fractorium/Source/Fractorium/FractoriumMenus.cpp

1118 lines
39 KiB
C++
Raw Normal View History

#include "FractoriumPch.h"
#include "Fractorium.h"
/// <summary>
/// Initialize the menus UI.
/// </summary>
void Fractorium::InitMenusUI()
{
//File menu.
connect(ui.ActionNewFlock, SIGNAL(triggered(bool)), this, SLOT(OnActionNewFlock(bool)), Qt::QueuedConnection);
connect(ui.ActionNewEmptyFlameInCurrentFile, SIGNAL(triggered(bool)), this, SLOT(OnActionNewEmptyFlameInCurrentFile(bool)), Qt::QueuedConnection);
connect(ui.ActionNewRandomFlameInCurrentFile, SIGNAL(triggered(bool)), this, SLOT(OnActionNewRandomFlameInCurrentFile(bool)), Qt::QueuedConnection);
connect(ui.ActionCopyFlameInCurrentFile, SIGNAL(triggered(bool)), this, SLOT(OnActionCopyFlameInCurrentFile(bool)), Qt::QueuedConnection);
connect(ui.ActionCreateReferenceFile, SIGNAL(triggered(bool)), this, SLOT(OnActionCreateReferenceFile(bool)), Qt::QueuedConnection);
connect(ui.ActionOpen, SIGNAL(triggered(bool)), this, SLOT(OnActionOpen(bool)), Qt::QueuedConnection);
connect(ui.ActionOpenExamples, SIGNAL(triggered(bool)), this, SLOT(OnActionOpenExamples(bool)), Qt::QueuedConnection);
connect(ui.ActionSaveCurrentAsXml, SIGNAL(triggered(bool)), this, SLOT(OnActionSaveCurrentAsXml(bool)), Qt::QueuedConnection);
connect(ui.ActionSaveEntireFileAsXml, SIGNAL(triggered(bool)), this, SLOT(OnActionSaveEntireFileAsXml(bool)), Qt::QueuedConnection);
connect(ui.ActionSaveCurrentScreen, SIGNAL(triggered(bool)), this, SLOT(OnActionSaveCurrentScreen(bool)), Qt::QueuedConnection);
connect(ui.ActionExit, SIGNAL(triggered(bool)), this, SLOT(OnActionExit(bool)), Qt::QueuedConnection);
//Edit menu.
connect(ui.ActionUndo, SIGNAL(triggered(bool)), this, SLOT(OnActionUndo(bool)), Qt::QueuedConnection);
connect(ui.ActionRedo, SIGNAL(triggered(bool)), this, SLOT(OnActionRedo(bool)), Qt::QueuedConnection);
connect(ui.ActionCopyXml, SIGNAL(triggered(bool)), this, SLOT(OnActionCopyXml(bool)), Qt::QueuedConnection);
connect(ui.ActionCopyAllXml, SIGNAL(triggered(bool)), this, SLOT(OnActionCopyAllXml(bool)), Qt::QueuedConnection);
connect(ui.ActionPasteXmlAppend, SIGNAL(triggered(bool)), this, SLOT(OnActionPasteXmlAppend(bool)), Qt::QueuedConnection);
connect(ui.ActionPasteXmlOver, SIGNAL(triggered(bool)), this, SLOT(OnActionPasteXmlOver(bool)), Qt::QueuedConnection);
connect(ui.ActionCopySelectedXforms, SIGNAL(triggered(bool)), this, SLOT(OnActionCopySelectedXforms(bool)), Qt::QueuedConnection);
connect(ui.ActionPasteSelectedXforms, SIGNAL(triggered(bool)), this, SLOT(OnActionPasteSelectedXforms(bool)), Qt::QueuedConnection);
connect(ui.ActionCopyKernel, SIGNAL(triggered(bool)), this, SLOT(OnActionCopyKernel(bool)), Qt::QueuedConnection);
ui.ActionPasteSelectedXforms->setEnabled(false);
//View menu.
connect(ui.ActionResetWorkspace, SIGNAL(triggered(bool)), this, SLOT(OnActionResetWorkspace(bool)), Qt::QueuedConnection);
connect(ui.ActionAlternateEditorImage, SIGNAL(triggered(bool)), this, SLOT(OnActionAlternateEditorImage(bool)), Qt::QueuedConnection);
connect(ui.ActionResetScale, SIGNAL(triggered(bool)), this, SLOT(OnActionResetScale(bool)), Qt::QueuedConnection);
//Tools menu.
connect(ui.ActionAddReflectiveSymmetry, SIGNAL(triggered(bool)), this, SLOT(OnActionAddReflectiveSymmetry(bool)), Qt::QueuedConnection);
connect(ui.ActionAddRotationalSymmetry, SIGNAL(triggered(bool)), this, SLOT(OnActionAddRotationalSymmetry(bool)), Qt::QueuedConnection);
connect(ui.ActionAddBothSymmetry, SIGNAL(triggered(bool)), this, SLOT(OnActionAddBothSymmetry(bool)), Qt::QueuedConnection);
connect(ui.ActionClearFlame, SIGNAL(triggered(bool)), this, SLOT(OnActionClearFlame(bool)), Qt::QueuedConnection);
connect(ui.ActionFlatten, SIGNAL(triggered(bool)), this, SLOT(OnActionFlatten(bool)), Qt::QueuedConnection);
connect(ui.ActionUnflatten, SIGNAL(triggered(bool)), this, SLOT(OnActionUnflatten(bool)), Qt::QueuedConnection);
connect(ui.ActionStopRenderingPreviews, SIGNAL(triggered(bool)), this, SLOT(OnActionStopRenderingPreviews(bool)), Qt::QueuedConnection);
connect(ui.ActionRenderPreviews, SIGNAL(triggered(bool)), this, SLOT(OnActionRenderPreviews(bool)), Qt::QueuedConnection);
connect(ui.ActionFinalRender, SIGNAL(triggered(bool)), this, SLOT(OnActionFinalRender(bool)), Qt::QueuedConnection);
connect(ui.ActionOptions, SIGNAL(triggered(bool)), this, SLOT(OnActionOptions(bool)), Qt::QueuedConnection);
//Help menu.
