Exemple #1
0
void Processor::glutKeyboard (unsigned char key, int x, int y)
{
        switch (key)
        {
        case 27:
                CleanupExit();
                break;
        case 'd':
                if (g_bPause)
                    playNextFrame();
                break;
        case 'a':
                if (g_bPause)
                    playPrevFrame();
                break;
        case 'p':
                g_bPause = !g_bPause;
                break;
        }
}
void KeyframeWidget::playNextFrame() {
  // Clear selections from keyframes that have been played
  if(currentKeyframe_ > 0) {
    auto item = keyframeBox->item(currentKeyframe_ - 1);
    item->setSelected(false);
  }

  // Stop if we've played motions between each pair
  if(currentKeyframe_ >= keyframeBox->count() - 1) {
    for(int i = 0; i < keyframeBox->count(); i++)
      keyframeBox->item(i)->setSelected(false);
    return;
  }

  // Pull the first keyframe in the pair
  auto sitem = keyframeBox->item(currentKeyframe_);
  sitem->setSelected(true);
  auto kfstart = static_cast<KeyframeItem*>(keyframeBox->itemWidget(sitem));
  auto& start = kfstart->keyframe();
  
  // Pull the second keyframe in the pair
  auto fitem = keyframeBox->item(currentKeyframe_ + 1);
  fitem->setSelected(true);
  auto kffinish = static_cast<KeyframeItem*>(keyframeBox->itemWidget(fitem));
  auto& finish = kffinish->keyframe();
  
  // If we've played the transition, increment and start on the next pair
  if(currentFrame_ >= finish.frames) {
    currentKeyframe_++;
    currentFrame_ = 0;
    playNextFrame();
    return;
  }

  // Emit the start, end, and # of frames
  emit playingSequence(start, finish, currentFrame_);
  currentFrame_++;
  keyframeTimer_->start(10);
}
KeyframeWidget::KeyframeWidget(QWidget* parent) : ConfigWidget(parent) {
  setupUi(this);
  connect(btnSave, SIGNAL(clicked()), this, SLOT(save()));
  connect(btnReload, SIGNAL(clicked()), this, SLOT(reload()));
  connect(btnSaveAs, SIGNAL(clicked()), this, SLOT(saveAs()));
  connect(btnLoad, SIGNAL(clicked()), this, SLOT(load()));
  connect(btnAdd, SIGNAL(clicked()), this, SLOT(addKeyframe()));
  connect(btnDelete, SIGNAL(clicked()), this, SLOT(deleteKeyframe()));
  connect(btnPlay, SIGNAL(clicked()), this, SLOT(play()));
  connect(btnShow, SIGNAL(clicked()), this, SLOT(show()));
  connect(keyframeBox, SIGNAL(itemChanged(QListWidgetItem*)), this, SLOT(updateItem(QListWidgetItem*)));
  connect(keyframeBox, SIGNAL(itemDoubleClicked(QListWidgetItem*)), this, SLOT(activate(QListWidgetItem*)));
  connect(keyframeBox, SIGNAL(itemSelectionChanged()), this, SLOT(deactivateCurrent()));
  connect(rdoTorso, SIGNAL(toggled(bool)), this, SLOT(supportBaseUpdated(bool)));
  connect(rdoLeftFoot, SIGNAL(toggled(bool)), this, SLOT(supportBaseUpdated(bool)));
  connect(rdoRightFoot, SIGNAL(toggled(bool)), this, SLOT(supportBaseUpdated(bool)));
  connect(rdoSensor, SIGNAL(toggled(bool)), this, SLOT(supportBaseUpdated(bool)));
  keyframeTimer_ = new QTimer(this);
  connect(keyframeTimer_, SIGNAL(timeout()), this, SLOT(playNextFrame()));
  keyframeTimer_->setSingleShot(true);
  activated_ = NULL;
  kfconfig_.sequence_file = UTMainWnd::dataDirectory() + "/kicks/default.yaml";
  
}
Exemple #4
0
void MainWindow2::createMenus()
{
    // ---------- File Menu -------------
    connect(ui->actionNew, SIGNAL(triggered()), this, SLOT(newDocument()));
    connect(ui->actionOpen, SIGNAL(triggered()), this, SLOT(openDocument()));
    connect(ui->actionSave_as, SIGNAL(triggered()), this, SLOT(saveAsNewDocument()));
    connect(ui->actionSave, SIGNAL(triggered()), this, SLOT(saveDocument()));
    connect(ui->actionPrint, SIGNAL(triggered()), editor, SLOT(print()));
    connect(ui->actionExit, SIGNAL(triggered()), this, SLOT(close()));

