Merge conflict.

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Person 2023-04-25 18:01:10 -06:00
commit 07afeb230f
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@ -1,3 +1,4 @@
<<<<<<< HEAD
<Wix xmlns="http://wixtoolset.org/schemas/v4/wxs" xmlns:ui="http://wixtoolset.org/schemas/v4/wxs/ui">
<?define ProductVersion="22.21.4.2" ?>
<?define ProductName="Fractorium $(var.ProductVersion) ($(var.GpuType))" ?>
@ -360,3 +361,397 @@
</ComponentGroup>
</Fragment>
</Wix>
=======
<?xml version="1.0" encoding="UTF-8"?>
<Wix xmlns="http://schemas.microsoft.com/wix/2006/wi">
<?define ProductVersion="22.21.4.2" ?>
<?define ProductName="Fractorium $(var.ProductVersion) ($(var.GpuType))" ?>
<?define UpgradeCode="{4714cd15-bfba-44f6-8059-9e1466ebfa6e}"?>
<?define Manufacturer="Fractorium"?>
<!--
Original GUID,
<?define ProductCode="{703001af-6255-4671-9a69-571198b4c0dd}"?>
-->
<!--
Change this for every release.
-->
<?define ProductCode="{5EB322AE-7613-4D8B-AC60-2B53C4CC7941}"?>
<Product Id="$(var.ProductCode)" Name="$(var.ProductName)" Language="1033" Version="$(var.ProductVersion)" Manufacturer="$(var.Manufacturer)" UpgradeCode="$(var.UpgradeCode)">
<Package
Keywords="Installer"
Platform="x64"
Description="$(var.Manufacturer)"
Comments="$(var.Manufacturer)"
Manufacturer="$(var.Manufacturer)"
InstallScope="perUser"
InstallerVersion="400"
InstallPrivileges="limited"
Compressed="yes"
Languages="1033"
SummaryCodepage="1252"
/>
<Upgrade Id="$(var.UpgradeCode)">
<UpgradeVersion Minimum="0.0.0"
IncludeMinimum="no"
OnlyDetect="no"
Maximum="$(var.ProductVersion)"
IncludeMaximum="no"
Property="PREVIOUSFOUND" />
</Upgrade>
<InstallExecuteSequence>
<RemoveExistingProducts After="InstallInitialize"/>
</InstallExecuteSequence>
<MediaTemplate EmbedCab="yes" />
<Icon Id="AddRemoveProgramsIcon" SourceFile="$(var.SolutionDir)..\..\..\Source\Fractorium\Icons\Fractorium.ico"/>
<Property Id="ARPPRODUCTICON" Value="AddRemoveProgramsIcon" />
<Feature Id="MainApplication" Title="Main Application" Level="1">
<ComponentGroupRef Id="ProductComponents" />
<ComponentGroupRef Id="BenchComponents" />
<ComponentGroupRef Id="ExampleComponents" />
<ComponentGroupRef Id="PlatformComponents" />
<ComponentGroupRef Id="ImageFormatComponents" />
<ComponentRef Id="FractoriumStartMenuShortcut"/>
<ComponentRef Id="FractoriumDesktopShortcut"/>
</Feature>
<WixVariable Id="WixUILicenseRtf" Value="$(var.SolutionDir)..\..\..\Data\gplv3.rtf" />
<WixVariable Id="WixUIBannerBmp" Value="$(var.SolutionDir)..\..\..\Source\Fractorium\Icons\banner.bmp" /><!--493 x 58 pixels -->
<WixVariable Id="WixUIDialogBmp" Value="$(var.SolutionDir)..\..\..\Source\Fractorium\Icons\dialog.bmp" /><!--493 x 312 pixels -->
<Property Id="MSIUSEREALADMINDETECTION" Value="1" />
<Property Id="MSIFASTINSTALL" Value="1" />
<Property Id="WIXUI_INSTALLDIR" Value="INSTALLFOLDER" />
<UIRef Id="WixUI_InstallDir" />
<UIRef Id="WixUI_ErrorProgressText" />
</Product>
<Fragment>
<Directory Id="TARGETDIR" Name="SourceDir" >
<!-- Doing this requires admin access, so we don't do it.
<Directory Id="ProgramFiles64Folder" >
<Directory Id="INSTALLFOLDER" Name="Fractorium" >
<Directory Id="INSTALLFOLDERPLATFORMS" Name="platforms" />
</Directory>
</Directory>
-->
<!-- Doing this doesn't require admin access.
It reports a ton of errors, but oddly enough, an MSI is still created with the errors.
