void MainWindow::slotLanguageChanged(QAction* action) { WriteToLog(QtDebugMsg, QString("Translation->SlotStarted")); if(0 != action) { // load the language depending on the action content GlobalSettings::locale = m_currLang; lockTilesetBox=true; int doorType = ui->WarpType->currentIndex(); //backup combobox's index int npcGenType = ui->PROPS_NPCGenType->currentIndex(); //backup combobox's index loadLanguage(action->data().toString()); ui->WarpType->setCurrentIndex(doorType); //restore combobox's index ui->PROPS_NPCGenType->setCurrentIndex(npcGenType); lockTilesetBox=false; setLvlItemBoxes(); setLevelSectionData(); setEventData(-1); setSoundList(); WldLvlExitTypeListReset(); setCurrentWorldSettings(); setTileSetBox(); DevConsole::retranslate(); } }
void WLD_ItemProps::re_translate() { ui->retranslateUi(this); WldLvlExitTypeListReset(); }
void MainWindow::setUiDefults() { #ifdef Q_OS_MAC this->setWindowIcon(QIcon(":/cat_builder.icns")); #endif //Apply objects into tools setLevelSectionData(); setLvlItemBoxes(); setWldItemBoxes(); setSoundList(); applyTheme(Themes::currentTheme().isEmpty() ? ConfStatus::defaultTheme : Themes::currentTheme()); WldLvlExitTypeListReset(); //MainWindow Geometry; QRect mwg = this->geometry(); int GOffset=240; //Define the default geometry for toolboxes ui->DoorsToolbox->setGeometry( mwg.x()+mwg.width()-ui->DoorsToolbox->width()-GOffset, mwg.y()+120, ui->DoorsToolbox->width(), ui->DoorsToolbox->height() ); ui->LevelSectionSettings->setGeometry( mwg.x()+mwg.width()-ui->LevelSectionSettings->width()-GOffset, mwg.y()+120, ui->LevelSectionSettings->width(), ui->LevelSectionSettings->height() ); ui->LevelLayers->setGeometry( mwg.x()+mwg.width()-ui->LevelLayers->width()-GOffset, mwg.y()+120, ui->LevelLayers->width(), ui->LevelLayers->height() ); ui->LevelEventsToolBox->setGeometry( mwg.x()+mwg.width()-ui->LevelEventsToolBox->width()-GOffset, mwg.y()+120, ui->LevelEventsToolBox->width(), ui->LevelEventsToolBox->height() ); ui->ItemProperties->setGeometry( mwg.x()+mwg.width()-ui->ItemProperties->width()-GOffset, mwg.y()+120, ui->ItemProperties->width(), ui->ItemProperties->height() ); ui->FindDock->setGeometry( mwg.x()+mwg.width()-ui->FindDock->width()-GOffset, mwg.y()+120, ui->FindDock->width(), ui->FindDock->height() ); ui->WLD_ItemProps->setGeometry( mwg.x()+mwg.width()-ui->WLD_ItemProps->width()-GOffset, mwg.y()+120, ui->WLD_ItemProps->width(), ui->WLD_ItemProps->height() ); ui->WorldSettings->setGeometry( mwg.x()+mwg.width()-ui->WorldSettings->width()-GOffset-200, mwg.y()+120, ui->WorldSettings->width(), ui->WorldSettings->height() ); ui->WorldFindDock->setGeometry( mwg.x()+mwg.width()-ui->WorldFindDock->width()-GOffset, mwg.y()+120, ui->WorldFindDock->width(), ui->WorldFindDock->height() ); ui->Tileset_Item_Box->setGeometry( mwg.x()+GOffset, mwg.y()+mwg.height()-600, 800, 300 ); ui->debuggerBox->setGeometry( mwg.x()+mwg.width()-ui->debuggerBox->width()-GOffset, mwg.y()+120, ui->debuggerBox->width(), ui->debuggerBox->height() ); ui->bookmarkBox->setGeometry( mwg.x()+mwg.width()-ui->bookmarkBox->width()-GOffset, mwg.y()+120, ui->bookmarkBox->width(), ui->bookmarkBox->height() ); QFont font("Monospace"); font.setStyleHint(QFont::TypeWriter); font.setWeight(8); ui->DEBUG_Items->setFont(font); loadSettings(); connect(ui->centralWidget, SIGNAL(subWindowActivated(QMdiSubWindow*)), this, SLOT(updateMenus())); windowMapper = new QSignalMapper(this); connect(windowMapper, SIGNAL(mapped(QWidget*)), this, SLOT(setActiveSubWindow(QWidget*))); ui->actionPlayMusic->setChecked(GlobalSettings::autoPlayMusic); ui->actionExport_to_image_section->setVisible(false); ui->actionVBAlphaEmulate->setChecked(GraphicsHelps::EnableVBEmulate); ui->centralWidget->cascadeSubWindows(); ui->applyResize->setVisible(false); ui->cancelResize->setVisible(false); ui->ResizingToolbar->setVisible(false); ui->PlacingToolbar->setVisible(false); ui->LevelToolBox->hide(); ui->DoorsToolbox->hide(); ui->LevelLayers->hide(); ui->LevelEventsToolBox->hide(); ui->LevelSectionSettings->hide(); ui