#include "FractoriumPch.h" #include "Fractorium.h" /// /// Initialize the xforms UI. /// void Fractorium::InitXformsUI() { int spinHeight = 20, row = 0; connect(ui.AddXformButton, SIGNAL(clicked(bool)), this, SLOT(OnAddXformButtonClicked(bool)), Qt::QueuedConnection); connect(ui.AddLinkedXformButton, SIGNAL(clicked(bool)), this, SLOT(OnAddLinkedXformButtonClicked(bool)), Qt::QueuedConnection); connect(ui.DuplicateXformButton, SIGNAL(clicked(bool)), this, SLOT(OnDuplicateXformButtonClicked(bool)), Qt::QueuedConnection); connect(ui.ClearXformButton, SIGNAL(clicked(bool)), this, SLOT(OnClearXformButtonClicked(bool)), Qt::QueuedConnection); connect(ui.DeleteXformButton, SIGNAL(clicked(bool)), this, SLOT(OnDeleteXformButtonClicked(bool)), Qt::QueuedConnection); connect(ui.AddFinalXformButton, SIGNAL(clicked(bool)), this, SLOT(OnAddFinalXformButtonClicked(bool)), Qt::QueuedConnection); connect(ui.CurrentXformCombo, SIGNAL(currentIndexChanged(int)), this, SLOT(OnCurrentXformComboChanged(int)), Qt::QueuedConnection); connect(ui.AnimateXformCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnXformAnimateCheckBoxStateChanged(int)), Qt::QueuedConnection); SetFixedTableHeader(ui.XformWeightNameTable->horizontalHeader()); //Use SetupSpinner() just to create the spinner, but use col of -1 to prevent it from being added to the table. SetupSpinner(ui.XformWeightNameTable, this, row, -1, m_XformWeightSpin, spinHeight, 0, 1000, 0.05, SIGNAL(valueChanged(double)), SLOT(OnXformWeightChanged(double)), false, 0, 1, 0); m_XformWeightSpin->setDecimals(3); m_XformWeightSpin->SmallStep(0.001); m_XformWeightSpinnerButtonWidget = new SpinnerButtonWidget(m_XformWeightSpin, "=", 20, 19, ui.XformWeightNameTable); m_XformWeightSpinnerButtonWidget->m_Button->setToolTip("Equalize weights"); m_XformWeightSpinnerButtonWidget->m_Button->setStyleSheet("text-align: center center"); connect(m_XformWeightSpinnerButtonWidget->m_Button, SIGNAL(clicked(bool)), this, SLOT(OnEqualWeightButtonClicked(bool)), Qt::QueuedConnection); ui.XformWeightNameTable->setCellWidget(0, 0, m_XformWeightSpinnerButtonWidget); ui.XformWeightNameTable->setItem(0, 1, new QTableWidgetItem()); connect(ui.XformWeightNameTable, SIGNAL(cellChanged(int, int)), this, SLOT(OnXformNameChanged(int, int)), Qt::QueuedConnection); ui.CurrentXformCombo->setProperty("soloxform", -1); #ifndef _WIN32 //For some reason linux makes these 24x24, even though the designer explicitly says 16x16. ui.AddXformButton->setIconSize(QSize(16, 16)); ui.DuplicateXformButton->setIconSize(QSize(16, 16)); ui.ClearXformButton->setIconSize(QSize(16, 16)); ui.DeleteXformButton->setIconSize(QSize(16, 16)); ui.AddFinalXformButton->setIconSize(QSize(16, 16)); ui.CurrentXformCombo->setIconSize(QSize(16, 16)); #endif } /// /// Get the current xform. /// /// The current xform as specified by the current xform combo box index. nullptr if out of range (should never happen). template Xform* FractoriumEmberController::CurrentXform() { bool hasFinal = m_Fractorium->HaveFinal(); return m_Ember.GetTotalXform(m_Fractorium->ui.CurrentXformCombo->currentIndex(), hasFinal);//Need to force final for the special case they created a final, then cleared it, but did not delete it. } /// /// Set the current xform to the index passed in. /// /// The index to set the current xform to void Fractorium::CurrentXform(uint i) { if (i < uint(ui.CurrentXformCombo->count())) ui.CurrentXformCombo->setCurrentIndex(i); } /// /// Set the current xform and populate all GUI widgets. /// Called when the current xform combo box index changes. /// /// The selected combo box index template void FractoriumEmberController::CurrentXformComboChanged(int index) { bool forceFinal = m_Fractorium->HaveFinal(); if (auto xform = m_Ember.GetTotalXform(index, forceFinal)) { FillWithXform(xform); m_GLController->SetSelectedXform(xform); int