-->
<Directory Id="AppDataFolder" >
<Directory Id="INSTALLFOLDER" Name="Fractorium" >
<Directory Id="INSTALLFOLDERBENCH" Name="Bench" />
<Directory Id="INSTALLFOLDEREXAMPLES" Name="Examples" />
<Directory Id="INSTALLFOLDERPLATFORMS" Name="platforms" />
<Directory Id="INSTALLFOLDERIMAGEFORMATS" Name="imageformats" />
</Directory>
</Directory>
<!-- Shortcut folders-->
<Directory Id="ProgramMenuFolder" Name="Programs">
<Directory Id="ProgramMenuDirLevel1" Name="Fractorium" />
</Directory>
<Directory Id="DesktopFolder" Name="Desktop" />
</Directory>
</Fragment>
<Fragment>
<Component Id="FractoriumStartMenuShortcut" Directory="ProgramMenuDirLevel1" Guid="f1eaf3ba-9b61-48b6-8994-49ebc6b405aa">
<Shortcut Id="FractoriumStartMenuShortcut"
Directory="ProgramMenuDirLevel1"
Name="Fractorium"
Target="[INSTALLFOLDER]\Fractorium.exe"
WorkingDirectory="INSTALLFOLDER"
Icon="AddRemoveProgramsIcon"
/>
<Condition>1</Condition>
<RemoveFolder Id="FractoriumStartMenuShortcut" On="uninstall" />
<RegistryValue Root='HKCU' Key='Software\[Manufacturer]\[ProductName]' Type='string' Value='' KeyPath='yes' />
</Component>
<Component Id="FractoriumDesktopShortcut" Directory="DesktopFolder" Guid="b73ff21c-08ac-47ad-a510-b3ce90e43979">
<Shortcut Id="FractoriumDesktopShortcut"
Directory="DesktopFolder"
Name="Fractorium"
Target="[INSTALLFOLDER]\Fractorium.exe"
WorkingDirectory="INSTALLFOLDER"
Icon="AddRemoveProgramsIcon"
/>
<RemoveFolder Id="FractoriumDesktopShortcut" On="uninstall" />
<Condition>1</Condition>
<RegistryValue Root='HKCU' Key='Software\[Manufacturer]\[ProductName]' Type='string' Value='' KeyPath='yes' />
</Component>
</Fragment>
<Fragment>
<ComponentGroup Id="ProductComponents" Directory="INSTALLFOLDER">
<Component Id="Fractorium.exe" Guid="ccc04ca4-c747-4330-8cfd-bdd943b185c0">
<File Id="Fractorium.exe" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\$(var.Configuration)\Fractorium.exe" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
<Component Id="EmberRender.exe" Guid="12d49219-9269-495a-b8e4-3d33cb32d280">
<File Id="EmberRender.exe" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\$(var.Configuration)\EmberRender.exe" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
<Component Id="EmberAnimate.exe" Guid="ae362704-93a3-48dc-a13b-7c4eabd87ee1">
<File Id="EmberAnimate.exe" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\$(var.Configuration)\EmberAnimate.exe" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
<Component Id="EmberGenome.exe" Guid="7a93f079-216a-4d1c-9b02-8ca93a6a8daa">
<File Id="EmberGenome.exe" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\$(var.Configuration)\EmberGenome.exe" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
<Component Id="Ember.dll" Guid="c0f80dee-7a16-4d6a-b7ed-d6cd162154eb">
<File Id="Ember.dll" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\$(var.Configuration)\Ember.dll" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
<Component Id="EmberCL.dll" Guid="21c0e372-c605-4e0d-9ba8-94e38949833b">
<File Id="EmberCL.dll" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\$(var.Configuration)\EmberCL.dll" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
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</Component>
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<File Id="OpenEXR_3_1.dll" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\Release\OpenEXR-3_1.dll" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
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<File Id="IlmThread_3_1.dll" Source="$(var.SolutionDir)..\..\..\Bin\$(var.Platform)\Release\IlmThread-3_1.dll" KeyPath="yes" Checksum="yes" ProcessorArchitecture="x64" ReadOnly="yes"/>
</Component>
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</Component>
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</Component>
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<File Id="msvcp140.dll" Source="$(var.DevEnvDir)..\..\VC\Redist\MSVC\14.34.31931\x64\Microsoft.VC143.CRT\msvcp140.dll" KeyPath="yes" Checksum="yes" ReadOnly="yes"/>
</Component>
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<File Id="vcruntime140.dll" Source="$(var.DevEnvDir)..\..\VC\Redist\MSVC\14.34.31931\x64\Microsoft.VC143.CRT\vcruntime140.dll" KeyPath="yes" Checksum="yes" ReadOnly="yes"/>
</Component>
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>>>>>>> a4bfffaa3f55362a86915c700186ee3ed03b90fa

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@ -1,3 +1,4 @@
<<<<<<< HEAD
#include "FractoriumPch.h"
#include "Fractorium.h"
#include "PaletteTableWidgetItem.h"
@ -738,3 +739,745 @@ template class FractoriumEmberController<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif
=======
#include "FractoriumPch.h"
#include "Fractorium.h"
#include "PaletteTableWidgetItem.h"
/// <summary>
/// Initialize the palette UI.