->ItemProperties->hide(); ui->FindDock->hide(); ui->WorldToolBox->hide(); ui->WorldSettings->hide(); ui->WLD_ItemProps->hide(); ui->WorldFindDock->hide(); ui->Tileset_Item_Box->hide(); ui->debuggerBox->hide(); ui->bookmarkBox->hide(); ui->menuView->setEnabled(false); ui->menuWindow->setEnabled(true); ui->menuLevel->setEnabled(false); ui->menuWorld->setEnabled(false); ui->menuTest->setEnabled(false); ui->LevelObjectToolbar->setVisible(false); ui->WorldObjectToolbar->setVisible(false); ui->actionLVLToolBox->setVisible(false); ui->actionWarpsAndDoors->setVisible(false); ui->actionSection_Settings->setVisible(false); ui->actionWarpsAndDoors->setVisible(false); ui->actionWLDToolBox->setVisible(false); ui->actionGridEn->setChecked(true); ui->actionTilesetBox->setVisible(false); ui->actionBookmarkBox->setVisible(false); ui->actionDebugger->setVisible(false); ui->actionZoomReset->setEnabled(false); ui->actionZoomIn->setEnabled(false); ui->actionZoomOut->setEnabled(false); setAcceptDrops(true); ui->centralWidget->cascadeSubWindows(); ui->centralWidget->setViewMode(GlobalSettings::MainWindowView); ui->LevelToolBoxTabs->setTabPosition(GlobalSettings::LVLToolboxPos); ui->WorldToolBoxTabs->setTabPosition(GlobalSettings::WLDToolboxPos); ui->TileSetsCategories->setTabPosition(GlobalSettings::TSTToolboxPos); ui->centralWidget->setTabsClosable(true); muVol = new QSlider(Qt::Horizontal); muVol->setMaximumWidth(70); muVol->setMinimumWidth(70); muVol->setMinimum(0); muVol->setMaximum(MIX_MAX_VOLUME); muVol->setValue(GlobalSettings::musicVolume); MusPlayer.setVolume(muVol->value()); ui->EditionToolBar->insertWidget(ui->actionAnimation, muVol); ui->EditionToolBar->insertSeparator(ui->actionAnimation); zoom = new QLineEdit(); zoom->setValidator(new QIntValidator(0,2001)); zoom->setText("100"); zoom->setMaximumWidth(50); zoom->setEnabled(false); ui->LevelSectionsToolBar->insertWidget(ui->actionZoomReset,zoom); connect(zoom, SIGNAL(editingFinished()), this, SLOT(applyTextZoom())); connect(muVol, SIGNAL(valueChanged(int)), &MusPlayer, SLOT(setVolume(int))); curSearchBlock.id = 0; curSearchBlock.index = 0; curSearchBlock.npc_id = 0; curSearchBGO.id = 0; curSearchBGO.index = 0; curSearchNPC.id = 0; curSearchNPC.index = 0; curSearchTile.id = 0; curSearchTile.index = 0; curSearchScenery.id = 0; curSearchScenery.index = 0; curSearchPath.id = 0; curSearchPath.index = 0; curSearchLevel.id = 0; curSearchLevel.index = 0; curSearchMusic.id = 0; curSearchMusic.index = 0; connect(ui->LvlLayerList->model(), SIGNAL(rowsMoved(QModelIndex,int,int,QModelIndex,int)), this, SLOT(DragAndDroppedLayer(QModelIndex,int,int,QModelIndex,int))); connect(ui->LVLEvents_List->model(), SIGNAL(rowsMoved(QModelIndex,int,int,QModelIndex,int)), this, SLOT(DragAndDroppedEvent(QModelIndex,int,int,QModelIndex,int))); connect(ui->bookmarkList->model(), SIGNAL(rowsMoved(QModelIndex,int,int,QModelIndex,int)), this, SLOT(DragAndDroppedBookmark(QModelIndex,int,int,QModelIndex,int))); //enable & disable connect(ui->Find_Check_TypeBlock, SIGNAL(toggled(bool)), ui->Find_Button_TypeBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_TypeBGO, SIGNAL(toggled(bool)), ui->Find_Button_TypeBGO, SLOT(setEnabled(bool))); connect(ui->Find_Check_TypeNPC, SIGNAL(toggled(bool)), ui->Find_Button_TypeNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_PriorityBGO, SIGNAL(toggled(bool)), ui->Find_Spin_PriorityBGO, SLOT(setEnabled(bool))); connect(ui->Find_Check_LayerBlock, SIGNAL(toggled(bool)), ui->Find_Combo_LayerBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_LayerBGO, SIGNAL(toggled(bool)), ui->Find_Combo_LayerBGO, SLOT(setEnabled(bool))); connect(ui->Find_Check_LayerNPC, SIGNAL(toggled(bool)), ui->Find_Combo_LayerNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_InvisibleBlock, SIGNAL(toggled(bool)), ui->Find_Check_InvisibleActiveBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_SlipperyBlock, SIGNAL(toggled(bool)), ui->Find_Check_SlipperyActiveBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_ContainsNPCBlock, SIGNAL(toggled(bool)), ui->Find_Button_ContainsNPCBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_EventDestoryedBlock, SIGNAL(toggled(bool)), ui->Find_Combo_EventDestoryedBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_EventHitedBlock, SIGNAL(toggled(bool)), ui->Find_Combo_EventHitedBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_EventLayerEmptyBlock, SIGNAL(toggled(bool)), ui->Find_Combo_EventLayerEmptyBlock, SLOT(setEnabled(bool))); connect(ui->Find_Check_DirNPC, SIGNAL(toggled(bool)), ui->Find_Radio_DirLeftNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_DirNPC, SIGNAL(toggled(bool)), ui->Find_Radio_DirRandomNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_DirNPC, SIGNAL(toggled(bool)), ui->Find_Radio_DirRightNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_FriendlyNPC, SIGNAL(toggled(bool)), ui->Find_Check_FriendlyActiveNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_NotMoveNPC, SIGNAL(toggled(bool)), ui->Find_Check_NotMoveActiveNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_BossNPC, SIGNAL(toggled(bool)), ui->Find_Check_BossActiveNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_MsgNPC, SIGNAL(toggled(bool)), ui->Find_Edit_MsgNPC, SLOT(setEnabled(bool))); connect(ui->Find_Check_MsgNPC, SIGNAL(toggled(bool)), ui->Find_Check_MsgSensitiveNPC, SLOT(setEnabled(bool))); //for world search connect(ui->Find_Check_TypeLevel, SIGNAL(toggled(bool)), ui->Find_Button_TypeLevel, SLOT(setEnabled(bool))); connect(ui->Find_Check_TypeTile, SIGNAL(toggled(bool)), ui->Find_Button_TypeTile, SLOT(setEnabled(bool))); connect(ui->Find_Check_TypeScenery, SIGNAL(toggled(bool)), ui->Find_Button_TypeScenery, SLOT(setEnabled(bool))); connect(ui->Find_Check_TypePath, SIGNAL(toggled(bool)), ui->Find_Button_TypePath, SLOT(setEnabled(bool))); connect(ui->Find_Check_TypeMusic, SIGNAL(toggled(bool)), ui->Find_Button_TypeMusic, SLOT(setEnabled(bool))); connect(ui->Find_Check_PathBackground, SIGNAL(toggled(bool)), ui->Find_Check_PathBackgroundActive, SLOT(setEnabled(bool))); connect(ui->Find_Check_BigPathBackground, SIGNAL(toggled(bool)), ui->Find_Check_BigPathBackgroundActive, SLOT(setEnabled(bool))); connect(ui->Find_Check_AlwaysVisible, SIGNAL(toggled(bool)), ui->Find_Check_AlwaysVisibleActive, SLOT(setEnabled(bool))); connect(ui->Find_Check_GameStartPoint, SIGNAL(toggled(bool)), ui->Find_Check_GameStartPointActive, SLOT(setEnabled(bool))); connect(ui->Find_Check_LevelFile, SIGNAL(toggled(bool)), ui->Find_Edit_LevelFile, SLOT(setEnabled(bool))); connect(ui->Find_Check_LevelFile, SIGNAL(toggled(bool)), ui->Find_Button_LevelFile, SLOT(setEnabled(bool))); connect(ui->Find_Check_ContainsTitle, SIGNAL(toggled(bool)), ui->Find_Edit_ContainsTitle, SLOT(setEnabled(bool))); //reset if modify connect(ui->Find_Button_TypeBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Button_TypeBGO, SIGNAL(clicked()), this, SLOT(resetBGOSearch())); connect(ui->Find_Button_TypeNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Spin_PriorityBGO, SIGNAL(valueChanged(int)), this, SLOT(resetBGOSearch())); connect(ui->Find_Combo_LayerBlock, SIGNAL(activated(int)), this, SLOT(resetBlockSearch())); connect(ui->Find_Combo_LayerBGO, SIGNAL(activated(int)), this, SLOT(resetBGOSearch())); connect(ui->Find_Combo_LayerNPC, SIGNAL(activated(int)), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_InvisibleActiveBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_SlipperyActiveBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Button_ContainsNPCBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Combo_EventDestoryedBlock, SIGNAL(activated(int)), this, SLOT(resetBlockSearch())); connect(ui->Find_Combo_EventHitedBlock, SIGNAL(activated(int)), this, SLOT(resetBlockSearch())); connect(ui->Find_Combo_EventLayerEmptyBlock, SIGNAL(activated(int)), this, SLOT(resetBlockSearch())); connect(ui->Find_Radio_DirLeftNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Radio_DirRandomNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Radio_DirRightNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_FriendlyActiveNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_NotMoveActiveNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_BossActiveNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Edit_MsgNPC, SIGNAL(textEdited(QString)), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_MsgSensitiveNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); //for