connect(ui.ActionAbout, SIGNAL(triggered(bool)), this, SLOT(OnActionAbout(bool)), Qt::QueuedConnection);
}
/// <summary>
/// Create a new flock of random embers, with the specified length.
/// </summary>
/// <param name="count">The number of embers to include in the flock</param>
template <typename T>
void FractoriumEmberController<T>::NewFlock(size_t count)
{
bool nv = false;
Ember<T> ember;
StopAllPreviewRenderers();
m_EmberFile.Clear();
m_EmberFile.m_Filename = EmberFile<T>::DefaultFilename();
vector<eVariationId> filteredVariations;
vector<eVariationId>* filteredVariationsRef = &m_FilteredVariations;
auto& deviceNames = OpenCLInfo::Instance()->AllDeviceNames();
for (auto& dev : deviceNames)
if (Find(ToLower(dev), "nvidia"))
nv = true;
if (nv)//Nvidia cannot handle synth. It takes over a minute to compile and uses about 4GB of memory.
{
filteredVariations = m_FilteredVariations;
filteredVariations.erase(std::remove_if(filteredVariations.begin(), filteredVariations.end(),
[&](const eVariationId & id) -> bool
{
return id == eVariationId::VAR_SYNTH || id == eVariationId::VAR_PRE_SYNTH || id == eVariationId::VAR_POST_SYNTH;
}
), filteredVariations.end());
filteredVariationsRef = &filteredVariations;
}
for (size_t i = 0; i < count; i++)
{
m_SheepTools->Random(ember, *filteredVariationsRef, static_cast<intmax_t>(QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedFrand<T>(-2, 2)), 0, 8);
ParamsToEmber(ember);
ember.m_Index = i;
ember.m_Name = CleanPath(m_EmberFile.m_Filename.toStdString() + "_" + ToString(i + 1ULL).toStdString());
m_EmberFile.m_Embers.push_back(ember);
}
m_LastSaveAll = "";
FillLibraryTree();
}
/// <summary>
/// Create a new flock and assign the first ember as the current one.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionNewFlock(bool checked)
{
m_Controller->NewFlock(m_Settings->RandomCount());
m_Controller->SetEmber(0, false);
}
/// <summary>
/// Create and add a new empty ember in the currently opened file
/// and set it as the current one.
/// It will have one empty xform in it.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::NewEmptyFlameInCurrentFile()
{
Ember<T> ember;
Xform<T> xform;
QDateTime local(QDateTime::currentDateTime());
StopAllPreviewRenderers();
ParamsToEmber(ember);
xform.m_Weight = T(0.25);
xform.m_ColorX = m_Rand.Frand01<T>();
xform.AddVariation(m_VariationList->GetVariationCopy(eVariationId::VAR_LINEAR));
ember.AddXform(xform);
ember.m_Palette = *m_PaletteList->GetRandomPalette();
ember.m_Name = EmberFile<T>::DefaultEmberName(m_EmberFile.Size() + 1).toStdString();
ember.m_Index = m_EmberFile.Size();
m_EmberFile.m_Embers.push_back(ember);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
SetEmber(m_EmberFile.Size() - 1, false);
}
void Fractorium::OnActionNewEmptyFlameInCurrentFile(bool checked) { m_Controller->NewEmptyFlameInCurrentFile(); }
/// <summary>
/// Create and add a new random ember in the currently opened file
/// and set it as the current one.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::NewRandomFlameInCurrentFile()
{
Ember<T> ember;
StopAllPreviewRenderers();
m_SheepTools->Random(ember, m_FilteredVariations, static_cast<int>(QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedFrand<T>(-2, 2)), 0, 8);
ParamsToEmber(ember);
ember.m_Name = EmberFile<T>::DefaultEmberName(m_EmberFile.Size() + 1).toStdString();
ember.m_Index = m_EmberFile.Size();
m_EmberFile.m_Embers.push_back(ember);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
SetEmber(m_EmberFile.Size() - 1, false);
}
void Fractorium::OnActionNewRandomFlameInCurrentFile(bool checked) { m_Controller->NewRandomFlameInCurrentFile(); }
/// <summary>
/// Create and add a a copy of the current ember in the currently opened file
/// and set it as the current one.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopyFlameInCurrentFile()
{
StopAllPreviewRenderers();
--User changes -Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name. -Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0. -Add a new button to toggle xaos on and off. -When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file. -When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time. -Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time. -Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence. -Add the Circle_Rand variation from Chaotica. -Add tool tips to clarify the following items: --Auto Unique Filenames checkbox in the options dialog. --Xaos table headers. --Bug fixes -Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn. -Adding/removing nodes from the color curve had accidentally been disabled. -The applied xaos weight table was not showing normalized weight values. -Changing the size of a flame was not observing the Apply To All checkbox. -Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
auto ember = m_Ember;
auto insertEmberIndex = m_Fractorium->ui.LibraryTree->currentIndex().row() + 1;
ember.m_Name = EmberFile<T>::DefaultEmberName(m_EmberFile.Size() + 1).toStdString();
--User changes -Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name. -Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0. -Add a new button to toggle xaos on and off. -When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file. -When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time. -Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time. -Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence. -Add the Circle_Rand variation from Chaotica. -Add tool tips to clarify the following items: --Auto Unique Filenames checkbox in the options dialog. --Xaos table headers. --Bug fixes -Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn. -Adding/removing nodes from the color curve had accidentally been disabled. -The applied xaos weight table was not showing normalized weight values. -Changing the size of a flame was not observing the Apply To All checkbox. -Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
ember.m_Index = insertEmberIndex;//Will be overwritten below in UpdateLibraryTree().