/// </summary>
void Fractorium::InitPaletteUI()
{
int spinHeight = 20, row = 0;
auto paletteTable = ui.PaletteListTable;
auto palettePreviewTable = ui.PalettePreviewTable;
connect(ui.PaletteFilenameCombo, SIGNAL(currentIndexChanged(const QString&)), this, SLOT(OnPaletteFilenameComboChanged(const QString&)), Qt::QueuedConnection);
connect(paletteTable, SIGNAL(cellClicked(int, int)), this, SLOT(OnPaletteCellClicked(int, int)), Qt::QueuedConnection);
connect(paletteTable, SIGNAL(cellDoubleClicked(int, int)), this, SLOT(OnPaletteCellDoubleClicked(int, int)), Qt::QueuedConnection);
connect(palettePreviewTable, SIGNAL(MouseDragged(const QPointF&, const QPoint&)), this, SLOT(OnPreviewPaletteMouseDragged(const QPointF&, const QPoint&)), Qt::QueuedConnection);
connect(palettePreviewTable, SIGNAL(MouseReleased()), this, SLOT(OnPreviewPaletteMouseReleased()), Qt::QueuedConnection);
connect(palettePreviewTable, SIGNAL(cellDoubleClicked(int, int)), this, SLOT(OnPreviewPaletteCellDoubleClicked(int, int)), Qt::QueuedConnection);
connect(palettePreviewTable, SIGNAL(cellPressed(int, int)), this, SLOT(OnPreviewPaletteCellPressed(int, int)), Qt::QueuedConnection);
//Palette adjustment table.
auto table = ui.PaletteAdjustTable;
table->horizontalHeader()->setSectionResizeMode(QHeaderView::Stretch);//Split width over all columns evenly.
SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteHueSpin, spinHeight, -180, 180, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteSaturationSpin, spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteBrightnessSpin, spinHeight, -255, 255, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
row = 0;
SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteContrastSpin, spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteBlurSpin, spinHeight, 0, 127, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteFrequencySpin, spinHeight, 1, 10, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 1, 1, 1);
connect(ui.PaletteRandomSelectButton, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomSelectButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.PaletteRandomAdjustButton, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomAdjustButtonClicked(bool)), Qt::QueuedConnection);
//Palette editor.
connect(ui.PaletteEditorButton, SIGNAL(clicked(bool)), this, SLOT(OnPaletteEditorButtonClicked(bool)), Qt::QueuedConnection);
//Preview table.
palettePreviewTable->setRowCount(1);
palettePreviewTable->setColumnWidth(1, 260);//256 plus small margin on each side.
auto previewNameCol = new QTableWidgetItem("");
palettePreviewTable->setItem(0, 0, previewNameCol);
auto previewPaletteItem = new QTableWidgetItem();
palettePreviewTable->setItem(0, 1, previewPaletteItem);
connect(ui.PaletteFilterLineEdit, SIGNAL(textChanged(const QString&)), this, SLOT(OnPaletteFilterLineEditTextChanged(const QString&)));
connect(ui.PaletteFilterClearButton, SIGNAL(clicked(bool)), this, SLOT(OnPaletteFilterClearButtonClicked(bool)));
paletteTable->setColumnWidth(1, 260);//256 plus small margin on each side.
paletteTable->horizontalHeader()->setSectionsClickable(true);
connect(paletteTable->horizontalHeader(), SIGNAL(sectionClicked(int)), this, SLOT(OnPaletteHeaderSectionClicked(int)), Qt::QueuedConnection);
connect(ui.ResetCurvesButton, SIGNAL(clicked(bool)), this, SLOT(OnResetCurvesButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.CurvesView, SIGNAL(PointChangedSignal(int, int, const QPointF&)), this, SLOT(OnCurvesPointChanged(int, int, const QPointF&)), Qt::QueuedConnection);
connect(ui.CurvesView, SIGNAL(PointAddedSignal(size_t, const QPointF&)), this, SLOT(OnCurvesPointAdded(size_t, const QPointF&)), Qt::QueuedConnection);
connect(ui.CurvesView, SIGNAL(PointRemovedSignal(size_t, int)), this, SLOT(OnCurvesPointRemoved(size_t, int)), Qt::QueuedConnection);
connect(ui.CurvesAllRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesAllRadioButtonToggled(bool)), Qt::QueuedConnection);
connect(ui.CurvesRedRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesRedRadioButtonToggled(bool)), Qt::QueuedConnection);
connect(ui.CurvesGreenRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesGreenRadioButtonToggled(bool)), Qt::QueuedConnection);
connect(ui.CurvesBlueRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesBlueRadioButtonToggled(bool)), Qt::QueuedConnection);
}
/// <summary>
/// Read all palette Xml files in the specified folder and populate the palette list with the contents.
/// This will clear any previous contents.
/// Called upon initialization, or controller type change.
/// </summary>
/// <param name="s">The full path to the palette files folder</param>
/// <returns>The number of palettes successfully added</returns>
template <typename T>
size_t FractoriumEmberController<T>::InitPaletteList(const QString& s)
{
QDirIterator it(s, QStringList() << "*.xml" << "*.ugr" << "*.gradient" << "*.gradients", QDir::Files, QDirIterator::FollowSymlinks);
while (it.hasNext())
{
auto path = it.next();
auto qfilename = it.fileName();
try
{
if (QFile::exists(path) && m_PaletteList->Add(path.toStdString()))
m_Fractorium->ui.PaletteFilenameCombo->addItem(qfilename);
}
catch (const std::exception& e)
{
QMessageBox::critical(nullptr, "Palette Parsing Error", QString::fromStdString(e.what()));
}
catch (const char* e)
{
QMessageBox::critical(nullptr, "Palette Parsing Error", e);
}
}
m_Fractorium->ui.PaletteFilenameCombo->model()->sort(0);
return m_PaletteList->Size();
}
/// <summary>
/// Read a palette Xml file and populate the palette table with the contents.
