Beispiel #1
0
void MainWindow::setupUiActions(){
    ui.setupUi(this);

    connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close()));
    connect(ui.actionRestart, SIGNAL(triggered()), this, SLOT(actionRestart()));
    connect(ui.actionOpen, SIGNAL(triggered()), this, SLOT(actionOpen()));
    connect(ui.actionOpen_Directory, SIGNAL(triggered()), this, SLOT(actionOpen_Directory()));

    connect(ui.actionFull_Screen,   SIGNAL(triggered(bool)), this, SLOT(actionFull_Screen(bool)));
    connect(ui.actionHide_Menu,     SIGNAL(triggered()), this, SLOT(actionHide_Menu()));
    connect(ui.actionAlways_on_Top, SIGNAL(triggered(bool)), this, SLOT(actionAlwaysOnTop(bool)));

    connect(ui.actionQuarter,       SIGNAL(triggered()), this, SLOT(actionScale()));
    connect(ui.actionHalf,          SIGNAL(triggered()), this, SLOT(actionScale()));
    connect(ui.actionOriginal,      SIGNAL(triggered()), this, SLOT(actionScale()));
    connect(ui.actionDouble,        SIGNAL(triggered()), this, SLOT(actionScale()));
    connect(ui.actionTriple,        SIGNAL(triggered()), this, SLOT(actionScale()));
    connect(ui.actionZoom_In,       SIGNAL(triggered()), this, SLOT(actionScale()));
    connect(ui.actionZoom_Out,      SIGNAL(triggered()), this, SLOT(actionScale()));
    connect(ui.actionFit_To_Window, SIGNAL(triggered()), this, SLOT(actionScale()));

    connect(ui.actionFit_To_App, SIGNAL(triggered()), this, SLOT(actionFitWindow()));

    connect(ui.actionDraw_Infos, SIGNAL(triggered(bool)), this, SLOT(actionDraw_Infos(bool)));

    connect(ui.actionAuto_Scale, SIGNAL(triggered(bool)), this, SLOT(actionAuto_Scale(bool)));

    connect(ui.actionRotate_Left,  SIGNAL(triggered()), this, SLOT(actionRotate()));
    connect(ui.actionRotate_Right, SIGNAL(triggered()), this, SLOT(actionRotate()));

    connect(ui.actionPortrait,             SIGNAL(triggered()), this, SLOT(actionOrientation()));
    connect(ui.actionPortrait_Upside_Down, SIGNAL(triggered()), this, SLOT(actionOrientation()));
    connect(ui.actionLandscape_Left,       SIGNAL(triggered()), this, SLOT(actionOrientation()));
    connect(ui.actionLandscape_Right,      SIGNAL(triggered()), this, SLOT(actionOrientation()));

    connect(ui.action320x480,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action768x1024,  SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action640x960,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action1536x2048, SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action320x568,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action640x1136,  SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action480x800,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action240x320,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action540x960,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action480x854,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action240x400,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action360x640,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action800x1280,  SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action600x1024,  SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action600x800,   SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action768x1366,  SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action720x1280,  SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action1080x1920, SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action750x1334,  SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action1242x2208, SIGNAL(triggered()), this, SLOT(actionResolution()));
    connect(ui.action900x1200,  SIGNAL(triggered()), this, SLOT(actionResolution()));

    connect(ui.action15_fps,    SIGNAL(triggered()), this, SLOT(actionFps()));
    connect(ui.action30_fps,    SIGNAL(triggered()), this, SLOT(actionFps()));
    connect(ui.action60_fps,    SIGNAL(triggered()), this, SLOT(actionFps()));
    connect(ui.actionUnlimited, SIGNAL(triggered()), this, SLOT(actionFps()));

    connect(ui.actionSettings, SIGNAL(triggered()), this, SLOT(actionSettings()));