m_EmberFile.m_Embers.insert(Advance(m_EmberFile.m_Embers.begin(), insertEmberIndex), ember);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
m_EmberFile.MakeNamesUnique();
--User changes -Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name. -Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0. -Add a new button to toggle xaos on and off. -When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file. -When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time. -Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time. -Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence. -Add the Circle_Rand variation from Chaotica. -Add tool tips to clarify the following items: --Auto Unique Filenames checkbox in the options dialog. --Xaos table headers. --Bug fixes -Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn. -Adding/removing nodes from the color curve had accidentally been disabled. -The applied xaos weight table was not showing normalized weight values. -Changing the size of a flame was not observing the Apply To All checkbox. -Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
FillLibraryTree(insertEmberIndex);
SetEmber(insertEmberIndex, false);
}
void Fractorium::OnActionCopyFlameInCurrentFile(bool checked) { m_Controller->CopyFlameInCurrentFile(); }
/// <summary>
/// Create a reference file containing one ember for every possible regular variation, plus one for post_smartcrop
/// since it only exists in post form.
/// This will replace whatever file the user has open.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CreateReferenceFile()
{
bool nv = false;
StopAllPreviewRenderers();
auto temppal = m_Ember.m_Palette;
m_EmberFile.Clear();
m_EmberFile.m_Filename = QString("Reference_") + EMBER_VERSION;
auto varList = VariationList<T>::Instance();
auto& regVars = varList->RegVars();
auto count = regVars.size();
auto addsquaresfunc = [&](size_t i, const Variation<T>* var)
{
Ember<T> ember;
Xform<T> xf0, xf1, xf2, xf3, xf4, xffinal;
//
xf0.AddVariation(varList->GetVariationCopy(eVariationId::VAR_SQUARE, T(0.5)));
//
xf1.m_Affine.C(T(0.5));
xf1.m_Affine.F(T(0.5));
xf1.AddVariation(varList->GetVariationCopy(eVariationId::VAR_LINEAR));
//
xf2.m_Affine.C(T(-0.5));
xf2.m_Affine.F(T(0.5));
xf2.AddVariation(varList->GetVariationCopy(eVariationId::VAR_LINEAR));
//
xf3.m_Affine.C(T(-0.5));
xf3.m_Affine.F(T(-0.5));
xf3.AddVariation(varList->GetVariationCopy(eVariationId::VAR_LINEAR));
//
xf4.m_Affine.C(T(0.5));
xf4.m_Affine.F(T(-0.5));
xf4.AddVariation(varList->GetVariationCopy(eVariationId::VAR_LINEAR));
//
xffinal.AddVariation(var->Copy());
//
ember.AddXform(xf0);
ember.AddXform(xf1);
ember.AddXform(xf2);
ember.AddXform(xf3);
ember.AddXform(xf4);
ember.SetFinalXform(xffinal);
ember.EqualizeWeights();
ember.m_Index = i;
ember.m_MaxRadDE = 0;
ember.m_Name = var->Name() + " Squares";
ember.m_Palette = temppal;
m_EmberFile.m_Embers.push_back(ember);
};
auto addsbarsfunc = [&](size_t i, const Variation<T>* var)
{
Ember<T> ember;
Xform<T> xf0, xf1, xf2, xffinal;
//
xf0.AddVariation(varList->GetVariationCopy(eVariationId::VAR_PRE_BLUR, T(100)));
xf0.AddVariation(varList->GetVariationCopy(eVariationId::VAR_CYLINDER, T(0.1)));
//
xf1.m_Affine.C(T(0.4));
xf1.AddVariation(varList->GetVariationCopy(eVariationId::VAR_LINEAR));
//
xf2.m_Affine.C(T(-0.4));
xf2.AddVariation(varList->GetVariationCopy(eVariationId::VAR_LINEAR));
//
xffinal.AddVariation(var->Copy());
ember.AddXform(xf0);
ember.AddXform(xf1);
ember.AddXform(xf2);
ember.SetFinalXform(xffinal);
ember.EqualizeWeights();
ember.m_Index = i;
ember.m_MaxRadDE = 0;
ember.m_Name = var->Name() + " Bars";
ember.m_Palette = temppal;
m_EmberFile.m_Embers.push_back(ember);
};
size_t i;
for (i = 0; i < count; i++)
{
addsquaresfunc(i, regVars[i]);
addsbarsfunc(i, regVars[i]);
}
addsquaresfunc(i, varList->GetVariation(eVariationId::VAR_POST_SMARTCROP));//post_smartcrop is the only variation that exists only in post form, so it must be done manually here.
addsbarsfunc(i, varList->GetVariation(eVariationId::VAR_POST_SMARTCROP));
m_LastSaveAll = "";
FillLibraryTree();
}
void Fractorium::OnActionCreateReferenceFile(bool checked) { m_Controller->CreateReferenceFile(); }
/// <summary>
/// Open a list of ember Xml files, apply various values from the GUI widgets.