/// This will clear any previous contents.
/// Called upon initialization, palette combo index change, and controller type change.
/// </summary>
/// <param name="s">The name of the palette file without the path</param>
/// <returns>True if successful, else false.</returns>
template <typename T>
bool FractoriumEmberController<T>::FillPaletteTable(const string& s)
{
if (!s.empty())//This occasionally seems to get called with an empty string for reasons unknown.
{
auto paletteTable = m_Fractorium->ui.PaletteListTable;
m_CurrentPaletteFilePath = s;
if (::FillPaletteTable(m_CurrentPaletteFilePath, paletteTable, m_PaletteList))
{
return true;
}
else
{
vector<string> errors = m_PaletteList->ErrorReport();
m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoFileOpeningTextEdit);
m_Fractorium->ShowCritical("Palette Read Error", "Could not load palette file, all images will be black. See info tab for details.");
m_PaletteList->ClearErrorReport();
}
}
return false;
}
/// <summary>
/// Fill the palette table with the passed in string.
/// Called when the palette name combo box changes.
/// </summary>
/// <param name="text">The full path to the palette file</param>
void Fractorium::OnPaletteFilenameComboChanged(const QString& text)
{
auto s = text.toStdString();
m_Controller->FillPaletteTable(s);
auto fullname = m_Controller->m_PaletteList->GetFullPathFromFilename(s);
ui.PaletteFilenameCombo->setToolTip(QString::fromStdString(fullname));
ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);
}
/// <summary>
/// Apply adjustments to the current ember's palette.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::ApplyPaletteToEmber()
{
const uint blur = m_Fractorium->m_PaletteBlurSpin->value();
const uint freq = m_Fractorium->m_PaletteFrequencySpin->value();
const auto sat = m_Fractorium->m_PaletteSaturationSpin->value() / 100.0;
const auto brightness = m_Fractorium->m_PaletteBrightnessSpin->value() / 255.0;
const auto contrast = double(m_Fractorium->m_PaletteContrastSpin->value() > 0 ? m_Fractorium->m_PaletteContrastSpin->value() * 2.0 : m_Fractorium->m_PaletteContrastSpin->value()) / 100.0;
const auto hue = m_Fractorium->m_PaletteHueSpin->value() / 360.0;
//Use the temp palette as the base and apply the adjustments gotten from the GUI and save the result in the ember palette.
m_TempPalette.MakeAdjustedPalette(m_Ember.m_Palette, m_Fractorium->m_PreviewPaletteRotation, hue, sat, brightness, contrast, blur, freq);
}
/// <summary>
/// Use adjusted palette to update all related GUI controls with new color values.
/// Resets the rendering process.
/// </summary>
/// <param name="palette">The palette to use</param>
/// <param name="paletteName">Name of the palette</param>
template <typename T>
void FractoriumEmberController<T>::UpdateAdjustedPaletteGUI(Palette<float>& palette)
{
const auto xform = CurrentXform();
const auto palettePreviewTable = m_Fractorium->ui.PalettePreviewTable;
const auto paletteName = QString::fromStdString(m_Ember.m_Palette.m_Name);
auto previewPaletteItem = palettePreviewTable->item(0, 1);
if (previewPaletteItem)//This can be null if the palette file was moved or corrupted.
{
//Use the adjusted palette to fill the preview palette control so the user can see the effects of applying the adjustements.
vector<byte> v = palette.MakeRgbPaletteBlock(PALETTE_CELL_HEIGHT);//Make the palette repeat for PALETTE_CELL_HEIGHT rows.
m_FinalPaletteImage = QImage(int(palette.Size()), PALETTE_CELL_HEIGHT, QImage::Format_RGB888);//Create a QImage out of it.
memcpy(m_FinalPaletteImage.scanLine(0), v.data(), v.size() * sizeof(v[0]));//Memcpy the data in.
QPixmap pixmap(QPixmap::fromImage(m_FinalPaletteImage));//Create a QPixmap out of the QImage.
previewPaletteItem->setData(Qt::DecorationRole, pixmap.scaled(QSize(pixmap.width(), palettePreviewTable->rowHeight(0) + 2), Qt::IgnoreAspectRatio, Qt::SmoothTransformation));//Set the pixmap on the palette tab.
m_Fractorium->SetPaletteTableItem(&pixmap, m_Fractorium->ui.XformPaletteRefTable, m_Fractorium->m_PaletteRefItem, 0, 0);//Set the palette ref table on the xforms | color tab.
if (auto previewNameItem = palettePreviewTable->item(0, 0))
{
previewNameItem->setText(paletteName);//Finally, set the name of the palette to be both the text and the tooltip.
previewNameItem->setToolTip(paletteName);
}
}
//Update the current xform's color and reset the rendering process.
//Update all controls to be safe.
if (xform)
XformColorIndexChanged(xform->m_ColorX, true, true, true);
}
/// <summary>
/// Apply all adjustments to the selected palette, show it
/// and assign it to the current ember.
