Example #1
0
DomainInfoDock::DomainInfoDock(QWidget *parent) :
	EditorDock(parent),
	ui(new Ui::DomainInfoDock)
{
    ui->setupUi(this);

	//Resize the edit button so that it fits the icon button above
	ui->editButton->setMaximumWidth(ui->iconButton->geometry().width());

	//Update rules whenever they change
	ConfigurationStack &stack=ConfigurationStack::instance();
	connect(&stack, SIGNAL(domainChanged(QString,QString)), this, SLOT(onDomainChanged(QString,QString)));
	connect(&stack, SIGNAL(configurationChanged()), this, SLOT(onProgramsOrRulesChanged()));
	connect(&stack, SIGNAL(allRulesChanged()), this, SLOT(onProgramsOrRulesChanged()));
	connect(&stack, SIGNAL(loopsChanged()), this, SLOT(onProgramsOrRulesChanged()));
	connect(&stack, SIGNAL(rulesChanged()), this, SLOT(onProgramsOrRulesChanged()));
	connect(&stack, SIGNAL(programChanged(QString,QString)), this, SLOT(onProgramsOrRulesChanged()));
	connect(&stack, SIGNAL(warningsChanged()), this, SLOT(onProgramsOrRulesChanged()));

	//Connect the edit button
	connect(ui->editButton, SIGNAL(clicked()), this, SLOT(onEditClicked()));

	//Forward domain/program activated signals to parents
	connect(ui->loopsTreeWidget, SIGNAL(programActivated(QString)), this, SIGNAL(programActivated(QString)));
	connect(ui->loopsTreeWidget, SIGNAL(ruleActivated(int)), this, SIGNAL(ruleActivated(int)));
	connect(ui->incomingTreeWidget, SIGNAL(domainActivated(QString)), this, SIGNAL(domainActivated(QString)));
	connect(ui->incomingTreeWidget, SIGNAL(programActivated(QString)), this, SIGNAL(programActivated(QString)));
	connect(ui->incomingTreeWidget, SIGNAL(ruleActivated(int)), this, SIGNAL(ruleActivated(int)));
	connect(ui->leavingTreeWidget, SIGNAL(domainActivated(QString)), this, SIGNAL(domainActivated(QString)));
	connect(ui->leavingTreeWidget, SIGNAL(programActivated(QString)), this, SIGNAL(programActivated(QString)));
	connect(ui->leavingTreeWidget, SIGNAL(ruleActivated(int)), this, SIGNAL(ruleActivated(int)));
}
Example #2
0
void SpriteAnimation::setLoops(const int &loops)
{
    int currentState = m_spriteAnimation->loopCount();

    if (currentState != loops) {
        m_spriteAnimation->setLoopCount(loops);

        emit loopsChanged();
    }
}