void ViewDialog::styleChanged() { if (dialog) { populateLists(); } }
void ConnectDialog::editSignalsSlots(QWidget *w, WidgetMode mode, int signalSlotDialogModeInt) { const SignalSlotDialog::FocusMode signalSlotDialogMode = static_cast<SignalSlotDialog::FocusMode>(signalSlotDialogModeInt); switch (mode) { case NormalWidget: break; case MainContainer: if (SignalSlotDialog::editMetaDataBase(m_formWindow, w, this, signalSlotDialogMode)) populateLists(); break; case PromotedWidget: if (SignalSlotDialog::editPromotedClass(m_formWindow->core(), w, this, signalSlotDialogMode)) populateLists(); break; } }
FriendsListDialog::FriendsListDialog(NetworkConnection * c) : QDialog(), Ui::FriendsListDialog() { connection = c; ui.setupUi(this); friendsView = ui.friendsView; watchesView = ui.watchesView; blockedView = ui.blockedView; //friendsSortProxy = new PlayerSortProxy(); friendsListModel = new SimplePlayerListModel(true); //friendsSortProxy->setSourceModel(friendsListModel); //friendsView->setModel(friendsSortProxy); friendsView->setModel(friendsListModel); //friendsSortProxy->setDynamicSortFilter(true); //probably don't need to be able to change sort order or sort on notify FIXME watchesListModel = new SimplePlayerListModel(true); watchesView->setModel(watchesListModel); blockedListModel = new SimplePlayerListModel(true); blockedView->setModel(blockedListModel); connect(friendsView, SIGNAL(customContextMenuRequested (const QPoint &)), SLOT(slot_showPopupFriends(const QPoint &))); connect(watchesView, SIGNAL(customContextMenuRequested (const QPoint &)), SLOT(slot_showPopupWatches(const QPoint &))); connect(blockedView, SIGNAL(customContextMenuRequested (const QPoint &)), SLOT(slot_showPopupBlocked(const QPoint &))); connect(friendsView, SIGNAL(doubleClicked(const QModelIndex &)), SLOT(slot_playersDoubleClickedFriends(const QModelIndex &))); connect(watchesView, SIGNAL(doubleClicked(const QModelIndex &)), SLOT(slot_playersDoubleClickedWatches(const QModelIndex &))); /* We need basically the same popup options as from room.cpp */ populateLists(); }
void AddRemoveLandscapesDialog::setVisible(bool v) { StelDialog::setVisible(v); //Make sure that every time when the dialog is displayed, the current //landscape is selected in the list of user landscapes if it is in the list. populateLists(); }
void ToolbarEditor::toolbarChanged(int tb) { switch (tb) { case 0: // NoteInput populateLists(MuseScore::allNoteInputMenuEntries(), mscore->noteInputMenuEntries()); break; } }
AlignmentToolUI::AlignmentToolUI() { setupUi(this); m_fAutoUpdate = 0; // create target and entry point "buffers" m_pointTarget = rtBaseHandle::instance().requestNewObject(rtConstants::OT_3DPointBuffer, "Target Point"); m_pointEntry = rtBaseHandle::instance().requestNewObject(rtConstants::OT_3DPointBuffer, "Entry Point"); m_pointAiming = rtBaseHandle::instance().requestNewObject(rtConstants::OT_3DPointBuffer, "Aiming Point"); // create target (initial) point rtBasic3DPointData p; p.setPoint(0, 0, 0); p.setPointSize(1); p.getProperty()->SetOpacity(0.5); p.setColor(1, 0, 0); // red rt3DPointBufferDataObject *pointTarget = static_cast<rt3DPointBufferDataObject*>(rtBaseHandle::instance().getObjectWithID(m_pointTarget)); pointTarget->lock(); pointTarget->addPoint(p); pointTarget->Modified(); pointTarget->unlock(); // pointTarget->setVisible3D(true); // create entry (initial) point p.setPoint(10, 10, 10); p.setPointSize(1); p.getProperty()->SetOpacity(0.5); p.setColor(1, 1, 0); // yellow rt3DPointBufferDataObject *pointEntry = static_cast<rt3DPointBufferDataObject*>(rtBaseHandle::instance().getObjectWithID(m_pointEntry)); pointEntry->lock(); pointEntry->addPoint(p); pointEntry->Modified(); pointEntry->unlock(); // pointEntry->setVisible3D(true); // create aiming point p.setPoint(20, 20, 20); p.setPointSize(1); p.getProperty()->SetOpacity(0); // invisible for now p.setColor(0, 1, 0); // green rt3DPointBufferDataObject *pointAiming = static_cast<rt3DPointBufferDataObject*>(rtBaseHandle::instance().getObjectWithID(m_pointAiming)); pointAiming->lock(); pointAiming->addPoint(p); pointAiming->Modified(); pointAiming ->unlock(); // initial distance from insertion point to aiming plane aimingOffsetDoubleSpinBox->setValue(50); // initial distance from target point to monitoring plane monitoringOffsetDoubleSpinBox->setValue(0); // initial depth is undefined depthEdit->setText(""); populateLists(); connectSignals(); }
void ViewDialog::retranslate() { if (dialog) { ui->retranslateUi(dialog); setZhrFromControls(); populateLists(); //Hack to shrink the tabs to optimal size after language change //by causing the list items to be laid out again. ui->stackListWidget->setWrapping(false); } }
// Initialize the dialog widgets and connect the signals/slots void AddRemoveLandscapesDialog::createDialogContent() { ui->setupUi(dialog); //Signals and slots connect(&StelApp::getInstance(), SIGNAL(languageChanged()), this, SLOT(retranslate())); connect(ui->closeStelWindow, SIGNAL(clicked()), this, SLOT(close())); connect(ui->pushButtonBrowseForArchive, SIGNAL(clicked()), this, SLOT(browseForArchiveClicked())); connect(ui->listWidgetUserLandscapes, SIGNAL(currentRowChanged(int)), this, SLOT(updateSidePane(int))); connect(ui->pushButtonRemove, SIGNAL(clicked()), this, SLOT(removeClicked())); connect(ui->pushButtonMessageOK, SIGNAL(clicked()), this, SLOT(messageAcknowledged())); connect(landscapeManager, SIGNAL(landscapesChanged()), this, SLOT(populateLists())); connect(landscapeManager, SIGNAL(errorUnableToOpen(QString)), this, SLOT(messageUnableToOpen(QString))); connect(landscapeManager, SIGNAL(errorNotArchive()), this, SLOT(messageNotArchive())); connect(landscapeManager, SIGNAL(errorNotUnique(QString)), this, SLOT(messageNotUnique(QString))); connect(landscapeManager, SIGNAL(errorRemoveManually(QString)), this, SLOT(messageRemoveManually(QString))); ui->groupBoxMessage->setVisible(false); populateLists(); }
ConnectDialog::ConnectDialog(QDesignerFormWindowInterface *formWindow, QWidget *source, QWidget *destination, QWidget *parent) : QDialog(parent), m_source(source), m_destination(destination), m_sourceMode(widgetMode(m_source, formWindow)), m_destinationMode(widgetMode(m_destination, formWindow)), m_formWindow(formWindow) { m_ui.setupUi(this); setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint); connect(m_ui.signalList, &QListWidget::itemClicked, this, &ConnectDialog::selectSignal); connect(m_ui.slotList, &QListWidget::itemClicked, this, &ConnectDialog::selectSlot); m_ui.slotList->setEnabled(false); QPushButton *ok_button = okButton(); ok_button->setDefault(true); ok_button->setEnabled(false); connect(m_ui.showAllCheckBox, &QCheckBox::toggled, this, &ConnectDialog::populateLists); QDesignerFormEditorInterface *core = m_formWindow->core(); m_ui.signalGroupBox->setTitle(widgetLabel(core, source)); m_ui.slotGroupBox->setTitle(widgetLabel(core, destination)); m_ui.editSignalsButton->setEnabled(m_sourceMode != NormalWidget); connect(m_ui.editSignalsButton, &QAbstractButton::clicked, this, &ConnectDialog::editSignals); m_ui.editSlotsButton->setEnabled(m_destinationMode != NormalWidget); connect(m_ui.editSlotsButton, &QAbstractButton::clicked, this, &ConnectDialog::editSlots); populateLists(); }