示例#1
0
void UndoManager::redo(int steps)
{
	if (!undoEnabled_)
		return;

	emit undoRedoBegin();
	setUndoEnabled(false);
	stacks_[currentDoc_].redo(steps, currentUndoObjectId_);
	setUndoEnabled(true);
	emit redoSignal(steps);
	emit undoRedoDone();
	setTexts();
}
示例#2
0
void MainWindow::initialize()
{
    //Initial Project Status
    m_bAllModifSaved = true;
    ui->actionPrevious->setDisabled(true);
    ui->actionNext->setDisabled(true);

    //History
    m_GlobalHistory = new History(HISTORY_LENGTH);
    //Insert all other element that needs to be connected to history here

    connect(m_GlobalHistory, SIGNAL(newElementInHistory()), this, SLOT(modificationUnsaved()));
    connect(m_GlobalHistory, SIGNAL(enableUndoButton(bool)), this, SLOT(enableUndo(bool)));
    connect(m_GlobalHistory, SIGNAL(enableRedoButton(bool)), this, SLOT(enableRedo(bool)));
    connect(this, SIGNAL(undoSignal()), m_GlobalHistory, SLOT(undo()));
    connect(this, SIGNAL(redoSignal()), m_GlobalHistory, SLOT(redo()));

    //Lights Available
    m_LightsAvailable = new LightsAvailable(PATH_TO_LIGHTS_AVAILABLE);
    if(m_LightsAvailable->getNumOfFixturesAvailable() < 0){
        QMessageBox::warning(this, "Warning",
                        tr("No Fixtures were found. \n")+
                        tr("Verify that the script \"") +
                        PATH_TO_LIGHTS_AVAILABLE +
                        tr("\" exits and that its syntax is correct."));
    }
    else if(m_LightsAvailable->getNumOfFixturesAvailable() == 0){
        QMessageBox::warning(this, "Warning",
                        tr("No Fixtures are available.\n")+
                        tr("You can add some by editing the script located at \"") +
                        PATH_TO_LIGHTS_AVAILABLE +
                        tr("\"."));
    }
    else{
        fixturesWindow.setLightsAvailable(m_LightsAvailable);
        groupsWindows.setLightsAvailable(m_LightsAvailable);
        fadersWindows.setLightsAvailable(m_LightsAvailable);
        timingWindows.setLightsAvailable(m_LightsAvailable);
        //Insert all other element that needs to know which lights are available here
    }

    fadersWindows.setSerialPort(&serialPortWindow);

    // Set access to faders
    fixturesWindow.setFaders(&fadersWindows);
    groupsWindows.setFaders(&fadersWindows);
    scenesWindows.setFaders(&fadersWindows);
    timingWindows.setFaders(&fadersWindows);
    //Insert all other element that needs to have access to faders here
}
示例#3
0
void MainWindow::on_actionNext_triggered()
{
    m_bAllModifSaved = false;
    emit redoSignal();
}