void MainWindow::actionScale() { ui.glCanvas->setScale(scale()); actionResolution(); }
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&))); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent) { ui.setupUi(this); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); //connect(ui.actionExport_Accessed_Files, SIGNAL(triggered()), this, SLOT(exportAccessedFiles())); connect(ui.actionRun, SIGNAL(triggered()), this, SLOT(sendRun())); connect(ui.actionRotate_Left, SIGNAL(triggered()), this, SLOT(rotateLeft())); connect(ui.actionRotate_Right, SIGNAL(triggered()), this, SLOT(rotateRight())); connect(ui.actionPortrait, SIGNAL(triggered()), this, SLOT(portrait())); connect(ui.actionPortrait_Upside_Down, SIGNAL(triggered()), this, SLOT(portraitUpsideDown())); connect(ui.actionLandscape_Left, SIGNAL(triggered()), this, SLOT(landscapeLeft())); connect(ui.actionLandscape_Right, SIGNAL(triggered()), this, SLOT(landscapeRight())); connect(ui.action15_fps, SIGNAL(triggered()), this, SLOT(action15_fps())); connect(ui.action30_fps, SIGNAL(triggered()), this, SLOT(action30_fps())); connect(ui.action60_fps, SIGNAL(triggered()), this, SLOT(action60_fps())); connect(ui.actionUnlimited, SIGNAL(triggered()), this, SLOT(actionUnlimited())); 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.actionQuarter, SIGNAL(triggered()), this, SLOT(actionScale())); connect(ui.actionHalf, SIGNAL(triggered()), this, SLOT(actionScale())); connect(ui.actionOriginal, SIGNAL(triggered()), this, SLOT(actionScale())); orientationGroup_ = new QActionGroup(this); orientationGroup_->addAction(ui.actionPortrait); orientationGroup_->addAction(ui.actionPortrait_Upside_Down); orientationGroup_->addAction(ui.actionLandscape_Left); orientationGroup_->addAction(ui.actionLandscape_Right); resolutionGroup_ = new QActionGroup(this); resolutionGroup_->addAction(ui.action320x480); resolutionGroup_->addAction(ui.action768x1024); resolutionGroup_->addAction(ui.action640x960); resolutionGroup_->addAction(ui.action1536x2048); resolutionGroup_->addAction(ui.action320x568); resolutionGroup_->addAction(ui.action640x1136); resolutionGroup_->addAction(ui.action480x800); resolutionGroup_->addAction(ui.action240x320); resolutionGroup_->addAction(ui.action540x960); resolutionGroup_->addAction(ui.action480x854); resolutionGroup_->addAction(ui.action240x400); resolutionGroup_->addAction(ui.action360x640); resolutionGroup_->addAction(ui.action800x1280); resolutionGroup_->addAction(ui.action600x1024); resolutionGroup_->addAction(ui.action600x800); resolutionGroup_->addAction(ui.action768x1366); resolutionGroup_->addAction(ui.action720x1280); resolutionGroup_->addAction(ui.action1080x1920); zoomGroup_ = new QActionGroup(this); zoomGroup_->addAction(ui.actionQuarter); zoomGroup_->addAction(ui.actionHalf); zoomGroup_->addAction(ui.actionOriginal); connect(ui.actionAlways_on_Top, SIGNAL(triggered(bool)), this, SLOT(alwaysOnTop(bool))); QSettings settings; QPoint pos = settings.value("pos", QPoint(50, 50)).toPoint(); QSize size = settings.value("size", QSize(1, 1)).toSize(); resize(size); move(pos); bool alwaysOnTop = settings.value("alwaysOnTop").toBool(); if (alwaysOnTop) { setWindowFlags(windowFlags() | Qt::WindowStaysOnTopHint); show(); } ui.actionAlways_on_Top->setChecked(alwaysOnTop); QTimer::singleShot(0, this, SLOT(afterInitialization())); int resolution = settings.value("resolution", 320).toInt(); switch (resolution) { case 320: ui.action320x480->setChecked(true); break; case 768: ui.action768x1024->setChecked(true); break; case 640: ui.action640x960->setChecked(true); break; case 1536: ui.action1536x2048->setChecked(true); break; case 320+1: ui.action320x568->setChecked(true); break; case 640+1: ui.action640x1136->setChecked(true); break; case 480: ui.action480x800->setChecked(true); break; case 240: ui.action240x320->setChecked(true); break; case 540: ui.action540x960->setChecked(true); break; case 480+1: ui.action480x854->setChecked(true); break; case 240+1: ui.action240x400->setChecked(true); break; case 360: ui.action360x640->setChecked(true); break; case 800: ui.action800x1280->setChecked(true); break; case 600: ui.action600x1024->setChecked(true); break; case 600+1: ui.action600x800->setChecked(true); break; case 768+1: ui.action768x1366->setChecked(true); break; case 720: ui.action720x1280->setChecked(true); break; case 1080: ui.action1080x1920->setChecked(true); break; } switch (settings.value("scale", 1).toInt()) { case 1: ui.actionOriginal->setChecked(true); break; case 2: ui.actionHalf->setChecked(true); break; case 4: ui.actionQuarter->setChecked(true); break; } ui.glCanvas->setScale(scale()); ui.glCanvas->setFixedSize(hardwareWidth()/scale(), hardwareHeight()/scale()); ui.glCanvas->setResolution(hardwareWidth(), hardwareHeight()); Orientation orientation = static_cast<Orientation>(settings.value("orientation", ePortrait).toInt()); switch (orientation) { case ePortrait: portrait(); ui.actionPortrait->setChecked(true); break; case eLandscapeLeft: landscapeLeft(); ui.actionLandscape_Left->setChecked(true); break; case ePortraitUpsideDown: portraitUpsideDown(); ui.actionPortrait_Upside_Down->setChecked(true); break; case eLandscapeRight: landscapeRight(); ui.actionLandscape_Right->setChecked(true); break; } int fps = settings.value("fps2", 60).toInt(); if (fps == 15) action15_fps(); else if (fps == 30) action30_fps(); else if (fps == 60) action60_fps(); else actionUnlimited(); connect(ui.glCanvas, SIGNAL(projectNameChanged(const QString&)), this, SLOT(projectNameChanged(const QString&))); }