    /// --- Export Menu ---
    connect(ui->actionExport_X_sheet , SIGNAL(triggered()), editor, SLOT(exportX()));
    connect(ui->actionExport_Image_Sequence, SIGNAL(triggered()), editor, SLOT(exportSeq()));
    connect(ui->actionExport_Image, SIGNAL(triggered()), editor, SLOT(exportImage()));
    connect(ui->actionExport_Movie, SIGNAL(triggered()), editor, SLOT(exportMov()));

    //exportFlashAct = new QAction(tr("&Flash/SWF..."), this);
    //exportFlashAct->setShortcut(tr("Ctrl+Alt+F"));
    //connect(exportFlashAct, SIGNAL(triggered()), editor, SLOT(exportFlash()));

    connect(ui->actionExport_Palette, SIGNAL(triggered()), this, SLOT(exportPalette()));

    /// --- Import Menu ---
    connect(ui->actionExport_Svg_Image, SIGNAL(triggered()), editor, SLOT(saveSvg()));
    connect(ui->actionImport_Image, SIGNAL(triggered()), editor, SLOT(importImage()));
    connect(ui->actionImport_Image_Sequence, SIGNAL(triggered()), editor, SLOT(importImageSequence()));
    connect(ui->actionImport_Movie, SIGNAL(triggered()), editor, SLOT(importMov()));
    connect(ui->actionImport_Sound, SIGNAL(triggered()), editor, SLOT(importSound()));
    connect(ui->actionImport_Palette, SIGNAL(triggered()), this, SLOT(importPalette()));

    /// --- Edit Menu ---
    connect(ui->actionUndo, SIGNAL(triggered()), editor, SLOT(undo()));
    connect(ui->actionRedo, SIGNAL(triggered()), editor, SLOT(redo()));
    connect(ui->actionCut, SIGNAL(triggered()), editor, SLOT(cut()));
    connect(ui->actionCopy, SIGNAL(triggered()), editor, SLOT(copy()));
    connect(ui->actionPaste, SIGNAL(triggered()), editor, SLOT(paste()));
    connect(ui->actionDelete, SIGNAL(triggered()), editor, SLOT(clearCurrentFrame()));
    connect(ui->actionCrop, SIGNAL(triggered()), editor, SLOT(crop()));
    connect(ui->actionCrop_To_Selection, SIGNAL(triggered()), editor, SLOT(croptoselect()));
    connect(ui->actionSelect_All, SIGNAL(triggered()), editor, SIGNAL(selectAll()));
    connect(ui->actionDeselect_All, SIGNAL(triggered()), editor, SLOT(deselectAll()));
    connect(ui->actionPreference, SIGNAL(triggered()), this, SLOT(showPreferences()));

    ui->actionRedo->setEnabled(false);

    /// --- Layer Menu ---
    connect(ui->actionNew_Bitmap_Layer, SIGNAL(triggered()), editor, SLOT(newBitmapLayer()));
    connect(ui->actionNew_Vector_Layer, SIGNAL(triggered()), editor, SLOT(newVectorLayer()));
    connect(ui->actionNew_Sound_Layer, SIGNAL(triggered()), editor, SLOT(newSoundLayer()));
    connect(ui->actionNew_Camera_Layer, SIGNAL(triggered()), editor, SLOT(newCameraLayer()));
    connect(ui->actionDelete_Current_Layer, SIGNAL(triggered()), editor, SLOT(deleteCurrentLayer()));

    /// --- View Menu ---
    connect(ui->actionZoom_In, SIGNAL(triggered()), editor, SLOT(setzoom()));
    connect(ui->actionZoom_Out, SIGNAL(triggered()), editor, SLOT(setzoom1()));
    connect(ui->actionRotate_Clockwise, SIGNAL(triggered()), editor, SLOT(rotatecw()));
    connect(ui->actionRotate_Anticlosewise, SIGNAL(triggered()), editor, SLOT(rotateacw()));
    connect(ui->actionReset_Windows, SIGNAL(triggered()), this, SLOT(dockAllPalettes()));
    connect(ui->actionReset_View, SIGNAL(triggered()), editor, SLOT(resetView()));
    connect(ui->actionHorizontal_Flip, SIGNAL(triggered()), editor, SLOT(toggleMirror()));
    connect(ui->actionVertical_Flip, SIGNAL(triggered()), editor, SLOT(toggleMirrorV()));