world connect(ui->Find_Button_TypeTile, SIGNAL(clicked()), this, SLOT(resetTileSearch())); connect(ui->Find_Button_TypeScenery, SIGNAL(clicked()), this, SLOT(resetScenerySearch())); connect(ui->Find_Button_TypePath, SIGNAL(clicked()), this, SLOT(resetPathSearch())); connect(ui->Find_Button_TypeLevel, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Button_TypeMusic, SIGNAL(clicked()), this, SLOT(resetMusicSearch())); connect(ui->Find_Check_PathBackgroundActive, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_BigPathBackgroundActive, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_AlwaysVisibleActive, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_GameStartPointActive, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Edit_LevelFile, SIGNAL(textEdited(QString)), this, SLOT(resetLevelSearch())); connect(ui->Find_Button_LevelFile, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Edit_ContainsTitle, SIGNAL(textEdited(QString)), this, SLOT(resetLevelSearch())); //also checkboxes connect(ui->Find_Check_TypeBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_LayerBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_InvisibleBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_SlipperyBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_ContainsNPCBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_EventDestoryedBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_EventLayerEmptyBlock, SIGNAL(clicked()), this, SLOT(resetBlockSearch())); connect(ui->Find_Check_TypeBGO, SIGNAL(clicked()), this, SLOT(resetBGOSearch())); connect(ui->Find_Check_LayerBGO, SIGNAL(clicked()), this, SLOT(resetBGOSearch())); connect(ui->Find_Check_PriorityBGO, SIGNAL(clicked()), this, SLOT(resetBGOSearch())); connect(ui->Find_Check_TypeNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_LayerNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_DirNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_FriendlyNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_NotMoveNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_BossNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); connect(ui->Find_Check_MsgNPC, SIGNAL(clicked()), this, SLOT(resetNPCSearch())); //for world connect(ui->Find_Check_TypeTile, SIGNAL(clicked()), this, SLOT(resetTileSearch())); connect(ui->Find_Check_TypeScenery, SIGNAL(clicked()), this, SLOT(resetScenerySearch())); connect(ui->Find_Check_TypePath, SIGNAL(clicked()), this, SLOT(resetPathSearch())); connect(ui->Find_Check_TypeLevel, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_TypeMusic, SIGNAL(clicked()), this, SLOT(resetMusicSearch())); connect(ui->Find_Check_PathBackground, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_BigPathBackground, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_AlwaysVisible, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_GameStartPoint, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_LevelFile, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Check_ContainsTitle, SIGNAL(clicked()), this, SLOT(resetLevelSearch())); connect(ui->Find_Button_LevelFile, SIGNAL(clicked()), this, SLOT(selectLevelForSearch())); connect(ui->centralWidget, SIGNAL(subWindowActivated(QMdiSubWindow*)), this, SLOT(toggleNewWindowLVL(QMdiSubWindow*))); connect(ui->centralWidget, SIGNAL(subWindowActivated(QMdiSubWindow*)), this, SLOT(toggleNewWindowWLD(QMdiSubWindow*))); //for tileset dock //connect(ui->TileSetsCategories, SIGNAL(currentChanged(int)), this, SLOT(makeCurrentTileset())); //for tileset connect(ui->customTilesetSearchEdit, SIGNAL(textChanged(QString)), this, SLOT(makeCurrentTileset())); updateWindowMenu(); }