TextureBrowser::TextureBrowser(QWidget *parent) : QDialog(parent) , ui(new Ui::TextureBrowser) , curScene(NULL) , curTextureView(ViewPVR) , curTexture(NULL) , curDescriptor(NULL) { ui->setupUi(this); setWindowFlags(Qt::Window); textureListModel = new TextureListModel(); textureListImagesDelegate = new TextureListDelegate(); textureListSortModes["File size"] = TextureListModel::SortByFileSize; textureListSortModes["Data size"] = TextureListModel::SortByDataSize; textureListSortModes["Image size"] = TextureListModel::SortByImageSize; textureListSortModes["Name"] = TextureListModel::SortByName; // global scene manager signals QObject::connect(SceneDataManager::Instance(), SIGNAL(SceneActivated(SceneData *)), this, SLOT(sceneActivated(SceneData *))); QObject::connect(SceneDataManager::Instance(), SIGNAL(SceneChanged(SceneData *)), this, SLOT(sceneChanged(SceneData *))); QObject::connect(SceneDataManager::Instance(), SIGNAL(SceneReleased(SceneData *)), this, SLOT(sceneReleased(SceneData *))); QObject::connect(SceneDataManager::Instance(), SIGNAL(SceneNodeSelected(SceneData *, DAVA::SceneNode *)), this, SLOT(sceneNodeSelected(SceneData *, DAVA::SceneNode *))); // convertor signals QObject::connect(TextureConvertor::Instance(), SIGNAL(readyOriginal(const DAVA::TextureDescriptor *, const QImage &)), this, SLOT(textureReadyOriginal(const DAVA::TextureDescriptor *, const QImage &))); QObject::connect(TextureConvertor::Instance(), SIGNAL(readyPVR(const DAVA::TextureDescriptor *, const QImage &)), this, SLOT(textureReadyPVR(const DAVA::TextureDescriptor *, const QImage &))); QObject::connect(TextureConvertor::Instance(), SIGNAL(readyDXT(const DAVA::TextureDescriptor *, const QImage &)), this, SLOT(textureReadyDXT(const DAVA::TextureDescriptor *, const QImage &))); setupStatusBar(); setupTexturesList(); setupImagesScrollAreas(); setupTextureListToolbar(); setupTextureToolbar(); setupTextureListFilter(); setupTextureConverAllButton(); setupTextureProperties(); setupTextureViewToolbar(); resetTextureInfo(); // let textures list show images-view by default ui->actionViewImagesList->trigger(); // let textures view show border by default // ui->actionShowBorder->trigger(); // set initial empty texture setTexture(curTexture, curDescriptor); setTextureView(curTextureView); // ui->splitter->setSizes(QList<int>() << 60 << 0 << 40); posSaver.Attach(this); posSaver.LoadState(ui->splitterMain); }
TextureBrowser::TextureBrowser(QWidget *parent) : QDialog(parent) , ui(new Ui::TextureBrowser) , curScene(NULL) , curTextureView(DAVA::GPU_POWERVR_IOS) , curTexture(NULL) , curDescriptor(NULL) { ui->setupUi(this); setWindowFlags(WINDOWFLAG_ON_TOP_OF_APPLICATION); textureListModel = new TextureListModel(); textureListImagesDelegate = new TextureListDelegate(); textureListSortModes["File size"] = TextureListModel::SortByFileSize; textureListSortModes["Data size"] = TextureListModel::SortByDataSize; textureListSortModes["Image size"] = TextureListModel::SortByImageSize; textureListSortModes["Name"] = TextureListModel::SortByName; // global scene manager signals QObject::connect(SceneSignals::Instance(), SIGNAL(Activated(SceneEditor2 *)), this, SLOT(sceneActivated(SceneEditor2 *))); QObject::connect(SceneSignals::Instance(), SIGNAL(Deactivated(SceneEditor2 *)), this, SLOT(sceneDeactivated(SceneEditor2 *))); QObject::connect(SceneSignals::Instance(), SIGNAL(SelectionChanged(SceneEditor2 *, const EntityGroup *, const EntityGroup *)), this, SLOT(sceneSelectionChanged(SceneEditor2 *, const EntityGroup *, const EntityGroup *))); // convertor signals QObject::connect(TextureConvertor::Instance(), SIGNAL(ReadyOriginal(const DAVA::TextureDescriptor *, DAVA::Vector<QImage>&)), this, SLOT(textureReadyOriginal(const DAVA::TextureDescriptor *, DAVA::Vector<QImage>&))); QObject::connect(TextureConvertor::Instance(), SIGNAL(ReadyConverted(const DAVA::TextureDescriptor *, DAVA::eGPUFamily, DAVA::Vector<QImage>&)), this, SLOT(textureReadyConverted(const DAVA::TextureDescriptor *, DAVA::eGPUFamily, DAVA::Vector<QImage>&))); setupStatusBar(); setupTexturesList(); setupImagesScrollAreas(); setupTextureListToolbar(); setupTextureToolbar(); setupTextureListFilter(); setupTextureProperties(); setupTextureViewTabBar(); resetTextureInfo(); // let textures list show images-view by default ui->actionViewImagesList->trigger(); // let textures view show border by default // ui->actionShowBorder->trigger(); // set initial empty texture setTexture(curTexture, curDescriptor); setTextureView(curTextureView); // ui->splitter->setSizes(QList<int>() << 60 << 0 << 40); posSaver.Attach(this); posSaver.LoadState(ui->splitterMain); }