Example #1
0
void FftWaveUi::OnDisplayStyleChanged()
{
    if (xyz_rbtn_->isChecked())
    {
        fft_para_.wave_style.style = SHOW_XYZ;
    }

    if (x_rbtn_->isChecked())
    {
        fft_para_.wave_style.style = SHOW_X;
    }

    if (y_rbtn_->isChecked())
    {
        fft_para_.wave_style.style = SHOW_Y;
    }

    if (z_rbtn_->isChecked())
    {
        fft_para_.wave_style.style = SHOW_Z;
    }

    DataProcessCenter::GetInstance()->ReleaseWaveSet(fft_data_);

    UpdateUi(fft_para_);
}
Example #2
0
/**
 * Sets the current {@link CScene} to the default "new" scene
 */
void CFortEdit::NewMap()
{
    bool New = true;
    if (DScene)
    {
        QMessageBox* Alert = new QMessageBox;
        Alert->setText("A map is already open");
        Alert->setInformativeText("Do you want to close the current map and create a new one?");
        Alert->setStandardButtons(QMessageBox::Yes |
                                   QMessageBox::No);
        Alert->setDefaultButton(QMessageBox::No);
        int Response = Alert->exec();
        New = Response == QMessageBox::Yes;
    }

    if (New)
    {
        if (DScene)
        {
            delete DScene;
        }

        DSoundHandler.LoadDefaultFiles();
        DScene = new CScene(":/default-maps/res/new.map", DGraphicsScene, &DSoundHandler);
        UpdateUi();
        DLuaEditor.clear();
        DUi->ActionSave->setEnabled(false);
        DMapFilePath = "";
    }
}
void ImageObjectVolumeSettingsWidget::SetImageObject( ImageObject * img )
{
    m_imageObject = img;
    Q_ASSERT( m_imageObject );

    vtkVolumeProperty * prop = m_imageObject->GetVolumeProperty();
    ui->scalarOpacityFunctionWidget->SetFunction( prop->GetScalarOpacity() );
    ui->scalarOpacityFunctionWidget->SetYRange( 0.0, 1.0 );
    ui->colorFunctionWidget->SetColorTransferFunction( prop->GetRGBTransferFunction() );
    ui->colorFunctionWidget->SetXRange( 0.0, 255.0 );

    UpdateUi();
}
void QmitkTensorModelParametersWidget::CreateQtPartControl(QWidget *parent)
{
    if (!m_Controls)
    {
        // create GUI widgets
        m_Controls = new Ui::QmitkTensorModelParametersWidgetControls;
        m_Controls->setupUi(parent);

        connect((QObject*) m_Controls->m_D1box, SIGNAL(valueChanged(double)), (QObject*) this, SLOT(DChanged(double)));
        connect((QObject*) m_Controls->m_D2box, SIGNAL(valueChanged(double)), (QObject*) this, SLOT(DChanged(double)));
        connect((QObject*) m_Controls->m_D3box, SIGNAL(valueChanged(double)), (QObject*) this, SLOT(DChanged(double)));

        UpdateUi();
    }
Example #5
0
/**
 * Opens a file dialog requesting a .map path from the user, and subsequently loads it into a {@link CScene}
 */
void CFortEdit::OpenMap()
{
    DMapFilePath = QFileDialog::getOpenFileName(0,
                                  "Choose a map file",
                                  QDir::currentPath(),
                                  "FortNitta Map Files (*.map)");

    if (DMapFilePath.length() > 0)
    {
        if (DScene)
        {
            delete DScene;
        }

        DScene = new CScene(DMapFilePath, DGraphicsScene, &DSoundHandler);
        DLuaEditor.LoadFile(DScene->GetAiPath());
        UpdateUi();
        DScene->Invalidate();
        DUi->ActionSave->setEnabled(true);
    }
}
SettingsGroupBox::SettingsGroupBox(PluginSettings* settings, QWidget *parent) :
    QGroupBox(parent),
    ui(new Ui::SettingsGroupBox)
{
    ui->setupUi(this);

    connect(ui->smoothing_spinBox, SIGNAL(valueChanged(int)), ui->smoothing_slider, SLOT(setValue(int)));
    connect(ui->smoothing_slider, SIGNAL(valueChanged(int)), ui->smoothing_spinBox, SLOT(setValue(int)));
    ui->smoothing_spinBox->setToolTip(ui->smoothing_slider->toolTip());

    this->settings = settings;



    category = "General";
    UpdateUiComponents();

    QTimer* timer = new QTimer();
    timer->setInterval(1000);
    timer->start();

    connect(timer, SIGNAL(timeout()), this, SLOT(UpdateUi()));

}
smeMainWindow::smeMainWindow(QWidget *pParent)
: QMainWindow(pParent)
{
	setupUi(this);
	UpdateUi();
}
Example #8
0
void CHistoryDlg::OnUnlimited(UINT /*uNotifyCode*/, int /*nID*/, CWindow /*wndCtl*/)
{
	CButton unlimited(GetDlgItem(IDC_UNLIMITED));
	m_unlimited = unlimited.GetCheck() == BST_CHECKED;
	UpdateUi();
}
Example #9
0
/**
 * Constructs and displays the main UI for FortEdit
 * @param parent QWidget parent, typically null
 */
CFortEdit::CFortEdit(QWidget *parent) :
    QMainWindow(parent),
    DUi(new Ui::FortEdit),
    DActiveTool(0),
    DTerrainTool(0),
    DTerritoryTool(0),
    DObjectTool(0),
    DSelectTool(0),
    DSoundHandler(this),
    DLuaEditor(0)
{
    DUi->setupUi(this);
    DGraphicsScene = new QGraphicsScene();
    DUi->GraphicsView->setMouseTracking(true);
    DUi->GraphicsView->setScene(DGraphicsScene);
    DUi->GraphicsView->setUpdatesEnabled(true);