/// Called when any adjustment spinner is modified.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PaletteAdjust()
{
Update([&]()
{
ApplyPaletteToEmber();
UpdateAdjustedPaletteGUI(m_Ember.m_Palette);
});
}
void Fractorium::OnPaletteAdjust(int d) { m_Controller->PaletteAdjust(); }
/// <summary>
/// Set the passed in palette as the current one,
/// applying any adjustments previously specified.
/// Resets the rendering process.
/// </summary>
/// <param name="palette">The palette to assign to the temporary palette</param>
template <typename T>
void FractoriumEmberController<T>::SetBasePaletteAndAdjust(const Palette<float>& palette)
{
//The temp palette is assigned the palette read when the file was parsed/saved. The user can apply adjustments on the GUI later.
//These adjustments will be applied to the temp palette, then assigned back to m_Ember.m_Palette.
m_TempPalette = palette;//Deep copy.
ApplyPaletteToEmber();//Copy temp palette to ember palette and apply adjustments.
UpdateAdjustedPaletteGUI(m_Ember.m_Palette);//Show the adjusted palette.
}
/// <summary>
/// Set the selected palette as the current one,
/// applying any adjustments previously specified.
/// Called when a palette cell is clicked. Unfortunately,
/// this will get called twice on a double click when moving
/// from one palette to another. It happens quickly so it shouldn't
/// be too much of a problem.
/// Resets the rendering process.
/// </summary>
/// <param name="row">The table row clicked</param>
/// <param name="col">The table column clicked</param>
template <typename T>
void FractoriumEmberController<T>::PaletteCellClicked(int row, int col)
{
if (const auto palette = m_PaletteList->GetPaletteByFilename(m_CurrentPaletteFilePath, row))
SetBasePaletteAndAdjust(*palette);
}
/// <summary>
/// Map the palette in the clicked row index to the index
/// in the palette list, then pass that index to PaletteCellClicked().
/// This resolves the case where the sort order of the palette table
/// is different than the internal order of the palette list.
/// </summary>
/// <param name="row">The table row clicked</param>
/// <param name="col">The table column clicked, ignored</param>
void Fractorium::OnPaletteCellClicked(int row, int col)
{
if (const auto item = dynamic_cast<PaletteTableWidgetItem*>(ui.PaletteListTable->item(row, 1)))
{
const auto index = int(item->Index());
if (m_PreviousPaletteRow != index)
{
m_Controller->PaletteCellClicked(index, col);
m_PreviousPaletteRow = index;//Save for comparison on next click.
}
}
}
/// <summary>
/// Called when the mouse has been moved while pressed on the palette preview table.
/// Computes the difference between where the mouse was clicked and where it is now, then
/// uses that difference as a rotation value to pass into the palette adjustment.
/// Updates the palette and resets the rendering process.
/// </summary>
/// <param name="local">The local mouse coordinates relative to the palette preview table</param>
/// <param name="global">The global mouse coordinates</param>
void Fractorium::OnPreviewPaletteMouseDragged(const QPointF& local, const QPoint& global)
{
if (m_PreviewPaletteMouseDown)
{
m_PreviewPaletteRotation = m_PreviewPaletteMouseDownRotation + (global.x() - m_PreviewPaletteMouseDownPosition.x());
//qDebug() << "Palette preview table drag reached main window event: " << local.x() << ' ' << local.y() << ", global: " << global.x() << ' ' << global.y() << ", final: " << m_PreviewPaletteRotation;
m_Controller->PaletteAdjust();
}
}
/// <summary>
/// Called when the mouse has been released over the palette preview table.
/// Does nothing but set the dragging state to false.
/// </summary>
void Fractorium::OnPreviewPaletteMouseReleased()
{
m_PreviewPaletteMouseDown = false;
}
/// <summary>
/// Sets the palette rotation to zero.
/// Updates the palette and resets the rendering process.
/// </summary>
/// <param name="row">Ignored</param>
/// <param name="col">Ignored</param>
void Fractorium::OnPreviewPaletteCellDoubleClicked(int row, int col)
{
m_PreviewPaletteRotation = m_PreviewPaletteMouseDownRotation = 0;
m_PreviewPaletteMouseDown = false;
m_Controller->PaletteAdjust();
}
/// <summary>
/// Called when the mouse has been pressed on the palette preview table.
/// Subsequent mouse movements will compute a rotation value to pass into the palette adjustment, based on the location
/// of the mouse when this slot is called.
/// </summary>
/// <param name="row">Ignored</param>
/// <param name="col">Ignored</param>
void Fractorium::OnPreviewPaletteCellPressed(int row, int col)
{
m_PreviewPaletteMouseDown = true;
m_PreviewPaletteMouseDownPosition = QCursor::pos();//Get the global mouse position.
m_PreviewPaletteMouseDownRotation = m_PreviewPaletteRotation;
//qDebug() << "Mouse down with initial pos: " << m_PreviewPaletteMouseDownPosition.x() << " and initial rotation: " << m_PreviewPaletteMouseDownRotation;
}
/// <summary>
/// Set the selected palette as the current one,
/// resetting any adjustments previously specified.
/// Called when a palette cell is double clicked.
/// Resets the rendering process.
