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https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 05:00:06 -05:00
--Code Change
-Add Clear Sequence button to Sequence Panel
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0fc2d3107e
commit
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@ -1234,6 +1234,7 @@ void Fractorium::SetTabOrders()
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w = SetTabOrder(this, w, ui.SequenceLinearCheckBox);
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w = SetTabOrder(this, w, ui.SequenceGenerateButton);
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w = SetTabOrder(this, w, ui.SequenceRenderButton);
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w = SetTabOrder(this, w, ui.SequenceClearButton);
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w = SetTabOrder(this, w, ui.SequenceSaveButton);
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w = SetTabOrder(this, w, ui.SequenceOpenButton);
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w = SetTabOrder(this, w, ui.SequenceTree);
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@ -206,6 +206,7 @@ public slots:
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void OnSequenceAllButtonClicked(bool checked);
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void OnSequenceGenerateButtonClicked(bool checked);
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void OnSequenceRenderButtonClicked(bool checked);
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void OnSequenceClearButtonClicked(bool checked);
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void OnSequenceSaveButtonClicked(bool checked);
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void OnSequenceOpenButtonClicked(bool checked);
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void OnSequenceRandomizeStaggerCheckBoxStateChanged(int state);
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@ -8097,6 +8097,16 @@
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</property>
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</widget>
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</item>
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<item>
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<widget class="QPushButton" name="SequenceClearButton">
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<property name="toolTip">
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<string><html><head/><body><p>Clear the sequence of generated thumbnails.</p></body></html></string>
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</property>
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<property name="text">
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<string>Clear</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QPushButton" name="SequenceSaveButton">
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<property name="toolTip">
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@ -136,6 +136,7 @@ public:
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virtual void Delete(const vector<pair<size_t, QTreeWidgetItem*>>& v) { }
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virtual void FillSequenceTree() { }
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virtual void SequenceGenerateButtonClicked() { }
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virtual void SequenceClearButtonClicked() { }
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virtual void SequenceSaveButtonClicked() { }
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virtual void SequenceOpenButtonClicked() { }
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@ -428,6 +429,7 @@ public:
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void StopAllPreviewRenderers() override;
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void FillSequenceTree() override;
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void SequenceGenerateButtonClicked() override;
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void SequenceClearButtonClicked() override;
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void SequenceSaveButtonClicked() override;
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void SequenceOpenButtonClicked() override;
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@ -17,6 +17,7 @@ void Fractorium::InitLibraryUI()
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connect(ui.SequenceAllButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceAllButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.SequenceGenerateButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceGenerateButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.SequenceRenderButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceRenderButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.SequenceClearButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceClearButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.SequenceSaveButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceSaveButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.SequenceOpenButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceOpenButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.SequenceRandomizeStaggerCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeStaggerCheckBoxStateChanged(int)), Qt::QueuedConnection);
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@ -773,6 +774,19 @@ void Fractorium::OnSequenceRenderButtonClicked(bool checked)
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}
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}
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/// <summary>
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/// Clear the sequence.
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/// </summary>
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template <typename T>
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void FractoriumEmberController<T>::SequenceClearButtonClicked()
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{
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const auto tree = m_Fractorium->ui.SequenceTree;
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m_SequencePreviewRenderer->Stop();
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tree->clear();
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}
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void Fractorium::OnSequenceClearButtonClicked(bool checked) { m_Controller->SequenceClearButtonClicked(); }
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/// <summary>
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/// Save the sequence to a file.
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/// </summary>
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