/// Either append these newly read embers to the existing open embers,
/// or clear the current ember file first.
/// When appending, add the new embers the the end of library tree.
/// When not appending, clear and populate the library tree with the new embers.
/// Set the current ember to the first one in the newly opened list.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
/// <param name="filenames">A list of full paths and filenames</param>
/// <param name="append">True to append the embers in the new files to the end of the currently open embers, false to clear and replace them</param>
template <typename T>
void FractoriumEmberController<T>::OpenAndPrepFiles(const QStringList& filenames, bool append)
{
if (!filenames.empty())
{
StopAllPreviewRenderers();
size_t i;
EmberFile<T> emberFile;
XmlToEmber<T> parser;
vector<Ember<T>> embers;
vector<string> errors;
uint previousSize = append ? uint(m_EmberFile.Size()) : 0u;
emberFile.m_Filename = filenames[0];
for (auto& filename : filenames)
{
embers.clear();
if (parser.Parse(filename.toStdString().c_str(), embers, true) && !embers.empty())
{
for (i = 0; i < embers.size(); i++)
{
ConstrainDimensions(embers[i]);//Do not exceed the max texture size.
//Also ensure it has a name.
if (embers[i].m_Name == "" || embers[i].m_Name == "No name")
embers[i].m_Name = ToString<qulonglong>(i).toStdString();
else
embers[i].m_Name = CleanPath(embers[i].m_Name);
embers[i].m_Quality = m_Fractorium->m_QualitySpin->value();
embers[i].m_Supersample = m_Fractorium->m_SupersampleSpin->value();
}
m_LastSaveAll = "";
emberFile.m_Embers.insert(emberFile.m_Embers.end(), embers.begin(), embers.end());
errors = parser.ErrorReport();
}
else
{
errors = parser.ErrorReport();
m_Fractorium->ShowCritical("Open Failed", "Could not open file, see info tab for details.");
}
if (!errors.empty())
m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoFileOpeningTextEdit, false);//Concat errors from all files.
}
if (append)
{
if (m_EmberFile.m_Filename == "")
m_EmberFile.m_Filename = filenames[0];
m_EmberFile.m_Embers.insert(m_EmberFile.m_Embers.end(), emberFile.m_Embers.begin(), emberFile.m_Embers.end());
}
else if (emberFile.Size() > 0)//Ensure at least something was read.
m_EmberFile = std::move(emberFile);//Move the temp to avoid creating dupes because we no longer need it.
else if (!m_EmberFile.Size())
{
//Loading failed, so fill it with a dummy.
Ember<T> ember;
m_EmberFile.m_Embers.push_back(ember);
}
//Resync indices and names.
i = 0;
for (auto& it : m_EmberFile.m_Embers)
it.m_Index = i++;
m_EmberFile.MakeNamesUnique();
if (append)
UpdateLibraryTree();
else
FillLibraryTree(append ? previousSize - 1 : 0);
ClearUndo();
m_GLController->ClearControl();
SetEmber(previousSize, false);
}
}
/// <summary>
/// Show a file open dialog to open ember Xml files.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionOpen(bool checked) { m_Controller->OpenAndPrepFiles(SetupOpenXmlDialog(), false); }
/// <summary>
/// Show a file open dialog to open examples Xml files.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionOpenExamples(bool checked) { m_Controller->OpenAndPrepFiles(SetupOpenXmlDialog(true), false); }
/// <summary>
/// Save current ember as Xml, using the Xml saving template values from the options.
/// This will first save the current ember back to the opened file in memory before
/// saving it to disk.
/// </summary>
/// <param name="filename">The filename to save the ember to. If empty, use internal variables to determine the filename.</param>
template <typename T>
void FractoriumEmberController<T>::SaveCurrentAsXml(QString filename)
{
auto s = m_Fractorium->m_Settings;
if (filename == "")
{
if (s->SaveAutoUnique() && m_LastSaveCurrent != "")
{
filename = EmberFile<T>::UniqueFilename(m_LastSaveCurrent);
}
else if (QFile::exists(m_LastSaveCurrent))
{
filename = m_LastSaveCurrent;
}
else
{
if (m_EmberFile.Size() == 1)
filename = m_Fractorium->SetupSaveXmlDialog(m_EmberFile.m_Filename);//If only one ember present, just use parent filename.
else
filename = m_Fractorium->SetupSaveXmlDialog(QString::fromStdString(m_Ember.m_Name));//More than one ember present, use individual ember name.
}
}
if (filename != "")
{
auto ember = m_Ember;
EmberToXml<T> writer;
QFileInfo fileInfo(filename);
auto tempEdit = ember.m_Edits;
SaveCurrentToOpenedFile();//Save the current ember back to the opened file before writing to disk.
ApplyXmlSavingTemplate(ember);
ember.m_Edits = writer.CreateNewEditdoc(&ember, nullptr, "edit", s->Nick().toStdString(), s->Url().toStdString(), s->Id().toStdString(), "", 0, 0);
if (tempEdit)
xmlFreeDoc(tempEdit);
if (writer.Save(filename.toStdString().c_str(), ember, 0, true, true))
{
s->SaveFolder(fileInfo.canonicalPath());
if (!s->SaveAutoUnique() || m_LastSaveCurrent == "")//Only save filename on first time through when doing auto unique names.
m_LastSaveCurrent = filename;
}
else
m_Fractorium->ShowCritical("Save Failed", "Could not save file, try saving to a different folder.");
}
m_GLController->ClearControl();
}
void Fractorium::OnActionSaveCurrentAsXml(bool checked) { m_Controller->SaveCurrentAsXml(); }
/// <summary>
/// Save entire opened file Xml, using the Xml saving template values from the options on each ember.