solo = m_Fractorium->ui.CurrentXformCombo->property("soloxform").toInt(); m_Fractorium->ui.SoloXformCheckBox->blockSignals(true); m_Fractorium->ui.SoloXformCheckBox->setChecked(solo == index); m_Fractorium->ui.SoloXformCheckBox->blockSignals(false); bool enable = !IsFinal(CurrentXform()); m_Fractorium->ui.DuplicateXformButton->setEnabled(enable); m_Fractorium->m_XformWeightSpin->setEnabled(enable); m_Fractorium->ui.SoloXformCheckBox->setEnabled(enable); m_Fractorium->ui.AddLinkedXformButton->setEnabled(enable); m_Fractorium->ui.AddFinalXformButton->setEnabled(!m_Ember.UseFinalXform()); } } void Fractorium::OnCurrentXformComboChanged(int index) { m_Controller->CurrentXformComboChanged(index); } /// /// Add an empty xform in the current ember and set it as the current xform. /// Called when the add xform button is clicked. /// Resets the rendering process. /// /// Ignored template void FractoriumEmberController::AddXform() { bool forceFinal = m_Fractorium->HaveFinal(); Update([&]() { Xform newXform; newXform.m_Weight = 0.25; newXform.m_ColorX = m_Rand.Frand01(); newXform.AddVariation(m_VariationList->GetVariationCopy(eVariationId::VAR_LINEAR)); m_Ember.AddXform(newXform); int index = int(m_Ember.TotalXformCount(forceFinal) - (forceFinal ? 2 : 1));//Set index to the last item before final. FillXforms(index); }); } void Fractorium::OnAddXformButtonClicked(bool checked) { m_Controller->AddXform(); } /// /// Add a new linked xform in the current ember and set it as the current xform. /// Linked means: /// Add an xform whose xaos values are: /// From: All xaos values from the current xform are zero when going to any xform but the new one added, which is 1. /// To: The xaos value coming from the current xform is 1 and the xaos values from all other xforms are 0, when going to the newly added xform. /// Take different action when a single xform is selected vs. multiple. /// Single: Copy the current xform's xaos values to the new one. /// Multiple: Set the new xform's xaos values to 1, and except the last entry which is 0. /// Called when the add xform button is clicked. /// Resets the rendering process. /// /// Ignored template void FractoriumEmberController::AddLinkedXform() { bool hasAdded = false; bool forceFinal = m_Fractorium->HaveFinal(); auto selCount = m_Fractorium->SelectedXformCount(false); if (!selCount)//If none explicitly selected, use current. selCount = 1; Ember ember = m_Ember; m_Ember.Reserve(m_Ember.XformCount() + 1);//Doing this ahead of time ensures pointers remain valid. auto iterCount = 0; UpdateXform([&](Xform* xform) { //Covers very strange case where final is selected, but initially not considered because final is excluded, //but after adding the new xform, it thinks its selected index is non-final. if (iterCount < selCount) { size_t i, count = m_Ember.XformCount(); if (!hasAdded) { Xform newXform; newXform.m_Weight = 0.5; newXform.m_Opacity = xform->m_Opacity; newXform.m_ColorSpeed = 0; newXform.m_ColorX = 0; //newXform.m_ColorY = xform->m_ColorY; newXform.AddVariation(m_VariationList->GetVariationCopy(eVariationId::VAR_LINEAR)); //Set all of the new xform's xaos values to the selected xform's xaos values, //then set the selected xform's xaos values to 0. for (i = 0; i < count; i++) { if (selCount == 1) newXform.SetXaos(i, xform->Xaos(i)); else newXform.SetXaos(i, 1); } //Add the new xform and update the total count. m_Ember.AddXform(newXform); count = m_Ember.XformCount(); //Set the xaos for all xforms pointing to the new one to zero. //Will set the last element of all linking and non-linking xforms, including the one we just added. //Linking xforms will have their last xaos element set to 1 below. for (i = 0; i < count; i++) if (auto xf = m_Ember.GetXform(i)) xf->SetXaos(count - 1, 0); hasAdded = true; } //Linking xform, so set all xaos elements to 0, except the last. for (i = 0; i < count - 1; i++) xform->SetXaos(i, 0); xform->SetXaos(count - 1, 1);//Set the xaos value for the linking xform pointing to the new one to one. xform->m_Opacity = 0;//Clear the opacity of the all linking xform. iterCount++; } }, eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL); //Now update the GUI. int index = int(m_Ember.TotalXformCount(forceFinal) - (forceFinal ? 