Пример #1
0
void VCXYPadProperties::slotEditClicked()
{
    /* Get a list of selected fixtures */
    QList <VCXYPadFixture> list(selectedFixtures());

    /* Start editor */
    VCXYPadFixtureEditor editor(this, list);
    if (editor.exec() == QDialog::Accepted)
    {
        QListIterator <VCXYPadFixture> it(editor.fixtures());
        while (it.hasNext() == true)
        {
            VCXYPadFixture fxi(it.next());
            QTreeWidgetItem* item = fixtureItem(fxi);

            updateFixtureItem(item, fxi);
        }
    }
}
Пример #2
0
void EFXEditor::slotRemoveFixtureClicked()
{
	int r = QMessageBox::question(
		this, tr("Remove fixtures"),
		tr("Do you want to remove the selected fixture(s)?"),
		QMessageBox::Yes, QMessageBox::No);

	if (r == QMessageBox::Yes)
	{
		QListIterator <EFXFixture*> it(selectedFixtures());
		while (it.hasNext() == true)
		{
			EFXFixture* ef = it.next();
			Q_ASSERT(ef != NULL);

			removeFixtureItem(ef);
			if (m_efx->removeFixture(ef) == true)
				delete ef;
		}
	}
}
Пример #3
0
void EFXEditor::slotRemoveFixtureClicked()
{
	int r = QMessageBox::question(
		this, tr("Remove fixtures"),
		tr("Do you want to remove the selected fixture(s)?"),
		QMessageBox::Yes, QMessageBox::No);

	if (r == QMessageBox::Yes)
	{
		Fixture* fixture;

		QListIterator <Fixture*> it(selectedFixtures());
		while (it.hasNext() == true)
		{
			fixture = it.next();
			Q_ASSERT(fixture != NULL);

			removeFixtureItem(fixture);
			m_efx->removeFixture(fixture->id());
		}
	}
}
Пример #4
0
void SceneEditor::slotRemoveFixtureClicked()
{
    int r = QMessageBox::question(
                this, tr("Remove fixtures"),
                tr("Do you want to remove the selected fixture(s)?"),
                QMessageBox::Yes, QMessageBox::No);

    if (r == QMessageBox::Yes)
    {
        QListIterator <Fixture*> it(selectedFixtures());
        while (it.hasNext() == true)
        {
            Fixture* fixture = it.next();
            Q_ASSERT(fixture != NULL);

            removeFixtureTab(fixture);
            removeFixtureItem(fixture);

            /* Remove all values associated to the fixture */
            for (quint32 i = 0; i < fixture->channels(); i++)
                m_scene->unsetValue(fixture->id(), i);
        }
    }
}