    // Ui connectivity / setup
    QObject::connect(DUi->ActionOpen, SIGNAL(triggered()), this, SLOT(OpenMap()));
    QObject::connect(DUi->ActionSaveAs, SIGNAL(triggered()), this, SLOT(SaveMapAs()));
    QObject::connect(DUi->ActionSave, SIGNAL(triggered()), this, SLOT(SaveMap()));
    QObject::connect(DUi->ActionNew, SIGNAL(triggered()), this, SLOT(NewMap()));
    QObject::connect(DUi->MapNameLineEdit, SIGNAL(textChanged(QString)), this, SLOT(UpdateSceneTitle(QString)));
    QObject::connect(DUi->MapWidthSpinBox, SIGNAL(valueChanged(int)), this, SLOT(UpdateSceneWidth(int)));
    QObject::connect(DUi->MapHeightSpinBox, SIGNAL(valueChanged(int)), this, SLOT(UpdateSceneHeight(int)));
    QObject::connect(DUi->ObjectVisibilityToggle, SIGNAL(toggled(bool)), this, SLOT(UpdateSceneObjectVisibility(bool)));
    QObject::connect(DUi->GridCheckBox, SIGNAL(toggled(bool)), this, SLOT(UpdateSceneGridVisibility(bool)));
    QObject::connect(DUi->DisplayModeCombo, SIGNAL(currentIndexChanged(QString)), this, SLOT(UpdateSceneDisplayMode(QString)));

    QObject::connect(DUi->ToolTerrain, SIGNAL(clicked()), this, SLOT(UpdateActiveTool()));
    QObject::connect(DUi->ToolTerritory, SIGNAL(clicked()), this, SLOT(UpdateActiveTool()));
    QObject::connect(DUi->ToolObject, SIGNAL(clicked()), this, SLOT(UpdateActiveTool()));
    QObject::connect(DUi->ToolSelect, SIGNAL(clicked()), this, SLOT(UpdateActiveTool()));

    QObject::connect(DUi->AudioOptions, SIGNAL(clicked()), this, SLOT(UpdateActiveTool()));
    QObject::connect(DUi->ActionSaveSoundSet, SIGNAL(triggered()), this, SLOT(SaveSoundSet()));
    QObject::connect(DUi->ActionLoadSoundSet, SIGNAL(triggered()), &DSoundHandler, SLOT(LoadSoundSet()));

    QObject::connect(DUi->LuaEditorButton, SIGNAL(clicked()), this, SLOT(ToggleLuaEditor()));

    QObject::connect(DUi->PlayButton, SIGNAL(clicked()), this, SLOT(InvokeEngineDialog()));

    // Invocation dialog connectivity
    DInvocationDialog = new QDialog;
    DInvocationUi.setupUi(DInvocationDialog);

    LoadSettings();
    DInvocationUi.executablePath->setText(DEnginePath);
    DInvocationUi.modeCombo->setCurrentIndex(DInvocationMode);
    DInvocationUi.aiCombo->setCurrentIndex(DInvocationDifficulty);
    DInvocationUi.castleIndexCombo->setCurrentIndex(DInvocationIndex);
    DInvocationUi.windCheck->setChecked(DInvocationWind);

    QObject::connect(DInvocationUi.locateButton, SIGNAL(clicked()), this, SLOT(LocateEngine()));
    QObject::connect(DInvocationUi.modeCombo, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateInvocationConfig()));
    QObject::connect(DInvocationUi.aiCombo, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateInvocationConfig()));
    QObject::connect(DInvocationUi.castleIndexCombo, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateInvocationConfig()));
    QObject::connect(DInvocationUi.windCheck, SIGNAL(stateChanged(int)), this, SLOT(UpdateInvocationConfig()));
    QObject::connect(DInvocationUi.buttonBox, SIGNAL(clicked(QAbstractButton*)), this, SLOT(InvokeEngine(QAbstractButton*)));

    // TODO: Make sure this order is consistent... This is pretty bad as it stands
    DUi->PropertyPageStack->addWidget(DTerrainTool.GetPropertiesWidget());
    DUi->PropertyPageStack->addWidget(DTerritoryTool.GetPropertiesWidget());
    DUi->PropertyPageStack->addWidget(DSelectTool.GetPropertiesWidget());
    DUi->PropertyPageStack->addWidget(DSoundHandler.GetPropertiesWidget());
    DUi->PropertyPageStack->addWidget(DObjectTool.GetPropertiesWidget());

    DScene = new CScene(":/default-maps/res/new.map", DGraphicsScene, &DSoundHandler);
    DUi->ActionSave->setEnabled(false);
    UpdateUi();
}