2 : 1));//Set index to the last item before final. FillXforms(index); FillXaos(); } void Fractorium::OnAddLinkedXformButtonClicked(bool checked) { m_Controller->AddLinkedXform(); } /// /// Duplicate the specified xforms in the current ember, and set the last one as the current xform. /// Called when the duplicate xform button is clicked. /// Resets the rendering process. /// /// Ignored template void FractoriumEmberController::DuplicateXform() { bool forceFinal = m_Fractorium->HaveFinal(); vector> vec; vec.reserve(m_Ember.XformCount()); UpdateXform([&] (Xform* xform) { vec.push_back(*xform); }, eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL, false); Update([&]() { for (auto& it : vec) m_Ember.AddXform(it); int index = int(m_Ember.TotalXformCount(forceFinal) - (forceFinal ? 2 : 1));//Set index to the last item before final. FillXforms(index);//Handles xaos. }); } void Fractorium::OnDuplicateXformButtonClicked(bool checked) { m_Controller->DuplicateXform(); } /// /// Clear all variations from the selected xforms. Affine, palette and xaos are left untouched. /// Called when the clear xform button is clicked. /// Resets the rendering process. /// /// Ignored template void FractoriumEmberController::ClearXform() { UpdateXform([&] (Xform* xform) { xform->ClearAndDeleteVariations();//Note xaos is left alone. }, eXformUpdate::UPDATE_SELECTED); FillVariationTreeWithXform(CurrentXform()); } void Fractorium::OnClearXformButtonClicked(bool checked) { m_Controller->ClearXform(); } /// /// Delete the selected xforms. /// Will not delete the last remaining non-final xform. /// Called when the delete xform button is clicked. /// Resets the rendering process. /// /// Ignored template void FractoriumEmberController::DeleteXforms() { bool removed = false; bool haveFinal = m_Fractorium->HaveFinal(); auto combo = m_Fractorium->ui.CurrentXformCombo; Xform* finalXform = nullptr; vector> xforms; xforms.reserve(m_Ember.TotalXformCount()); //Iterating over the checkboxes must be done instead of using UpdateXform() to iterate over xforms //because xforms are being deleted inside the loop. //Also manually calling UpdateRender() rather than using the usual Update() call because //it should only be called if an xform has actually been deleted. //Rather than go through and delete, it's easier to just make a list of what we want to keep. m_Fractorium->ForEachXformCheckbox([&](int i, QCheckBox * w, bool isFinal) { if (!w->isChecked())//Keep if not checked. { if (isFinal) finalXform = m_Ember.NonConstFinalXform(); else if (auto xform = m_Ember.GetXform(i)) xforms.push_back(*xform); } }); //They might not have selected any checkboxes, in which case just delete the current. auto current = combo->currentIndex(); auto count = m_Ember.TotalXformCount(); bool anySelected = xforms.size() < m_Ember.XformCount(); bool finalSelected = !finalXform && haveFinal; //Nothing was selected, so just delete current. if (!anySelected && !finalSelected) { //Disallow deleting the only remaining non-final xform. if (!(haveFinal && count <= 2 && current == 0) &&//One non-final, one final, disallow deleting non-final. !(!haveFinal && count == 1))//One non-final, no final, disallow deleting. { m_Ember.DeleteTotalXform(current, haveFinal); removed = true; } } else { if (!xforms.empty() && (xforms.size() != m_Ember.XformCount()))//Remove if they requested to do so, but ensure it's not removing all. { removed = true; m_Ember.ReplaceXforms(xforms); } if (finalSelected) { removed = true; m_Ember.NonConstFinalXform()->Clear(); } } if (removed) { int index = int(m_Ember.TotalXformCount() - (m_Ember.UseFinalXform() ? 