void ShaderDialog::on_saveAsDefault_clicked(bool) { qDebug() << "Setting Default Shader" << m_dialog.shaderCombo->currentText(); qDebug() << getParametersFromDialog(); qDebug() << "Setting Default Shader"; qDebug() << getFilterParameters(); Preferences::DefaultShader(m_dialog.shaderCombo->currentText()); Preferences::DefaultShaderParameters(getParametersFromDialog()); Preferences::DefaultFilterParameters(getFilterParameters()); }
int BaseFilter::performAction() { //check if selected entities are good int check_result = checkSelected(); if (check_result != 1) { throwError(check_result); return check_result; } //if dialog is needed open the dialog int dialog_result = openInputDialog(); if (dialog_result < 1) { if (dialog_result<0) throwError(dialog_result); else dialog_result = 1; //the operation is canceled by the user, no need to throw an error! return dialog_result; } //get the parameters from the dialog getParametersFromDialog(); //are the given parameters ok? int par_status = checkParameters(); if (par_status != 1) { throwError(par_status); return par_status; } //if so go ahead with start() int start_status = start(); if (start_status != 1) { throwError(start_status); return start_status; } //if we have an output dialog is time to show it int out_dialog_result = openOutputDialog(); if (out_dialog_result < 1) { if (out_dialog_result<0) throwError(out_dialog_result); else out_dialog_result = 1; //the operation is canceled by the user, no need to throw an error! return out_dialog_result; //maybe some filter could ask the user if he wants to ac } return 1; }
int BaseFilter::performAction() { //check if selected entities are good int check_result = checkSelected(); if (check_result != 1) { throwError(check_result); return check_result; } //if dialog is needed open the dialog int dialog_result = openDialog(); if (dialog_result < 1) { if (dialog_result<0) throwError(dialog_result); else dialog_result = 1; //the operation is canceled by the user, no need to throw an error! return dialog_result; } //get the parameters from the dialog getParametersFromDialog(); //are the given parameters ok? int par_status = checkParameters(); if (par_status != 1) { throwError(par_status); return par_status; } //if so go ahead with start() int start_status = start(); if (start_status != 1) { throwError(start_status); return start_status; } return 1; }
void ShaderDialog::installShaderParameters(int) { QString name(m_dialog.shaderCombo->currentText()); m_shaderLibrary.setUniformVariables(name, getParametersFromDialog()); updated(); }