送左右平衡以及速度
void sendGameControlData(const ST_GameControlParam& );
//设置当前游戏序号
void setCurrentGame(int ID);
void playTipMusic(QString path);
//返回ID游戏
int getCurrentGameID();
//设置处方训练参数
void setTrainParam(ST_TrainParam &);
//返回处方参数
ST_TrainParam getTrainParam();
signals:
//游戏状态标志
// void signalGameState(E_TRAINMODE,E_GameState);
void signalSendDestPosition(float angle);
public slots:
//游戏数据接收
void slotReceiveGameData();
//游戏界面关闭时间
void slotWaitTimer();
private:
explicit GameControl(QWidget *parent = nullptr);
~GameControl();
void updateXml(ST_GameParam&);
void initGameSocket();
// void parseGameMsg(QByteArray jsonArray);
//生成报告
void createTrainReport();
//停止训练
void sendStopCmd();
private:
static GameControl* m_GameParamControl;
QMap<int,ST_GameMsg> m_mapGameName;
QProcess* m_Process;
QUdpSocket *m_gameSocket;
ST_TrainReport st_TrainReport;
//训练选择界面-配置处方的训练参数
ST_TrainParam m_st_TrainParam;
int m_spasmTimes; //痉挛次数
bool isTraining; //训练状态
int m_quitType; //退出类型
// WaitingDialog *m_waitingDialog;
TrainReport *m_trainReport;
QTimer *waitTimer;
float m_activeMaxAngle; //主动训练中最大的角度
float m_activeMinAngle; //主动训练中最小角度
QList<ST_GameMsg> m_gameMsgList;
int currentGameID;
QMediaPlayer * player;
};
#endif // GAMECONTROL_H

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,292 @@
#ifndef GAMEDISPLAYPAGE_H
#define GAMEDISPLAYPAGE_H
#include <QWidget>
#include <QLabel>
#include <QTimer>
#include "dataformate.h"
#include "dbforrmate.h"
#include "spasmtipsdialog.h"
#include <QUdpSocket>
#include "trainreport.h"
#include "quitgamedialog.h"
#include "emergencystopdialog.h"
#include "trainreporttwotwo.h"
#include "trainreportthreetwo.h"
#include "trainreporttwothree.h"
#include "sounddialog.h"
#include "quitbyspeeddialog.h"
class QPropertyAnimation;
namespace Ui {
class GameDisplayPage;
}
class GameDisplayPage : public QWidget
{
Q_OBJECT
public:
explicit GameDisplayPage(QWidget *parent = nullptr);
~GameDisplayPage();
//设置当前用户
void setUser(const ST_PatientMsg&);
//表头显示
void setTitle();
/****设置训练部位****
* 参数@int type 0-上肢 1-下肢 2-上下肢
* ***/
void setTrainPart(int type);
//根据参数填充实时数据
void setSlaveParam(ST_DeviceParam& st_deviceParam);
//根据界面的参数设置模式
void setTrainMode(int8_t mode);
//设置主被动切换的模式(实时填充)
void setActivePassiveSwitchMode(int8_t mode);
//在未开始游戏,处理急停状态
void getEmergecyState(ST_DeviceParam& st_deviceParam);
/****填充设置参数***
*参数@int direction 0-正向 1-反向
****/
void fillSetParam(int updown,int speed,int resistance,int direction);
//设置脉搏血氧
void setPulseOxygen(const ST_PulseOxygen&);
//设置中部参数
void setCenterParam(int left,int right,int length);
/***********通信相关************/
/*****设置速度***
* 参数@int speed 速度大小
* @qint8 type 上下肢类型 0-被动转速 1-等速转速
* ******/
void setTrainSpeed(int speed = 1,qint8 type = 0);
/******设置阻力****
* 参数@int force 阻力大小
* @qint8 type 上下肢类型 0-上肢 1-下肢
* ********/
void setTrainFore(int force,qint8 type = 0);
/******设置方向****
* 参数@qint8 direction 方向 1-顺时针 0-逆时针
* @qint8 type 上下肢类型 0-上肢 1-下肢
* ********/
void setTrainDirection(qint8 direction = 1,qint8 type = 1);
/******设置Fes开关****
* 参数@qint8 channel 方向 0-电刺激A 1-电刺激B
* @bool ok 上下肢类型 false-关 true-开
* ********/
void switchFes(qint8 channel,bool ok);
void initGameSocket();
//设置速度使能状态
void setSpeedState(bool);
//设置阻力使能状态
void setForceState(bool);
//连续按住改变速度
void pressedAdjustSpeed();
//连续按住阻力
void pressAdjustForce();
//设置方向是能
void setDirectionState(bool);
protected:
void paintEvent(QPaintEvent *event);
void showEvent(QShowEvent *event);
virtual void changeEvent(QEvent* event);
