void InspectorBeam::setElement(Element* e) { Beam* beam = static_cast<Beam*>(e); b.distribute->blockSignals(true); b.distribute->setChecked(beam->distribute()); b.distribute->blockSignals(false); b.direction->setCurrentIndex(beam->beamDirection()); b.resetDirection->setEnabled(beam->beamDirection() != AUTO); }
void InspectorBeam::apply() { Beam* beam = static_cast<Beam*>(inspector->element()); Score* score = beam->score(); bool distribute = b.distribute->isChecked(); Direction d = Direction(b.direction->currentIndex()); score->startCmd(); if (beam->distribute() != distribute) score->undoChangeProperty(beam, P_DISTRIBUTE, distribute); if (beam->beamDirection() != d) score->undoChangeProperty(beam, P_DIRECTION, d); score->setLayoutAll(true); score->endCmd(); mscore->endCmd(); }