/// This will first save the current ember back to the opened file in memory before
/// saving all to disk.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SaveEntireFileAsXml()
{
QString filename;
auto s = m_Fractorium->m_Settings;
if (s->SaveAutoUnique() && m_LastSaveAll != "")
filename = EmberFile<T>::UniqueFilename(m_LastSaveAll);
else if (QFile::exists(m_LastSaveAll))
filename = m_LastSaveAll;
else
filename = m_Fractorium->SetupSaveXmlDialog(m_EmberFile.m_Filename);
if (filename != "")
{
EmberFile<T> emberFile;
EmberToXml<T> writer;
QFileInfo fileInfo(filename);
SaveCurrentToOpenedFile();//Save the current ember back to the opened file before writing to disk.
emberFile = m_EmberFile;
for (auto& ember : emberFile.m_Embers)
ApplyXmlSavingTemplate(ember);
if (writer.Save(filename.toStdString().c_str(), emberFile.m_Embers, 0, true, true, false, false, false))
{
if (!s->SaveAutoUnique() || m_LastSaveAll == "")//Only save filename on first time through when doing auto unique names.
m_LastSaveAll = filename;
s->SaveFolder(fileInfo.canonicalPath());
}
else
m_Fractorium->ShowCritical("Save Failed", "Could not save file, try saving to a different folder.");
}
m_GLController->ClearControl();
}
void Fractorium::OnActionSaveEntireFileAsXml(bool checked) { m_Controller->SaveEntireFileAsXml(); }
template <typename T>
void FractoriumEmberController<T>::SaveCurrentFileOnShutdown()
{
EmberToXml<T> writer;
auto path = GetDefaultUserPath();
QDir dir(path);
if (!dir.exists())
dir.mkpath(".");
string filename = path.toStdString() + "/lastonshutdown.flame";
writer.Save(filename, m_EmberFile.m_Embers, 0, true, true, false, false, false);
}
/// <summary>
/// Show a file save dialog and save what is currently shown in the render window to disk as an image.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionSaveCurrentScreen(bool checked)
{
auto filename = SetupSaveImageDialog(m_Controller->Name());
auto renderer = m_Controller->Renderer();
auto& pixels = *m_Controller->FinalImage();
auto rendererCL = dynamic_cast<RendererCLBase*>(renderer);
auto stats = m_Controller->Stats();
auto comments = renderer->ImageComments(stats, 0, true);
auto settings = FractoriumSettings::Instance();
if (rendererCL && renderer->PrepFinalAccumVector(pixels))
{
if (!rendererCL->ReadFinal(pixels.data()))
{
ShowCritical("GPU Read Error", "Could not read image from the GPU, aborting image save.", false);
return;
}
}
m_Controller->SaveCurrentRender(filename, comments, pixels, renderer->FinalRasW(), renderer->FinalRasH(), settings->Png16Bit(), settings->Transparency());
}
/// <summary>
/// Save the current ember back to its position in the opened file.
/// This will not take any action if the previews are still rendering because
/// this writes to memory the preview renderer might be reading, and also stops the
/// preview renderer.
/// This does not save to disk.
/// </summary>
/// <param name="render">Whether to re-render the preview thumbnail after saving to the open file. Default: true.</param>
template <typename T>
uint FractoriumEmberController<T>::SaveCurrentToOpenedFile(bool render)
{
uint i = 0;
bool fileFound = false;
if (!m_LibraryPreviewRenderer->Running())
{
for (auto& it : m_EmberFile.m_Embers)
{
if (&it == m_EmberFilePointer)//Just compare memory addresses.
{
it = m_Ember;//Save it to the opened file in memory.
fileFound = true;
break;
}
i++;
}
if (!fileFound)
{
StopAllPreviewRenderers();
m_EmberFile.m_Embers.push_back(m_Ember);
m_EmberFile.MakeNamesUnique();
if (render)
UpdateLibraryTree();
}
else if (render)
RenderLibraryPreviews(i, i + 1);
}
return i;
}
/// <summary>
/// Exit the application.
/// </summary>
/// <param name="checked">Ignore.</param>
void Fractorium::OnActionExit(bool checked)
{
closeEvent(nullptr);
QApplication::exit();
}
/// <summary>
/// Undoes this instance.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Undo()
{
if (m_UndoList.size() > 1 && m_UndoIndex > 0)
{
bool forceFinal = m_Fractorium->HaveFinal();
auto current = CurrentXform();
int index = m_Ember.GetTotalXformIndex(current, forceFinal);
m_LastEditWasUndoRedo = true;
m_UndoIndex = std::max<size_t>(0u, m_UndoIndex - 1u);
--User changes -Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name. -Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0. -Add a new button to toggle xaos on and off. -When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file. -When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time. -Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time. -Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence. -Add the Circle_Rand variation from Chaotica. -Add tool tips to clarify the following items: --Auto Unique Filenames checkbox in the options dialog. --Xaos table headers. --Bug fixes -Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn. -Adding/removing nodes from the color curve had accidentally been disabled. -The applied xaos weight table was not showing normalized weight values. -Changing the size of a flame was not observing the Apply To All checkbox. -Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
SetEmber(m_UndoList[m_UndoIndex], true, false, index);//Don't update pointer because it's coming from the undo list.