/// </summary>
/// <param name="row">The table row clicked</param>
/// <param name="col">The table column clicked</param>
void Fractorium::OnPaletteCellDoubleClicked(int row, int col)
{
ResetPaletteControls();
m_PreviousPaletteRow = -1;
OnPaletteCellClicked(row, col);
}
/// <summary>
/// Set the selected palette to a randomly selected one,
/// applying any adjustments previously specified if the checked parameter is true.
/// Called when the Random Palette button is clicked.
/// Resets the rendering process.
/// </summary>
/// <param name="checked">True to clear the current adjustments, else leave current adjustments and apply them to the newly selected palette.</param>
void Fractorium::OnPaletteRandomSelectButtonClicked(bool checked)
{
uint i = 0;
const auto rowCount = ui.PaletteListTable->rowCount();
if (rowCount > 1)//If only one palette in the current palette file, just use it.
while (((i = QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(rowCount)) == uint(m_PreviousPaletteRow)) || i >= static_cast<uint>(rowCount));
if (checked)
OnPaletteCellDoubleClicked(i, 1);//Will clear the adjustments.
else
OnPaletteCellClicked(i, 1);
}
/// <summary>
/// Apply random adjustments to the selected palette.
/// Called when the Random Adjustment button is clicked.
/// Resets the rendering process.
/// </summary>
void Fractorium::OnPaletteRandomAdjustButtonClicked(bool checked)
{
m_PaletteHueSpin->setValue(-180 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(361));
m_PaletteSaturationSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));//Full range of these leads to bad palettes, so clamp range.
m_PaletteBrightnessSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));
m_PaletteContrastSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));
//Doing frequency and blur together gives bad palettes that are just a solid color.
if (QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRandBit())
{
m_PaletteBlurSpin->setValue(QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(21));
m_PaletteFrequencySpin->setValue(1);
}
else
{
m_PaletteBlurSpin->setValue(0);
m_PaletteFrequencySpin->setValue(1 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(10));
}
OnPaletteAdjust(0);
}
/// <summary>
/// Open the palette editor dialog.
/// Called when the palette editor button is clicked.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PaletteEditorButtonClicked()
{
size_t i = 0;
const auto ed = m_Fractorium->m_PaletteEditor.get();
map<size_t, float> colorIndices;
const auto forceFinal = m_Fractorium->HaveFinal();
m_PreviousTempPalette = m_TempPalette; // it's necessary because m_TempPalette is changed when the user make changes in palette editor
ed->SetPalette(m_TempPalette);
while (auto xform = m_Ember.GetTotalXform(i, forceFinal))
colorIndices[i++] = xform->m_ColorX;
ed->SetColorIndices(colorIndices);
ed->SetPreviousColorIndices(colorIndices); // also necessary because the colors are changed in palette editor
ed->SetPaletteFile(m_CurrentPaletteFilePath);
#ifdef __linux__
ed->show();
#else
SyncPalette(ed->exec() == QDialog::Accepted);
#endif
}
/// <summary>
/// Slot called when the palette editor changes the palette and the Sync checkbox is checked.
/// </summary>
bool Fractorium::PaletteChanged()
{
return m_PaletteChanged;
}
/// <summary>
/// Open the palette editor dialog.
/// This creates the palette editor dialog if it has not been created at least once.
/// Called when the palette editor button is clicked.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnPaletteEditorButtonClicked(bool checked)
{
if (!m_PaletteEditor.get())
{
m_PaletteEditor = std::make_unique<PaletteEditor>(this);
connect(m_PaletteEditor.get(), SIGNAL(PaletteChanged()), this, SLOT(OnPaletteEditorColorChanged()), Qt::QueuedConnection);
connect(m_PaletteEditor.get(), SIGNAL(PaletteFileChanged()), this, SLOT(OnPaletteEditorFileChanged()), Qt::QueuedConnection);
connect(m_PaletteEditor.get(), SIGNAL(ColorIndexChanged(size_t, float)), this, SLOT(OnPaletteEditorColorIndexChanged(size_t, float)), Qt::QueuedConnection);
#ifdef __linux__
connect(m_PaletteEditor.get(), SIGNAL(finished(int)), this, SLOT(OnPaletteEditorFinished(int)), Qt::QueuedConnection);
#endif
}
m_PaletteChanged = false;
m_PaletteFileChanged = false;
m_Controller->PaletteEditorButtonClicked();
}
/// <summary>
/// Slot called when palette editor window is closed.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SyncPalette(bool accepted)
{
const auto ed = m_Fractorium->m_PaletteEditor.get();
Palette<float> edPal;
Palette<float> prevPal = m_PreviousTempPalette;
map<size_t, float> colorIndices;
const auto forceFinal = m_Fractorium->HaveFinal();
if (accepted)
{
//Copy all just to be safe, because they may or may not have synced.
colorIndices = ed->GetColorIndices();
for (auto& index : colorIndices)
if (auto xform = m_Ember.GetTotalXform(index.first, forceFinal))
xform->m_ColorX = index.second;
edPal = ed->GetPalette(static_cast<int>(prevPal.Size()));
SetBasePaletteAndAdjust(edPal);//This will take care of updating the color index controls.
if (edPal.m_Filename.get() && !edPal.m_Filename->empty())
m_Fractorium->SetPaletteFileComboIndex(*edPal.m_Filename);
}
else if (m_Fractorium->PaletteChanged())//They clicked cancel, but synced at least once, restore the previous palette.