    connect(ui.glCanvas, SIGNAL(projectNameChanged(const QString&)), this, SLOT(projectNameChanged(const QString&)));
}
Beispiel #2
0
SkDebuggerGUI::SkDebuggerGUI(QWidget *parent) :
        QMainWindow(parent)
    , fCentralSplitter(this)
    , fStatusBar(this)
    , fToolBar(this)
    , fActionOpen(this)
    , fActionBreakpoint(this)
    , fActionToggleIndexStyle(this)
    , fActionProfile(this)
    , fActionCancel(this)
    , fActionClearBreakpoints(this)
    , fActionClearDeletes(this)
    , fActionClose(this)
    , fActionCreateBreakpoint(this)
    , fActionDelete(this)
    , fActionDirectory(this)
    , fActionGoToLine(this)
    , fActionInspector(this)
    , fActionSettings(this)
    , fActionPlay(this)
    , fActionPause(this)
    , fActionRewind(this)
    , fActionSave(this)
    , fActionSaveAs(this)
    , fActionShowDeletes(this)
    , fActionStepBack(this)
    , fActionStepForward(this)
    , fActionZoomIn(this)
    , fActionZoomOut(this)
    , fMapper(this)
    , fListWidget(&fCentralSplitter)
    , fDirectoryWidget(&fCentralSplitter)
    , fCanvasWidget(this, &fDebugger)
    , fImageWidget(&fDebugger)
    , fMenuBar(this)
    , fMenuFile(this)
    , fMenuNavigate(this)
    , fMenuView(this)
    , fBreakpointsActivated(false)
    , fIndexStyleToggle(false)
    , fDeletesActivated(false)
    , fPause(false)
    , fLoading(false)
{
    setupUi(this);
    fListWidget.setSelectionMode(QAbstractItemView::ExtendedSelection);
    connect(&fListWidget, SIGNAL(currentItemChanged(QListWidgetItem*, QListWidgetItem*)), this, SLOT(registerListClick(QListWidgetItem *)));
    connect(&fActionOpen, SIGNAL(triggered()), this, SLOT(openFile()));
    connect(&fActionDirectory, SIGNAL(triggered()), this, SLOT(toggleDirectory()));
    connect(&fDirectoryWidget, SIGNAL(currentItemChanged(QListWidgetItem*, QListWidgetItem*)), this, SLOT(loadFile(QListWidgetItem *)));
    connect(&fActionDelete, SIGNAL(triggered()), this, SLOT(actionDelete()));
    connect(&fListWidget, SIGNAL(itemDoubleClicked(QListWidgetItem*)), this, SLOT(toggleBreakpoint()));
    connect(&fActionRewind, SIGNAL(triggered()), this, SLOT(actionRewind()));
    connect(&fActionPlay, SIGNAL(triggered()), this, SLOT(actionPlay()));
    connect(&fActionStepBack, SIGNAL(triggered()), this, SLOT(actionStepBack()));
    connect(&fActionStepForward, SIGNAL(triggered()), this, SLOT(actionStepForward()));
    connect(&fActionBreakpoint, SIGNAL(triggered()), this, SLOT(actionBreakpoints()));
    connect(&fActionToggleIndexStyle, SIGNAL(triggered()), this, SLOT(actionToggleIndexStyle()));
    connect(&fActionInspector, SIGNAL(triggered()), this, SLOT(actionInspector()));
    connect(&fActionSettings, SIGNAL(triggered()), this, SLOT(actionSettings()));
    connect(&fFilter, SIGNAL(activated(QString)), this, SLOT(toggleFilter(QString)));
    connect(&fActionProfile, SIGNAL(triggered()), this, SLOT(actionProfile()));
    connect(&fActionCancel, SIGNAL(triggered()), this, SLOT(actionCancel()));
    connect(&fActionClearBreakpoints, SIGNAL(triggered()), this, SLOT(actionClearBreakpoints()));
    connect(&fActionClearDeletes, SIGNAL(triggered()), this, SLOT(actionClearDeletes()));
    connect(&fActionClose, SIGNAL(triggered()), this, SLOT(actionClose()));
    connect(&fSettingsWidget, SIGNAL(visibilityFilterChanged()), this, SLOT(actionCommandFilter()));
#if SK_SUPPORT_GPU
    connect(&fSettingsWidget, SIGNAL(glSettingsChanged()), this, SLOT(actionGLWidget()));
#endif
    connect(&fSettingsWidget, SIGNAL(texFilterSettingsChanged()), this, SLOT(actionTextureFilter()));
    connect(fSettingsWidget.getRasterCheckBox(), SIGNAL(toggled(bool)), this, SLOT(actionRasterWidget(bool)));
    connect(fSettingsWidget.getOverdrawVizCheckBox(), SIGNAL(toggled(bool)), this, SLOT(actionOverdrawVizWidget(bool)));
    connect(fSettingsWidget.getMegaVizCheckBox(), SIGNAL(toggled(bool)), this, SLOT(actionMegaVizWidget(bool)));
    connect(fSettingsWidget.getPathOpsCheckBox(), SIGNAL(toggled(bool)), this, SLOT(actionPathOpsWidget(bool)));
    connect(&fActionPause, SIGNAL(toggled(bool)), this, SLOT(pauseDrawing(bool)));
    connect(&fActionCreateBreakpoint, SIGNAL(activated()), this, SLOT(toggleBreakpoint()));
    connect(&fActionShowDeletes, SIGNAL(triggered()), this, SLOT(showDeletes()));
    connect(&fCanvasWidget, SIGNAL(hitChanged(int)), this, SLOT(selectCommand(int)));
    connect(&fCanvasWidget, SIGNAL(hitChanged(int)), &fSettingsWidget, SLOT(updateHit(int)));
    connect(&fCanvasWidget, SIGNAL(scaleFactorChanged(float)), this, SLOT(actionScale(float)));
    connect(&fCanvasWidget, SIGNAL(commandChanged(int)), &fSettingsWidget, SLOT(updateCommand(int)));
    connect(&fActionSaveAs, SIGNAL(triggered()), this, SLOT(actionSaveAs()));
    connect(&fActionSave, SIGNAL(triggered()), this, SLOT(actionSave()));

    fMapper.setMapping(&fActionZoomIn, SkCanvasWidget::kIn_ZoomCommand);
    fMapper.setMapping(&fActionZoomOut, SkCanvasWidget::kOut_ZoomCommand);

    connect(&fActionZoomIn, SIGNAL(triggered()), &fMapper, SLOT(map()));
    connect(&fActionZoomOut, SIGNAL(triggered()), &fMapper, SLOT(map()));
    connect(&fMapper, SIGNAL(mapped(int)), &fCanvasWidget, SLOT(zoom(int)));

    fInspectorWidget.setDisabled(true);
    fMenuEdit.setDisabled(true);
    fMenuNavigate.setDisabled(true);
    fMenuView.setDisabled(true);

    SkGraphics::Init();
}
Beispiel #3
0
SkDebuggerGUI::SkDebuggerGUI(QWidget *parent) :
        QMainWindow(parent)
    , fCentralSplitter(this)
    , fStatusBar(this)
    , fToolBar(this)
    , fActionOpen(this)
    , fActionBreakpoint(this)
    , fActionCancel(this)
    , fActionClearBreakpoints(this)
    , fActionClearDeletes(this)
    , fActionClose(this)
    , fActionCreateBreakpoint(this)
    , fActionDelete(this)
    , fActionDirectory(this)
    , fActionGoToLine(this)
    , fActionInspector(this)
    , fActionSettings(this)
    , fActionPlay(this)
    , fActionPause(this)
    , fActionRewind(this)
    , fActionSave(this)
    , fActionSaveAs(this)
    , fActionShowDeletes(this)
    , fActionStepBack(this)
    , fActionStepForward(this)
    , fActionZoomIn(this)
    , fActionZoomOut(this)
    , fMapper(this)
    , fListWidget(&fCentralSplitter)
    , fDirectoryWidget(&fCentralSplitter)
    , fCanvasWidget(this, &fDebugger)
    , fDrawCommandGeometryWidget(&fDebugger)
    , fMenuBar(this)
    , fMenuFile(this)
    , fMenuNavigate(this)
    , fMenuView(this)
    , fLoading(false)
{
    setupUi(this);
    fListWidget.setSelectionMode(QAbstractItemView::ExtendedSelection);
    connect(&fListWidget, SIGNAL(currentItemChanged(QListWidgetItem*, QListWidgetItem*)), this,
            SLOT(updateDrawCommandInfo()));
    connect(&fActionOpen, SIGNAL(triggered()), this, SLOT(openFile()));
    connect(&fActionDirectory, SIGNAL(triggered()), this, SLOT(toggleDirectory()));
    connect(&fDirectoryWidget, SIGNAL(currentItemChanged(QListWidgetItem*, QListWidgetItem*)), this, SLOT(loadFile(QListWidgetItem *)));
    connect(&fDirectoryWatcher, SIGNAL(directoryChanged(QString)), this, SLOT(populateDirectoryWidget()));
    connect(&fActionDelete, SIGNAL(triggered()), this, SLOT(actionDelete()));
    connect(&fListWidget, SIGNAL(itemDoubleClicked(QListWidgetItem*)), this, SLOT(toggleBreakpoint()));
    connect(&fActionRewind, SIGNAL(triggered()), this, SLOT(actionRewind()));
    connect(&fActionPlay, SIGNAL(triggered()), this, SLOT(actionPlay()));