m_EditState = eEditUndoState::UNDO_REDO;
if (index >= 0 && index < m_Fractorium->ui.CurrentXformCombo->count())
m_Fractorium->CurrentXform(index);
m_Fractorium->ui.ActionUndo->setEnabled(m_UndoList.size() > 1 && (m_UndoIndex > 0));
m_Fractorium->ui.ActionRedo->setEnabled(m_UndoList.size() > 1 && !(m_UndoIndex == m_UndoList.size() - 1));
}
}
void Fractorium::OnActionUndo(bool checked) { m_Controller->Undo(); }
/// <summary>
/// Redoes this instance.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Redo()
{
if (m_UndoList.size() > 1 && m_UndoIndex < m_UndoList.size() - 1)
{
bool forceFinal = m_Fractorium->HaveFinal();
auto current = CurrentXform();
int index = m_Ember.GetTotalXformIndex(current, forceFinal);
m_LastEditWasUndoRedo = true;
m_UndoIndex = std::min<size_t>(m_UndoIndex + 1, m_UndoList.size() - 1);
--User changes -Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name. -Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0. -Add a new button to toggle xaos on and off. -When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file. -When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time. -Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time. -Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence. -Add the Circle_Rand variation from Chaotica. -Add tool tips to clarify the following items: --Auto Unique Filenames checkbox in the options dialog. --Xaos table headers. --Bug fixes -Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn. -Adding/removing nodes from the color curve had accidentally been disabled. -The applied xaos weight table was not showing normalized weight values. -Changing the size of a flame was not observing the Apply To All checkbox. -Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
SetEmber(m_UndoList[m_UndoIndex], true, false, index);//Don't update pointer because it's coming from the undo list.
m_EditState = eEditUndoState::UNDO_REDO;
if (index >= 0 && index < m_Fractorium->ui.CurrentXformCombo->count())
m_Fractorium->CurrentXform(index);
m_Fractorium->ui.ActionUndo->setEnabled(m_UndoList.size() > 1 && (m_UndoIndex > 0));
m_Fractorium->ui.ActionRedo->setEnabled(m_UndoList.size() > 1 && !(m_UndoIndex == m_UndoList.size() - 1));
}
}
void Fractorium::OnActionRedo(bool checked) { m_Controller->Redo(); }
/// <summary>
/// Copy the current ember Xml to the clipboard.
/// Apply Xml saving settings from the options first.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopyXml()
{
auto ember = m_Ember;
EmberToXml<T> emberToXml;
auto settings = m_Fractorium->m_Settings;
ember.m_Quality = settings->XmlQuality();
ember.m_Supersample = settings->XmlSupersample();
ember.m_TemporalSamples = settings->XmlTemporalSamples();
QApplication::clipboard()->setText(QString::fromStdString(emberToXml.ToString(ember, "", 0, false, true)));
}
void Fractorium::OnActionCopyXml(bool checked) { m_Controller->CopyXml(); }
/// <summary>
/// Copy the Xmls for all open embers as a single string to the clipboard, enclosed with the <flames> tag.
/// Apply Xml saving settings from the options first for each ember.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopyAllXml()
{
ostringstream os;
EmberToXml<T> emberToXml;
os << "<flames>\n";
for (auto& e : m_EmberFile.m_Embers)
{
Ember<T> ember = e;
ApplyXmlSavingTemplate(ember);
os << emberToXml.ToString(ember, "", 0, false, true);
}
os << "</flames>\n";
QApplication::clipboard()->setText(QString::fromStdString(os.str()));
}
void Fractorium::OnActionCopyAllXml(bool checked) { m_Controller->CopyAllXml(); }
/// <summary>
/// Convert the Xml text from the clipboard to an ember, add it to the end
/// of the current file and set it as the current ember. If multiple Xmls were
/// copied to the clipboard and were enclosed in <flames> tags, then all of them will be added.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PasteXmlAppend()
{
size_t previousSize = m_EmberFile.Size();
string s, errors;
XmlToEmber<T> parser;
vector<Ember<T>> embers;
auto b = QApplication::clipboard()->text().toUtf8();
//auto codec = QTextCodec::codecForName("UTF-8");
//auto b = codec->fromUnicode(QApplication::clipboard()->text());
s.reserve(b.size());
for (auto i = 0; i < b.size(); i++)
{
if (uint(b[i]) < 128u)
s.push_back(b[i]);
}
b.clear();
StopAllPreviewRenderers();
parser.Parse(reinterpret_cast<byte*>(const_cast<char*>(s.c_str())), "", embers, true);
errors = parser.ErrorReportString();
if (errors != "")
{
m_Fractorium->ShowCritical("Paste Error", QString::fromStdString(errors));
}
if (!embers.empty())
{
for (auto i = 0; i < embers.size(); i++)
{
embers[i].m_Index = m_EmberFile.Size();
ConstrainDimensions(embers[i]);//Do not exceed the max texture size.
