int main(int argc, char *argv[]) { QApplication a(argc, argv); QStringList argList = a.arguments(); if (argList.count() <= 0) { return -1; // should at least have command name } SkString input; QStringList::const_iterator iter = argList.begin(); SkString commandName(iter->toAscii().data()); ++iter; // skip the command name for ( ; iter != argList.end(); ++iter) { if (0 == iter->compare("--help") || 0 == iter->compare("-h")) { usage(commandName.c_str()); return -1; } else if (input.isEmpty()) { input = SkString(iter->toAscii().data()); } else { usage(commandName.c_str()); return -1; } } SkDebuggerGUI w; if (!input.isEmpty()) { if (SkStrEndsWith(input.c_str(), ".skp")) { w.openFile(input.c_str()); } else { w.setupDirectoryWidget(input.c_str()); } } w.show(); return a.exec(); }
bool MainWindow::LoadDatasetInternal(QStringList files, QString targetFilename, bool bNoUserInteraction) { if(files.empty()) { T_ERROR("No files!"); return false; } PleaseWaitDialog pleaseWait(this); pleaseWait.SetText("Loading dataset, please wait ..."); pleaseWait.AttachLabel(&m_MasterController); // First check to make sure the list of files we've been given makes sense. for(QStringList::const_iterator fn = files.begin(); fn != files.end(); ++fn) { if(fn->isEmpty()) { T_ERROR("Empty filelist"); return false; } if(!SysTools::FileExists(std::string(fn->toAscii()))) { QString strText = tr("File %1 not found.").arg(*fn); T_ERROR("%s", strText.toStdString().c_str()); if(!bNoUserInteraction) { ShowCriticalDialog( "Load Error", strText); } return false; } } // now determine if we've been given a UVF, and can just open it and be done, // or if we need to convert the files. // If we were given multiple files, we don't need to do any work; we *know* // that needs to be converted. shared_ptr<LuaScripting> ss(m_MasterController.LuaScript()); bool needs_conversion = true; if(files.size() == 1) { // check to see if we need to convert this file to a supported format. if(!ss->cexecRet<bool>("tuvok.io.needsConversion",files[0].toStdString())) { needs_conversion = false; // It might also be the case that the checksum is bad && we need to // report an error, but we don't bother with the checksum if they've // asked us not to in the preferences. if(!m_bQuickopen && false == ss->cexecRet<bool>("tuvok.io.verify", files[0].toStdString())) { QString strText = tr("File %1 appears to be a broken UVF file: " "the header looks ok, " "but the checksum does not match.").arg(files[0]); T_ERROR("%s", strText.toStdString().c_str()); if (!bNoUserInteraction) { ShowCriticalDialog("Load Error", strText); } return false; } } } QString filename = files[0]; if(needs_conversion) { if (!bNoUserInteraction && targetFilename.isEmpty()) { targetFilename = GetConvFilename(files[0]); } if (targetFilename.isEmpty()) { T_ERROR("User interaction disabled but no targetFilename given"); return false; } std::list<std::string> stdfiles; for(QStringList::const_iterator fn = files.begin(); fn != files.end(); ++fn) { stdfiles.push_back(std::string(fn->toAscii())); } PleaseWaitDialog pleaseWait(this); pleaseWait.SetText("Converting, please wait ..."); pleaseWait.AttachLabel(&m_MasterController); try { ss->cexec("tuvok.io.convertDataset", stdfiles, std::string(targetFilename.toAscii()), m_strTempDir, bNoUserInteraction, false); filename = targetFilename; } catch(const tuvok::io::IOException& e) { // create a (hopefully) useful error message std::ostringstream error; error << "Unable to convert "; std::copy(stdfiles.begin(), stdfiles.end(), std::ostream_iterator<std::string>(error, ", ")); error << " into " << std::string(targetFilename.toAscii()) << ": " << e.what(); T_ERROR("%s", error.str().c_str()); if(!bNoUserInteraction) { ShowCriticalDialog("Conversion Error", QString(error.str().c_str())); } // now close that dialog and bail. pleaseWait.close(); return false; } pleaseWait.close(); } RenderWindow *renderWin = NULL; try { renderWin = CreateNewRenderWindow(filename); if(renderWin == NULL) { T_ERROR("Renderwindow creation failed. Bailing..."); return false; } renderWin->GetQtWidget()->show(); // calls RenderWindowActive automatically UpdateMenus(); AddFileToMRUList(filename); } catch(tuvok::io::DSBricksOversized&) { WARNING("Bricks are too large. Querying the user to see if we should " "rebrick the dataset."); if(renderWin) { delete renderWin; renderWin = NULL; } if(bNoUserInteraction) { T_ERROR("Dataset needs rebricking but ImageVis3D is not running interactively."); return false; } if(QMessageBox::Yes == QMessageBox::question(NULL, "Rebricking required", "The bricking scheme in this dataset is not compatible with " "your current brick size settings. Do you want to convert this " "dataset so that it can be loaded? Note that this operation can " "take as long as originally converting the data took!", QMessageBox::Yes, QMessageBox::No)) { // m_bIgnoreLoadDatasetFailure is an ugly hack, but I can't see any other // *good* options. // // An alternative to m_bIgnoreLoadDatasetFailure is to throw a custom // exception which would include bNoUserInteraction's value, and catch // the exception in MainWindow::LoadDataset(std::string strFilename). // (and MainWindow::LoadDataset(), and MainWindow::OpenRecentFile). // We would perform the rebricking upon catching the exception. // This method seemed equally hacky so I opted for the smallest code // footprint and inserted this boolean flag. // // Also, we can use the flag when the user specifies 'no' on the dialog. // It doesn't make much sense to tell the user that we failed to // load the RenderWindow because they told us to not load it =P. // // The problem: if we reach here, we were in the process of creating // a series of Lua classes to support a render window. Since we are no // longer creating a viable render window (renderWin was deleted, and // RebrickDataset is creating a new render window), lua needs to be // notified and clean up any supporting classes. // // The only way to notify Lua is to do 1 of 2 things: // 1) Return false from this function (behaving as if the requested // dataset failed to load -- which it did). // 2) Or throw an exception and let lua capture and rethrow it. // // I opted for #1. RebrickDataset(filename, targetFilename, bNoUserInteraction); m_bIgnoreLoadDatasetFailure = true; return false; } else { m_bIgnoreLoadDatasetFailure = true; return false; } } if (renderWin) RenderWindowActive(renderWin); if (CheckForMeshCapabilities(bNoUserInteraction, files)) return true; if(renderWin) { LuaClassInstance ds = renderWin->GetRendererDataset(); shared_ptr<LuaScripting> ss = m_MasterController.LuaScript(); UINT64VECTOR3 dom_sz = ss->cexecRet<UINT64VECTOR3>(ds.fqName() + ".getDomainSize", size_t(0), size_t(0)); // Disable lighting for 2D datasets (images). if(dom_sz[2] == 1) { checkBox_Lighting->setChecked(false); checkBox_Lighting->setEnabled(false); SetLighting(false); } } return true; }