{
colorIndices = ed->GetPreviousColorIndices();
for (auto& index : colorIndices)
if (auto xform = m_Ember.GetTotalXform(index.first, forceFinal))
xform->m_ColorX = index.second;
SetBasePaletteAndAdjust(prevPal);//This will take care of updating the color index controls.
}
//Whether the current palette file was changed or not, if it's modifiable then reload it just to be safe (even though it might be overkill).
if (m_PaletteList->IsModifiable(m_CurrentPaletteFilePath))
m_Fractorium->OnPaletteFilenameComboChanged(QString::fromStdString(m_CurrentPaletteFilePath));
}
/// <summary>
/// Slot called every time a color is changed in the palette editor.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PaletteEditorColorChanged()
{
SetBasePaletteAndAdjust(m_Fractorium->m_PaletteEditor->GetPalette(static_cast<int>(m_TempPalette.Size())));
}
void Fractorium::OnPaletteEditorColorChanged()
{
m_PaletteChanged = true;
m_Controller->PaletteEditorColorChanged();
}
/// <summary>
/// Slot called every time a palette file is changed in the palette editor.
/// </summary>
void Fractorium::OnPaletteEditorFileChanged()
{
m_PaletteFileChanged = true;
}
/// <summary>
/// Slot called every time an xform color index is changed in the palette editor.
/// If a special value of size_t max is passed for index, it means update all color indices.
/// </summary>
/// <param name="index">The index of the xform whose color index has been changed. Special value of size_t max to update all</param>
/// <param name="value">The value of the color index</param>
void Fractorium::OnPaletteEditorColorIndexChanged(size_t index, float value)
{
if (index == std::numeric_limits<size_t>::max())//Update all in this case.
{
auto indices = m_PaletteEditor->GetColorIndices();
for (auto& it : indices)
OnXformColorIndexChanged(it.second, true, true, true, eXformUpdate::UPDATE_SPECIFIC, it.first);
}
else//Only update the xform index that was selected and dragged inside of the palette editor.
OnXformColorIndexChanged(value, true, true, true, eXformUpdate::UPDATE_SPECIFIC, index);
}
/// Slot called after EditPallete is closed.
/// </summary>
/// <param name="result">Cancel/OK action</param>
void Fractorium::OnPaletteEditorFinished(int result)
{
m_Controller->SyncPalette(result == QDialog::Accepted);
}
/// <summary>
/// Apply the text in the palette filter text box to only show palettes whose names
/// contain the substring.
/// Called when the user types in the palette filter text box.
/// </summary>
/// <param name="text">The text to filter on</param>
void Fractorium::OnPaletteFilterLineEditTextChanged(const QString& text)
{
auto table = ui.PaletteListTable;
table->setUpdatesEnabled(false);
for (int i = 0; i < table->rowCount(); i++)
{
if (auto item = table->item(i, 0))
{
if (!item->text().contains(text, Qt::CaseInsensitive))
table->hideRow(i);
else
table->showRow(i);
}
}
ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);//Must re-sort every time the filter changes.
table->setUpdatesEnabled(true);
}
/// <summary>
/// Clear the palette name filter, which will display all palettes.
/// Called when clear palette filter button is clicked.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnPaletteFilterClearButtonClicked(bool checked)
{
ui.PaletteFilterLineEdit->clear();
}
/// <summary>
/// Change the sorting to be either ascending or descending.
/// Called when user clicks the table headers.
/// </summary>
/// <param name="col">Column index of the header clicked, ignored.</param>
void Fractorium::OnPaletteHeaderSectionClicked(int col)
{
m_PaletteSortMode = !m_PaletteSortMode;
ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);
}
/// <summary>
/// Reset the palette controls.
/// Usually in response to a palette cell double click.
/// </summary>
void Fractorium::ResetPaletteControls()
{
m_PreviewPaletteRotation = m_PreviewPaletteMouseDownRotation = 0;
m_PaletteHueSpin->SetValueStealth(0);
m_PaletteSaturationSpin->SetValueStealth(0);
m_PaletteBrightnessSpin->SetValueStealth(0);
m_PaletteContrastSpin->SetValueStealth(0);
m_PaletteBlurSpin->SetValueStealth(0);
m_PaletteFrequencySpin->SetValueStealth(1);
}
/// <summary>
/// Set the index of the palette file combo box.
/// This is for display purposes only so the user can see which file, if any,
/// the current palette came from.
/// For embedded palettes with no filename, this will have no effect.
/// </summary>
/// <param name="filename">The string to set the index to</param>
void Fractorium::SetPaletteFileComboIndex(const string& filename)
{
if (!filename.empty())
ui.PaletteFilenameCombo->setCurrentText(QFileInfo(QString::fromStdString(filename)).fileName());
}
/// <summary>
/// Reset the color curve values for the selected curve in the current ember to their default state and also update the curves control.
/// Called when ResetCurvesButton is clicked.
/// Note if they click Reset Curves when the ctrl is pressed, then it clears all curves.
/// Resets the rendering process at either ACCUM_ONLY by default, or FILTER_AND_ACCUM when using early clip.