//Also ensure it has a name.
if (embers[i].m_Name == "" || embers[i].m_Name == "No name")
embers[i].m_Name = ToString<qulonglong>(embers[i].m_Index).toStdString();
else
embers[i].m_Name = CleanPath(embers[i].m_Name);
m_EmberFile.m_Embers.push_back(embers[i]);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
}
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
SetEmber(previousSize, false);
}
}
void Fractorium::OnActionPasteXmlAppend(bool checked) { m_Controller->PasteXmlAppend(); }
/// <summary>
/// Convert the Xml text from the clipboard to an ember, overwrite the
/// current file and set the first as the current ember. If multiple Xmls were
/// copied to the clipboard and were enclosed in <flames> tags, then the current file will contain all of them.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PasteXmlOver()
{
size_t i = 0;
string s, errors;
XmlToEmber<T> parser;
list<Ember<T>> embers;
auto backupEmber = *m_EmberFile.m_Embers.begin();
auto b = QApplication::clipboard()->text().toUtf8();
//auto codec = QTextCodec::codecForName("UTF-8");
//auto b = codec->fromUnicode(QApplication::clipboard()->text());
s.reserve(b.size());
for (auto i = 0; i < b.size(); i++)
{
if (uint(b[i]) < 128u)
s.push_back(b[i]);
}
b.clear();
StopAllPreviewRenderers();
parser.Parse(reinterpret_cast<byte*>(const_cast<char*>(s.c_str())), "", embers, true);
errors = parser.ErrorReportString();
if (errors != "")
{
m_Fractorium->ShowCritical("Paste Error", QString::fromStdString(errors));
}
if (embers.size())
{
m_EmberFile.m_Embers = std::move(embers);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
for (auto it : m_EmberFile.m_Embers)
{
it.m_Index = i++;
ConstrainDimensions(it);//Do not exceed the max texture size.
//Also ensure it has a name.
if (it.m_Name == "" || it.m_Name == "No name")
it.m_Name = ToString<qulonglong>(it.m_Index).toStdString();
else
it.m_Name = CleanPath(it.m_Name);
}
m_EmberFile.MakeNamesUnique();
FillLibraryTree();
SetEmber(0, false);
}
}
void Fractorium::OnActionPasteXmlOver(bool checked) { m_Controller->PasteXmlOver(); }
/// <summary>
/// Copy the selected xforms.
/// Note this will also copy final if selected.
/// If none selected, just copy current.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopySelectedXforms()
{
m_CopiedXforms.clear();
m_CopiedFinalXform.Clear();
UpdateXform([&](Xform<T>* xform, size_t xfindex, size_t selIndex)
{
if (m_Ember.IsFinalXform(xform))
m_CopiedFinalXform = *xform;
else
m_CopiedXforms.emplace_back(*xform, xfindex);
}, eXformUpdate::UPDATE_SELECTED, false);
m_Fractorium->ui.ActionPasteSelectedXforms->setEnabled(true);
}
void Fractorium::OnActionCopySelectedXforms(bool checked)
{
m_Controller->CopySelectedXforms();
}
/// <summary>
/// Paste the selected xforms.
/// Note this will also paste/overwrite final if previously copied.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PasteSelectedXforms()
{
Update([&]()
{
AddXformsWithXaos(m_Ember, m_CopiedXforms, m_Fractorium->GetXaosPasteStyleType());
if (!m_CopiedFinalXform.Empty())
m_Ember.SetFinalXform(m_CopiedFinalXform);
FillXforms();
});
}
void Fractorium::OnActionPasteSelectedXforms(bool checked)
{
m_Controller->PasteSelectedXforms();
}
/// <summary>
/// Copy the text of the OpenCL iteration kernel to the clipboard.
/// This performs no action if the renderer is not of type RendererCL.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopyKernel()
{
if (auto rendererCL = dynamic_cast<RendererCL<T, float>*>(m_Renderer.get()))
QApplication::clipboard()->setText(QString::fromStdString(rendererCL->IterKernel()));
}
void Fractorium::OnActionCopyKernel(bool checked) { m_Controller->CopyKernel(); }
/// <summary>
/// Reset dock widgets and tabs to their default position.
/// Note that there is a bug in Qt, where it will only move them all to the left side if at least
/// one is on the left side, or they are all floating. If one or more are docked right, and none are docked
/// left, then it will put them all on the right side. Hopefully this isn't too much of a problem.
/// </summary>
void Fractorium::OnActionResetWorkspace(bool checked)
{
QDockWidget* firstDock = nullptr;
for (auto dock : m_Docks)
{
dock->setFloating(true);
dock->setGeometry(QRect(100, 100, dock->width(), dock->height()));//Doesn't seem to have an effect.
dock->setFloating(false);
dock->show();
if (firstDock)
tabifyDockWidget(firstDock, dock);
firstDock = dock;
}
ui.LibraryDockWidget->raise();
ui.LibraryDockWidget->show();
}
/// <summary>
/// Alternate between Editor/Image.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionAlternateEditorImage(bool checked)
{
if (DrawPreAffines() || DrawPostAffines())
{
SaveAffineState();
ui.ActionDrawPreAffines->setChecked(false);
ui.ActionDrawAllPreAffines->setChecked(false);
ui.ActionDrawPostAffines->setChecked(false);
ui.ActionDrawAllPostAffines->setChecked(false);
ui.ActionDrawGrid->setChecked(false);
ui.ActionDrawImage->setChecked(true);
}
else
{
ui.ActionDrawImage->setChecked(false);
ui.ActionDrawGrid->setChecked(true);
SyncAffineStateToToolbar();
}
ui.GLDisplay->update();
}
/// <summary>
/// Reset the scale used to draw affines, which was adjusted by zooming with the Alt key pressed.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionResetScale(bool checked)
{
m_Controller->InitLockedScale();
ui.GLDisplay->update();
}
/// <summary>
/// Add reflective symmetry to the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::AddReflectiveSymmetry()
{
bool forceFinal = m_Fractorium->HaveFinal();
Update([&]()
{
m_Ember.AddSymmetry(-1, m_Rand);
auto index = m_Ember.TotalXformCount(forceFinal) - (forceFinal ? 2 : 1);//Set index to the last item before final.
