From 36e83c5552e5aa97afc19cad919a06a8aeefbf96 Mon Sep 17 00:00:00 2001 From: Seth Troisi Date: Sat, 12 Feb 2022 18:47:42 -0800 Subject: [PATCH] --Code Change -Add Clear Sequence button to Sequence Panel --- Source/Fractorium/Fractorium.cpp | 1 + Source/Fractorium/Fractorium.h | 1 + Source/Fractorium/Fractorium.ui | 10 ++++++++++ Source/Fractorium/FractoriumEmberController.h | 2 ++ Source/Fractorium/FractoriumLibrary.cpp | 14 ++++++++++++++ 5 files changed, 28 insertions(+) diff --git a/Source/Fractorium/Fractorium.cpp b/Source/Fractorium/Fractorium.cpp index 09dee6b..c7efd2e 100644 --- a/Source/Fractorium/Fractorium.cpp +++ b/Source/Fractorium/Fractorium.cpp @@ -1234,6 +1234,7 @@ void Fractorium::SetTabOrders() w = SetTabOrder(this, w, ui.SequenceLinearCheckBox); w = SetTabOrder(this, w, ui.SequenceGenerateButton); w = SetTabOrder(this, w, ui.SequenceRenderButton); + w = SetTabOrder(this, w, ui.SequenceClearButton); w = SetTabOrder(this, w, ui.SequenceSaveButton); w = SetTabOrder(this, w, ui.SequenceOpenButton); w = SetTabOrder(this, w, ui.SequenceTree); diff --git a/Source/Fractorium/Fractorium.h b/Source/Fractorium/Fractorium.h index 8ea9795..52dcfc0 100644 --- a/Source/Fractorium/Fractorium.h +++ b/Source/Fractorium/Fractorium.h @@ -206,6 +206,7 @@ public slots: void OnSequenceAllButtonClicked(bool checked); void OnSequenceGenerateButtonClicked(bool checked); void OnSequenceRenderButtonClicked(bool checked); + void OnSequenceClearButtonClicked(bool checked); void OnSequenceSaveButtonClicked(bool checked); void OnSequenceOpenButtonClicked(bool checked); void OnSequenceRandomizeStaggerCheckBoxStateChanged(int state); diff --git a/Source/Fractorium/Fractorium.ui b/Source/Fractorium/Fractorium.ui index ff1e9aa..6227811 100644 --- a/Source/Fractorium/Fractorium.ui +++ b/Source/Fractorium/Fractorium.ui @@ -8097,6 +8097,16 @@ + + + + <html><head/><body><p>Clear the sequence of generated thumbnails.</p></body></html> + + + Clear + + + diff --git a/Source/Fractorium/FractoriumEmberController.h b/Source/Fractorium/FractoriumEmberController.h index a7d0d95..d015c40 100644 --- a/Source/Fractorium/FractoriumEmberController.h +++ b/Source/Fractorium/FractoriumEmberController.h @@ -136,6 +136,7 @@ public: virtual void Delete(const vector>& v) { } virtual void FillSequenceTree() { } virtual void SequenceGenerateButtonClicked() { } + virtual void SequenceClearButtonClicked() { } virtual void SequenceSaveButtonClicked() { } virtual void SequenceOpenButtonClicked() { } @@ -428,6 +429,7 @@ public: void StopAllPreviewRenderers() override; void FillSequenceTree() override; void SequenceGenerateButtonClicked() override; + void SequenceClearButtonClicked() override; void SequenceSaveButtonClicked() override; void SequenceOpenButtonClicked() override; diff --git a/Source/Fractorium/FractoriumLibrary.cpp b/Source/Fractorium/FractoriumLibrary.cpp index 72a7f9d..9cbb207 100644 --- a/Source/Fractorium/FractoriumLibrary.cpp +++ b/Source/Fractorium/FractoriumLibrary.cpp @@ -17,6 +17,7 @@ void Fractorium::InitLibraryUI() connect(ui.SequenceAllButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceAllButtonClicked(bool)), Qt::QueuedConnection); connect(ui.SequenceGenerateButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceGenerateButtonClicked(bool)), Qt::QueuedConnection); connect(ui.SequenceRenderButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceRenderButtonClicked(bool)), Qt::QueuedConnection); + connect(ui.SequenceClearButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceClearButtonClicked(bool)), Qt::QueuedConnection); connect(ui.SequenceSaveButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceSaveButtonClicked(bool)), Qt::QueuedConnection); connect(ui.SequenceOpenButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceOpenButtonClicked(bool)), Qt::QueuedConnection); connect(ui.SequenceRandomizeStaggerCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeStaggerCheckBoxStateChanged(int)), Qt::QueuedConnection); @@ -773,6 +774,19 @@ void Fractorium::OnSequenceRenderButtonClicked(bool checked) } } +/// +/// Clear the sequence. +/// +template +void FractoriumEmberController::SequenceClearButtonClicked() +{ + const auto tree = m_Fractorium->ui.SequenceTree; + m_SequencePreviewRenderer->Stop(); + tree->clear(); +} + +void Fractorium::OnSequenceClearButtonClicked(bool checked) { m_Controller->SequenceClearButtonClicked(); } + /// /// Save the sequence to a file. ///