int VCCueListProperties::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QDialog::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: accept(); break; case 1: slotTabChanged(); break; case 2: slotAddClicked(); break; case 3: slotRemoveClicked(); break; case 4: slotRaiseClicked(); break; case 5: slotLowerClicked(); break; case 6: slotCutClicked(); break; case 7: slotCopyClicked(); break; case 8: slotPasteClicked(); break; case 9: slotNextAttachClicked(); break; case 10: slotNextDetachClicked(); break; case 11: slotNextChooseInputClicked(); break; case 12: slotNextAutoDetectInputToggled((*reinterpret_cast< bool(*)>(_a[1]))); break; case 13: slotNextInputValueChanged((*reinterpret_cast< quint32(*)>(_a[1])),(*reinterpret_cast< quint32(*)>(_a[2]))); break; case 14: slotPreviousAttachClicked(); break; case 15: slotPreviousDetachClicked(); break; case 16: slotPreviousChooseInputClicked(); break; case 17: slotPreviousAutoDetectInputToggled((*reinterpret_cast< bool(*)>(_a[1]))); break; case 18: slotPreviousInputValueChanged((*reinterpret_cast< quint32(*)>(_a[1])),(*reinterpret_cast< quint32(*)>(_a[2]))); break; default: ; } _id -= 19; } return _id; }
VCCueListProperties::VCCueListProperties(VCCueList* cueList, Doc* doc) : QDialog(cueList) , m_doc(doc) { Q_ASSERT(doc != NULL); Q_ASSERT(cueList != NULL); m_cueList = cueList; setupUi(this); QAction* action = new QAction(this); action->setShortcut(QKeySequence(QKeySequence::Close)); connect(action, SIGNAL(triggered(bool)), this, SLOT(reject())); addAction(action); /************************************************************************ * Cues page ************************************************************************/ /* Name */ m_nameEdit->setText(cueList->caption()); m_nameEdit->setSelection(0, cueList->caption().length()); /* Chaser */ m_chaserId = cueList->chaserID(); updateChaserName(); /* Connections */ connect(m_chaserAttachButton, SIGNAL(clicked()), this, SLOT(slotChaserAttachClicked())); connect(m_chaserDetachButton, SIGNAL(clicked()), this, SLOT(slotChaserDetachClicked())); /************************************************************************ * Next Cue page ************************************************************************/ /* Connections */ connect(m_nextAttachButton, SIGNAL(clicked()), this, SLOT(slotNextAttachClicked())); connect(m_nextDetachButton, SIGNAL(clicked()), this, SLOT(slotNextDetachClicked())); connect(m_nextAutoDetectInputButton, SIGNAL(toggled(bool)), this, SLOT(slotNextAutoDetectInputToggled(bool))); connect(m_nextChooseInputButton, SIGNAL(clicked()), this, SLOT(slotNextChooseInputClicked())); /* Key binding */ m_nextKeySequence = QKeySequence(cueList->nextKeySequence()); m_nextKeyEdit->setText(m_nextKeySequence.toString(QKeySequence::NativeText)); /* External input */ m_nextInputSource = cueList->inputSource(VCCueList::nextInputSourceId); updateNextInputSource(); /************************************************************************ * Previous Cue page ************************************************************************/ /* Connections */ connect(m_previousAttachButton, SIGNAL(clicked()), this, SLOT(slotPreviousAttachClicked())); connect(m_previousDetachButton, SIGNAL(clicked()), this, SLOT(slotPreviousDetachClicked())); connect(m_previousAutoDetectInputButton, SIGNAL(toggled(bool)), this, SLOT(slotPreviousAutoDetectInputToggled(bool))); connect(m_previousChooseInputButton, SIGNAL(clicked()), this, SLOT(slotPreviousChooseInputClicked())); /* Key binding */ m_previousKeySequence = QKeySequence(cueList->previousKeySequence()); m_previousKeyEdit->setText(m_previousKeySequence.toString(QKeySequence::NativeText)); /* External input */ m_previousInputSource = cueList->inputSource(VCCueList::previousInputSourceId); updatePreviousInputSource(); /************************************************************************ * Playback Cue List page ************************************************************************/ /* Connections */ connect(m_playbackAttachButton, SIGNAL(clicked()), this, SLOT(slotPlaybackAttachClicked())); connect(m_playbackDetachButton, SIGNAL(clicked()), this, SLOT(slotPlaybackDetachClicked())); connect(m_playbackAutoDetectInputButton, SIGNAL(toggled(bool)), this, SLOT(slotPlaybackAutoDetectInputToggled(bool))); connect(m_playbackChooseInputButton, SIGNAL(clicked()), this, SLOT(slotPlaybackChooseInputClicked())); /* Key binding */ m_playbackKeySequence = QKeySequence(cueList->playbackKeySequence()); m_playbackKeyEdit->setText(m_playbackKeySequence.toString(QKeySequence::NativeText)); /* External input */ m_playbackInputSource = cueList->inputSource(VCCueList::playbackInputSourceId); updatePlaybackInputSource(); /************************************************************************ * Crossfade Cue List page ************************************************************************/ /* Connections */ connect(m_cf1AutoDetectInputButton, SIGNAL(toggled(bool)), this, SLOT(slotCF1AutoDetectInputToggled(bool))); connect(m_cf1ChooseInputButton, SIGNAL(clicked()), this, SLOT(slotCF1ChooseInputClicked())); connect(m_cf2AutoDetectInputButton, SIGNAL(toggled(bool)), this, SLOT(slotCF2AutoDetectInputToggled(bool))); connect(m_cf2ChooseInputButton, SIGNAL(clicked()), this, SLOT(slotCF2ChooseInputClicked())); /* External input */ m_cf1InputSource = cueList->inputSource(VCCueList::cf1InputSourceId); m_cf2InputSource = cueList->inputSource(VCCueList::cf2InputSourceId); updateCrossfadeInputSource(); }