private slots:
void on_start_Btn_clicked();
void open_Btn_clicked();
void close_Btn_clicked();
void on_upSpeedMinus_Btn_clicked();
void on_upSpeedPlus_Btn_clicked();
void on_upForceMinus_Btn_clicked();
void on_upForcePlus_Btn_clicked();
void on_forward_Btn_clicked();
void on_backward_Btn_clicked();
void on_stop_Btn_clicked();
void on_pause_Btn_clicked();
void on_switchAFes_Btn_clicked();
//填充电刺激参数
void slotSetChannelAData(int *data,int size);
void slotSetChannelBData(int *data,int size);
//踏车设置参数
void slotSetBicycleParam(ST_BicycleParam st_setBicycleParam);
//接收下位机数据
void slotReceiveData(QByteArray);
void slotHeartTimer();
void slotCountDownTimer();
void slotStopTraining();
//游戏数据接收
void slotReceiveGameData();
void slotBackClicked();
void on_switchFes_Btn_clicked();
void on_sound_Button_clicked();
void on_upSpeedPlus_Btn_pressed();
void on_upSpeedMinus_Btn_pressed();
void on_upSpeedPlus_Btn_released();
void on_upSpeedMinus_Btn_released();
void on_upForcePlus_Btn_pressed();
void on_upForceMinus_Btn_pressed();
void on_upForcePlus_Btn_released();
void on_upForceMinus_Btn_released();
void slotSpeedDialogClosed();
//模拟数据
void slotSimulateData();
signals:
/******游戏状态*****
*@int8_t state 1-开始 0-关闭
***/
void signalGameStateChanged(int8_t state);
private:
//解析游戏数据
void parseGameMsg(QByteArray jsonArray);
//给游戏发送实时数据
void sendGameControlParam(ST_GameControlParam);
//停止游戏指令
void sendStopCmd();
//开始游戏
void startGameCmd();
//暂停游戏
void pauseGameCmd();
void sendStopCmdThreeTimes();
//计算结果数据
void calculateResultData();
void initButton();
//退出训练
void quitTrain();
//模式提示
void changeModeTips(QString str);
//根据模式切换按钮状态
void switchButtonState(int8_t);
void setbackBtVisible(bool isShow);
//给电刺激发送实时参数
void sendRealTimeFesParam(ST_FESRealTimeParam);
void testTipsDialog();
protected:
virtual void mouseDoubleClickEvent(QMouseEvent *event);
private:
Ui::GameDisplayPage *ui;
QPropertyAnimation *m_leftAnimation,*m_rightAnimation;
bool m_openState;
QList<QLabel*> m_channelAList,m_channelBList;
int upDirection; //上肢旋转方向 1-正 0-逆
int downDirection; //下肢旋转方向 1-正 0-逆
int8_t m_bodyPart; //训练部位 0-上肢 1-下肢 2-上下肢
SpasmTipsDialog *m_spasmTipsDialog;
QTimer *heartTimer;
QTimer *countDownTimer; //倒计时
QTimer *paramPressTimer; //持续按主速度参数,改变值
QTimer *paramPressForceTimer; //持续按主阻力参数,改变值
ST_BicycleParam m_st_bicycleParam; //启动参数
int m_startNum; //倒计时初始值
int m_spasmTimes; //痉挛次数
QUdpSocket *m_gameSocket;
ST_TrainReport st_trainReport; //训练报告数据
ST_PatientMsg st_patientMsg; //患者信息
int8_t m_currentMode; //当前模式
int8_t m_AP_mode; //切换主被动的模式
QList<QPair<int,int>> balanceList;//左右平衡
QList<uint8_t> resistentList; //阻力集合
QList<uint8_t> speedList; //速度集合
TrainReport *m_reportDialog; //正常报告3行3图的报告
TrainReportTwoTwo *m_trainReportTwoTwo; //2行2图的报告
TrainReportTwoThree *m_trainReportTwoThree; //2行3图的报告
TrainReportThreeTwo *m_trainReportThreeTwo; //3行2图的报告
QuitGameDialog *m_quitDialog;
EmergencyStopDialog *m_emergencyDialog;
int8_t gameState; // 游戏训练状态 0-未开始 1-其他1开始2暂停
int heartCount; //心跳次数,用于检测通信
E_TRAINSTATE E_gameState;
int8_t m_currentDirection; //当前方向
int8_t m_gameRebackState; //游戏反馈的状态
QString m_tipStr;
long m_switchTimes;
int m_currentSpeed; //当前速度
bool m_decreasingSpeed,m_increasingSpeed; //判断连续按住速度是增还是减少
bool m_decreasingForce,m_increasingForce; //判断连续按住阻力是增还是减少
SoundDialog *m_soundDialog;
QuitBySpeedDialog *m_quitBySpeedDialog; // 速度退出提醒
};
#endif // GAMEDISPLAYPAGE_H

File diff suppressed because it is too large Load Diff