FillXforms(int(index));
});
}
void Fractorium::OnActionAddReflectiveSymmetry(bool checked) { m_Controller->AddReflectiveSymmetry(); }
/// <summary>
/// Add rotational symmetry to the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::AddRotationalSymmetry()
{
bool forceFinal = m_Fractorium->HaveFinal();
Update([&]()
{
m_Ember.AddSymmetry(2, m_Rand);
auto index = m_Ember.TotalXformCount(forceFinal) - (forceFinal ? 2 : 1);//Set index to the last item before final.
FillXforms(int(index));
});
}
void Fractorium::OnActionAddRotationalSymmetry(bool checked) { m_Controller->AddRotationalSymmetry(); }
/// <summary>
/// Add both reflective and rotational symmetry to the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::AddBothSymmetry()
{
bool forceFinal = m_Fractorium->HaveFinal();
Update([&]()
{
m_Ember.AddSymmetry(-2, m_Rand);
auto index = m_Ember.TotalXformCount(forceFinal) - (forceFinal ? 2 : 1);//Set index to the last item before final.
FillXforms(int(index));
});
}
void Fractorium::OnActionAddBothSymmetry(bool checked) { m_Controller->AddBothSymmetry(); }
/// <summary>
/// Adds a FlattenVariation to every xform in the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Flatten()
{
UpdateAll([&](Ember<T>& ember, bool isMain)
{
ember.Flatten(XmlToEmber<T>::m_FlattenNames);
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
FillVariationTreeWithCurrentXform();
}
void Fractorium::OnActionFlatten(bool checked) { m_Controller->Flatten(); }
/// <summary>
/// Removes pre/reg/post FlattenVariation from every xform in the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Unflatten()
{
UpdateAll([&](Ember<T>& ember, bool isMain)
{
ember.Unflatten();
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
FillVariationTreeWithCurrentXform();
}
void Fractorium::OnActionUnflatten(bool checked) { m_Controller->Unflatten(); }
/// <summary>
/// Delete all but one xform in the current ember.
/// Clear that xform's variations.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::ClearFlame()
{
Update([&]()
{
while (m_Ember.TotalXformCount() > 1)
m_Ember.DeleteTotalXform(m_Ember.TotalXformCount() - 1);
if (m_Ember.XformCount() == 1)
{
if (auto xform = m_Ember.GetXform(0))
{
xform->Clear();
xform->AddVariation(m_VariationList->GetVariationCopy(eVariationId::VAR_LINEAR));
xform->ParentEmber(&m_Ember);
}
}
m_Ember.m_Curves.Init();
FillXforms();
FillCurvesControl();
});
}
void Fractorium::OnActionClearFlame(bool checked) { m_Controller->ClearFlame(); }
/// <summary>
/// Re-render all previews.
/// </summary>
void Fractorium::OnActionRenderPreviews(bool checked)
{
m_Controller->RenderLibraryPreviews();
}
/// <summary>
/// Stop all previews from being rendered. This is handy if the user
/// opens a large file with many embers in it, such as an animation sequence.
/// </summary>
void Fractorium::OnActionStopRenderingPreviews(bool checked) { m_Controller->StopLibraryPreviewRender(); }
/// <summary>
/// Show the final render dialog as a modeless dialog to allow
/// the user to minimize the main window while doing a lengthy final render.
/// Note: The user probably should not be otherwise interacting with the main GUI
/// while the final render is taking place.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionFinalRender(bool checked)
{
//First completely stop what the current rendering process is doing.
m_Controller->DeleteRenderer();//Delete the renderer, but not the controller.
m_Controller->StopAllPreviewRenderers();
m_Controller->SaveCurrentToOpenedFile(false);//Save whatever was edited back to the current open file.
m_RenderStatusLabel->setText("Renderer stopped.");
SetupFinalRenderDialog();
if (m_FinalRenderDialog.get())
m_FinalRenderDialog->Show(false);
}
/// <summary>
/// Called when the final render dialog has been closed.
/// </summary>
/// <param name="result">Ignored</param>
void Fractorium::OnFinalRenderClose(int result)
{
m_RenderStatusLabel->setText("Renderer starting...");
StartRenderTimer(false);//Re-create the renderer and start rendering again.
ui.ActionStartStopRenderer->setChecked(false);//Re-enable any controls that might have been disabled.
OnActionStartStopRenderer(false);
m_FinalRenderDialog.reset();
}
/// <summary>
/// Show the final options dialog.
/// Restart rendering and sync options after the options dialog is dismissed with Ok.
/// Called when the options dialog is finished with ok.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionOptions(bool checked)
{
bool ec = m_Settings->EarlyClip();
bool yup = m_Settings->YAxisUp();
bool trans = m_Settings->Transparency();
bool compat = m_Settings->Flam3Compat();
if (m_OptionsDialog->exec())
{
bool updatePreviews = ec != m_Settings->EarlyClip() ||
yup != m_Settings->YAxisUp() ||
trans != m_Settings->Transparency() ||
compat != m_Settings->Flam3Compat();
Compat::m_Compat = m_Settings->Flam3Compat();
SyncOptionsToToolbar();//This won't trigger a recreate, the call below handles it.
ShutdownAndRecreateFromOptions(updatePreviews);//This will recreate the controller and/or the renderer from the options if necessary, then start the render timer.
}
}
/// <summary>
/// Show the about dialog.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionAbout(bool checked)
{
m_AboutDialog->exec();
}
template class FractoriumEmberController<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif