Beispiel #1
0
void FluidGui::soundFontDeleteClicked()
      {
      int row = soundFonts->currentRow();
      if (row >= 0) {
            QString s(soundFonts->item(row)->text());
            fluid()->removeSoundFont(s);
            delete soundFonts->takeItem(row);
            }
      updateUpDownButtons();
      }
Beispiel #2
0
void FluidGui::soundFontAddClicked()
      {
      QFileInfoList l = FluidS::Fluid::sfFiles();

      SfListDialog ld;
      foreach (const QFileInfo& fi, l)
            ld.add(fi.fileName(), fi.absoluteFilePath());
      if (!ld.exec())
            return;

      QString sfName = ld.name();
      QString sfPath = ld.path();

      int n = soundFonts->count();
      QStringList sl;
      for (int i = 0; i < n; ++i) {
            QListWidgetItem* item = soundFonts->item(i);
            sl.append(item->text());
            }

      if (sl.contains(sfPath)) {
            QMessageBox::warning(this,
            tr("MuseScore"),
            QString(tr("Soundfont %1 already loaded")).arg(sfPath));
            }
      else {
            bool loaded = fluid()->addSoundFont(sfPath);
            if (!loaded) {
                  QMessageBox::warning(this,
                  tr("MuseScore"),
                  QString(tr("cannot load soundfont %1")).arg(sfPath));
                  }
            else {
                  soundFonts->insertItem(0, sfName);
                  emit sfChanged();
                  emit valueChanged();
                  }
            }
      updateUpDownButtons();
      }
void SpatialDomainWidget::setActiveClass(const QString& ClassName)
{
  m_ActiveClass = ClassName;

  if (m_ActiveClass.isEmpty())
  {//  ui->GlobalMapView->fitViewToItems();

    ui->StructureTabWidget->setVisible(false);
    ui->DataTabWidget->setVisible(false);
  }
  else
  {
    ui->StructureTabWidget->setVisible(true);
    ui->DataTabWidget->setVisible(true);
    ui->AddUnitButton->setText(tr("Add unit in %1 class").arg(ClassName));
  }

  refreshClassStructure();
  refreshClassData();
  updateUpDownButtons();
  mp_MapScene->setActiveLayer(ClassName);
}