/// </summary>
/// <param name="i">The index of the curve to be cleared, 0 to clear all.</param>
template <typename T>
void FractoriumEmberController<T>::ClearColorCurves(int i)
{
UpdateAll([&](Ember<T>& ember, bool isMain)
{
if (i < 0)
ember.m_Curves.Init();
else
ember.m_Curves.Init(i);
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY, m_Fractorium->ApplyAll());
FillCurvesControl();
}
void Fractorium::OnResetCurvesButtonClicked(bool checked)
{
if (!QGuiApplication::keyboardModifiers().testFlag(Qt::ControlModifier))
{
if (ui.CurvesAllRadio->isChecked())
m_Controller->ClearColorCurves(0);
else if (ui.CurvesRedRadio->isChecked())
m_Controller->ClearColorCurves(1);
else if (ui.CurvesGreenRadio->isChecked())
m_Controller->ClearColorCurves(2);
else if (ui.CurvesBlueRadio->isChecked())
m_Controller->ClearColorCurves(3);
else
m_Controller->ClearColorCurves(0);
}
else
{
m_Controller->ClearColorCurves(-1);
}
}
/// <summary>
/// Set the coordinate of the curve point.
/// Called when the position of any of the points in the curves editor is is changed.
/// Resets the rendering process at either ACCUM_ONLY by default, or FILTER_AND_ACCUM when using early clip.
/// </summary>
/// <param name="curveIndex">The curve index, 0-3/</param>
/// <param name="pointIndex">The point index within the selected curve, 1-2.</param>
/// <param name="point">The new coordinate of the point in terms of the curves control rect.</param>
template <typename T>
void FractoriumEmberController<T>::ColorCurveChanged(int curveIndex, int pointIndex, const QPointF& point)
{
Update([&]
{
m_Ember.m_Curves.m_Points[curveIndex][pointIndex].x = point.x();
m_Ember.m_Curves.m_Points[curveIndex][pointIndex].y = point.y();
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY);
}
void Fractorium::OnCurvesPointChanged(int curveIndex, int pointIndex, const QPointF& point) { m_Controller->ColorCurveChanged(curveIndex, pointIndex, point); }
/// <summary>
/// Remove curve point.
/// Called when right clicking on a color curve point.
/// Resets the rendering process at either ACCUM_ONLY by default, or FILTER_AND_ACCUM when using early clip.
/// </summary>
/// <param name="curveIndex">The curve index./</param>
/// <param name="pointIndex">The point index within the selected curve.</param>
template <typename T>
void FractoriumEmberController<T>::ColorCurvesPointRemoved(size_t curveIndex, int pointIndex)
{
Update([&]
{
if (m_Ember.m_Curves.m_Points[curveIndex].size() > 2)
{
m_Ember.m_Curves.m_Points[curveIndex].erase(m_Ember.m_Curves.m_Points[curveIndex].begin() + pointIndex);
std::sort(m_Ember.m_Curves.m_Points[curveIndex].begin(), m_Ember.m_Curves.m_Points[curveIndex].end(), [&](auto & lhs, auto & rhs) { return lhs.x < rhs.x; });
}
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY);
FillCurvesControl();
}
void Fractorium::OnCurvesPointRemoved(size_t curveIndex, int pointIndex) { m_Controller->ColorCurvesPointRemoved(curveIndex, pointIndex); }
/// <summary>
/// Add a curve point.
/// Called when clicking in between points on a color curve.
/// Resets the rendering process at either ACCUM_ONLY by default, or FILTER_AND_ACCUM when using early clip.
/// </summary>
/// <param name="curveIndex">The curve index./</param>
/// <param name="pointIndex">The point to add to the selected curve.</param>
template <typename T>
void FractoriumEmberController<T>::ColorCurvesPointAdded(size_t curveIndex, const QPointF& point)
{
Update([&]
{
m_Ember.m_Curves.m_Points[curveIndex].push_back({ point.x(), point.y() });
std::sort(m_Ember.m_Curves.m_Points[curveIndex].begin(), m_Ember.m_Curves.m_Points[curveIndex].end(), [&](auto & lhs, auto & rhs) { return lhs.x < rhs.x; });
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY);
FillCurvesControl();
}
void Fractorium::OnCurvesPointAdded(size_t curveIndex, const QPointF& point) { m_Controller->ColorCurvesPointAdded(curveIndex, point); }
/// <summary>
/// Set the top most points in the curves control, which makes it easier to
/// select a point by putting it on top of all the others.
/// Called when the any of the curve color radio buttons are toggled.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnCurvesAllRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::ALL); }
void Fractorium::OnCurvesRedRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::RED); }
void Fractorium::OnCurvesGreenRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::GREEN); }
void Fractorium::OnCurvesBlueRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::BLUE); }
/// <summary>
/// Set the points in the curves control to the values of the curve points in the current ember.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::FillCurvesControl()
{
m_Fractorium->ui.CurvesView->blockSignals(true);
m_Fractorium->ui.CurvesView->Set(m_Ember.m_Curves);
m_Fractorium->ui.CurvesView->blockSignals(false);
m_Fractorium->ui.CurvesView->update();
}
template class FractoriumEmberController<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif
>>>>>>> a4bfffaa3f55362a86915c700186ee3ed03b90fa