2 : 1));//Set index to the last item before final. Note final is requeried one last time. FillXforms(index); UpdateRender(); } } void Fractorium::OnDeleteXformButtonClicked(bool checked) { m_Controller->DeleteXforms(); } /// /// Add a final xform to the ember and set it as the current xform. /// Will only take action if a final xform is not already present. /// Called when the add final xform button is clicked. /// Resets the rendering process. /// /// Ignored template void FractoriumEmberController::AddFinalXform() { //Check to see if a final xform is already present. if (!m_Fractorium->HaveFinal()) { Update([&]() { Xform final; final.AddVariation(m_VariationList->GetVariationCopy(eVariationId::VAR_LINEAR));//Just a placeholder so other parts of the code don't see it as being empty. m_Ember.SetFinalXform(final); int index = int(m_Ember.TotalXformCount() - 1);//Set index to the last item. FillXforms(index); }); } } void Fractorium::OnAddFinalXformButtonClicked(bool checked) { m_Controller->AddFinalXform(); } /// /// Set the weight of the selected xforms. /// Called when weight spinner changes. /// Resets the rendering process. /// /// The weight template void FractoriumEmberController::XformWeightChanged(double d) { UpdateXform([&] (Xform* xform) { xform->m_Weight = d; }, eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL); SetNormalizedWeightText(CurrentXform()); } void Fractorium::OnXformWeightChanged(double d) { m_Controller->XformWeightChanged(d); } /// /// Equalize the weights of all xforms in the ember. /// template void FractoriumEmberController::EqualizeWeights() { UpdateXform([&] (Xform* xform) { m_Ember.EqualizeWeights(); m_Fractorium->m_XformWeightSpin->setValue(xform->m_Weight);//Will trigger an update, so pass false to updateRender below. }, eXformUpdate::UPDATE_CURRENT, false); } void Fractorium::OnEqualWeightButtonClicked(bool checked) { m_Controller->EqualizeWeights(); } /// /// Set the name of the current xform. /// Update the corresponding xform checkbox text with the name. /// Called when the user types in the name cell of the table. /// /// The row of the cell /// The col of the cell template void FractoriumEmberController::XformNameChanged(int row, int col) { bool forceFinal = m_Fractorium->HaveFinal(); UpdateXform([&] (Xform* xform) { int index = m_Ember.GetTotalXformIndex(xform, forceFinal); xform->m_Name = m_Fractorium->ui.XformWeightNameTable->item(row, col)->text().toStdString(); XformCheckboxAt(index, [&](QCheckBox * checkbox) { checkbox->setText(MakeXformCaption(index)); }); }, eXformUpdate::UPDATE_CURRENT, false); FillSummary();//Manually update because this does not trigger a render, which is where this would normally be called. } void Fractorium::OnXformNameChanged(int row, int col) { m_Controller->XformNameChanged(row, col); } /// /// Set the animate field of the selected xforms. /// This has no effect on interactive rendering, it only sets a value /// that will later be saved to Xml when the user saves. /// This value is observed when creating sequences for animation. /// Called when the user toggles the animate xform checkbox. /// /// 1 for checked, else false template void FractoriumEmberController::XformAnimateChanged(int state) { bool final = IsFinal(CurrentXform()); auto index = m_Fractorium->ui.CurrentXformCombo->currentIndex(); UpdateAll([&](Ember& ember) { if (final)//If the current xform was final, only apply to other embers which also have a final xform. { if (ember.UseFinalXform()) { auto xform = ember.NonConstFinalXform(); xform->m_Animate = state > 0 ? 