    ui->actionPreview->setEnabled(false);
    //#	connect(previewAct, SIGNAL(triggered()), editor, SLOT(getCameraLayer()));//TODO: Preview view

    ui->actionGrid->setEnabled(false);
    connect(ui->actionGrid, SIGNAL(triggered()), editor, SLOT(gridview())); //TODO: Grid view

    connect(ui->actionOnionPrevious, SIGNAL(triggered(bool)), editor, SIGNAL(toggleOnionPrev(bool)));
    connect(editor, SIGNAL(onionPrevChanged(bool)), ui->actionOnionPrevious, SLOT(setChecked(bool)));

    connect(ui->actionOnionNext, SIGNAL(triggered(bool)), editor, SIGNAL(toggleOnionNext(bool)));
    connect(editor, SIGNAL(onionNextChanged(bool)), ui->actionOnionNext, SLOT(setChecked(bool)));

    /// --- Animation Menu ---
    connect(ui->actionPlay, SIGNAL(triggered()), editor, SLOT(play()));
    connect(ui->actionLoop, SIGNAL(triggered(bool)), editor, SLOT(setLoop(bool)));
    connect(ui->actionLoop, SIGNAL(toggled(bool)), editor, SIGNAL(toggleLoop(bool))); //TODO: WTF?
    connect(editor, SIGNAL(loopToggled(bool)), ui->actionLoop, SLOT(setChecked(bool)));

    connect(ui->actionAdd_Frame, SIGNAL(triggered()), editor, SLOT(addKey()));
    connect(ui->actionRemove_Frame, SIGNAL(triggered()), editor, SLOT(removeKey()));
    connect(ui->actionNext_Frame, SIGNAL(triggered()), editor, SLOT(playNextFrame()));
    connect(ui->actionPrevious_Frame, SIGNAL(triggered()), editor, SLOT(playPrevFrame()));
    connect(ui->actionNext_Keyframe, SIGNAL(triggered()), editor, SLOT(scrubNextKeyframe()));
    connect(ui->actionPrev_Keyframe, SIGNAL(triggered()), editor, SLOT(scrubPreviousKeyframe()));
    connect(ui->actionDuplicate_Frame, SIGNAL(triggered()), editor, SLOT(duplicateKey()));

    /// --- Tool Menu ---
    connect(ui->actionClear, SIGNAL(triggered()), editor, SLOT(clearCurrentFrame()));

    connect(ui->actionMove, SIGNAL(triggered()), m_toolSet, SLOT(moveOn()));
    connect(ui->actionSelect, SIGNAL(triggered()), m_toolSet, SLOT(selectOn()));
    connect(ui->actionBrush, SIGNAL(triggered()), m_toolSet, SLOT(brushOn()));
    connect(ui->actionPolyline, SIGNAL(triggered()), m_toolSet, SLOT(polylineOn()));
    connect(ui->actionSmudge, SIGNAL(triggered()), m_toolSet, SLOT(smudgeOn()));
    connect(ui->actionPen, SIGNAL(triggered()), m_toolSet, SLOT(penOn()));
    connect(ui->actionHand, SIGNAL(triggered()), m_toolSet, SLOT(handOn()));
    connect(ui->actionPencil, SIGNAL(triggered()), m_toolSet, SLOT(pencilOn()));
    connect(ui->actionBucket, SIGNAL(triggered()), m_toolSet, SLOT(bucketOn()));
    connect(ui->actionEyedropper, SIGNAL(triggered()), m_toolSet, SLOT(eyedropperOn()));
    connect(ui->actionEraser, SIGNAL(triggered()), m_toolSet, SLOT(eraserOn()));

    connect(ui->actionResetToolsDefault, SIGNAL(triggered()), this, SLOT(resetToolsSettings()));

    /// --- Help Menu ---
    connect(ui->actionHelp, SIGNAL(triggered()), this, SLOT(helpBox()));
    connect(ui->actionAbout, SIGNAL(triggered()), this, SLOT(aboutPencil()));

    // --------------- Menus ------------------
    openRecentMenu = new QMenu(tr("Open recent"), this);

    connect(ui->menuEdit, SIGNAL(aboutToShow()), this, SLOT(undoActSetText()));
    connect(ui->menuEdit, SIGNAL(aboutToHide()), this, SLOT(undoActSetEnabled()));


}