    connect(&fActionStepBack, SIGNAL(triggered()), this, SLOT(actionStepBack()));
    connect(&fActionStepForward, SIGNAL(triggered()), this, SLOT(actionStepForward()));
    connect(&fActionBreakpoint, SIGNAL(triggered()), this, SLOT(actionBreakpoints()));
    connect(&fActionInspector, SIGNAL(triggered()), this, SLOT(actionInspector()));
    connect(&fActionSettings, SIGNAL(triggered()), this, SLOT(actionSettings()));
    connect(&fFilter, SIGNAL(activated(QString)), this, SLOT(toggleFilter(QString)));
    connect(&fActionCancel, SIGNAL(triggered()), this, SLOT(actionCancel()));
    connect(&fActionClearBreakpoints, SIGNAL(triggered()), this, SLOT(actionClearBreakpoints()));
    connect(&fActionClearDeletes, SIGNAL(triggered()), this, SLOT(actionClearDeletes()));
    connect(&fActionClose, SIGNAL(triggered()), this, SLOT(actionClose()));
#if SK_SUPPORT_GPU
    connect(&fSettingsWidget, SIGNAL(glSettingsChanged()), this, SLOT(actionGLSettingsChanged()));
#endif
    connect(&fSettingsWidget, SIGNAL(rasterSettingsChanged()), this, SLOT(actionRasterSettingsChanged()));
    connect(&fSettingsWidget, SIGNAL(visualizationsChanged()), this, SLOT(actionVisualizationsChanged()));
    connect(&fSettingsWidget, SIGNAL(texFilterSettingsChanged()), this, SLOT(actionTextureFilter()));
    connect(&fActionPause, SIGNAL(toggled(bool)), this, SLOT(pauseDrawing(bool)));
    connect(&fActionCreateBreakpoint, SIGNAL(activated()), this, SLOT(toggleBreakpoint()));
    connect(&fActionShowDeletes, SIGNAL(triggered()), this, SLOT(showDeletes()));
    connect(&fCanvasWidget, SIGNAL(hitChanged(int)), this, SLOT(selectCommand(int)));
    connect(&fCanvasWidget, SIGNAL(hitChanged(int)), this, SLOT(updateHit(int)));
    connect(&fCanvasWidget, SIGNAL(scaleFactorChanged(float)), this, SLOT(actionScale(float)));

    connect(&fActionSaveAs, SIGNAL(triggered()), this, SLOT(actionSaveAs()));
    connect(&fActionSave, SIGNAL(triggered()), this, SLOT(actionSave()));

    fMapper.setMapping(&fActionZoomIn, SkCanvasWidget::kIn_ZoomCommand);
    fMapper.setMapping(&fActionZoomOut, SkCanvasWidget::kOut_ZoomCommand);

    connect(&fActionZoomIn, SIGNAL(triggered()), &fMapper, SLOT(map()));
    connect(&fActionZoomOut, SIGNAL(triggered()), &fMapper, SLOT(map()));
    connect(&fMapper, SIGNAL(mapped(int)), &fCanvasWidget, SLOT(zoom(int)));

    fViewStateFrame.setDisabled(true);
    fInspectorWidget.setDisabled(true);
    fMenuEdit.setDisabled(true);
    fMenuNavigate.setDisabled(true);
    fMenuView.setDisabled(true);
}