1 : 0; } } else//Current was not final, so apply to other embers which have a non-final xform at this index. { if (auto xform = ember.GetXform(index)) xform->m_Animate = state > 0 ? 1 : 0; } }, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll()); } void Fractorium::OnXformAnimateCheckBoxStateChanged(int state) { m_Controller->XformAnimateChanged(state); } /// /// Fill all GUI widgets with values from the passed in xform. /// /// The xform whose values will be used to populate the widgets template void FractoriumEmberController::FillWithXform(Xform* xform)//Need to see where all this is called from and sync with FillXform(). Maybe rename the latter. { m_Fractorium->m_XformWeightSpin->SetValueStealth(xform->m_Weight); SetNormalizedWeightText(xform); m_Fractorium->ui.AnimateXformCheckBox->setChecked(xform->m_Animate > 0 ? true : false);//Make a signal/slot to handle checking this. if (auto item = m_Fractorium->ui.XformWeightNameTable->item(0, 1)) { m_Fractorium->ui.XformWeightNameTable->blockSignals(true); item->setText(QString::fromStdString(xform->m_Name)); m_Fractorium->ui.XformWeightNameTable->blockSignals(false); } FillVariationTreeWithXform(xform); FillColorWithXform(xform); FillAffineWithXform(xform, true); FillAffineWithXform(xform, false); } /// /// Set the normalized weight of the current xform as the suffix text of the weight spinner. /// /// The current xform whose normalized weight will be shown template void FractoriumEmberController::SetNormalizedWeightText(Xform* xform) { if (xform) { int index = m_Ember.GetXformIndex(xform); m_Ember.CalcNormalizedWeights(m_NormalizedWeights); if (index != -1 && index < m_NormalizedWeights.size()) m_Fractorium->m_XformWeightSpin->setSuffix(QString(" (") + QLocale::system().toString(double(m_NormalizedWeights[index]), 'g', 3) + ")"); } } /// /// Determine whether the specified xform is the final xform in the ember. /// /// The xform to examine /// True if final, else false. template bool FractoriumEmberController::IsFinal(Xform* xform) { return (m_Fractorium->HaveFinal() && (xform == m_Ember.FinalXform())); } /// /// Fill the xforms combo box with the xforms in the current ember. /// Select the index passed in and fill all widgets with its values. /// Also dynamically generate a checkbox for each xform which will allow the user /// to select which xforms to apply operations to. /// /// The index to select after populating, default 0. template void FractoriumEmberController::FillXforms(int index) { int i = 0, count = int(XformCount()); auto combo = m_Fractorium->ui.CurrentXformCombo; combo->blockSignals(true); combo->clear(); //First clear all dynamically created checkboxes. m_Fractorium->ClearXformsSelections(); m_Fractorium->m_XformsSelectionLayout->blockSignals(true); //Fill combo box and create new checkboxes. for (i = 0; i < count; i++) { combo->addItem(ToString(i + 1)); combo->setItemIcon(i, m_Fractorium->m_XformComboIcons[i % XFORM_COLOR_COUNT]); } i = 0; while (i < count) { if (i < count - 1) { auto cb1 = new QCheckBox(MakeXformCaption(i), m_Fractorium); auto cb2 = new QCheckBox(MakeXformCaption(i + 1), m_Fractorium); QObject::connect(cb1, &QCheckBox::stateChanged, [&](int state) { m_Fractorium->ui.GLDisplay->update(); });//Ensure circles are drawn immediately after toggle. QObject::connect(cb2, &QCheckBox::stateChanged, [&](int state) { m_Fractorium->ui.GLDisplay->update(); }); m_Fractorium->m_XformSelections.push_back(cb1); m_Fractorium->m_XformSelections.push_back(cb2); m_Fractorium->m_XformsSelectionLayout->addRow(cb1, cb2); i += 2; } else if (i < count) { auto cb = new QCheckBox(MakeXformCaption(i), m_Fractorium); QObject::connect(cb, &QCheckBox::stateChanged, [&](int state) { m_Fractorium->ui.GLDisplay->update(); }); m_Fractorium->m_XformSelections.push_back(cb); m_Fractorium->m_XformsSelectionLayout->addRow(cb, new QWidget(m_Fractorium)); i++; } } //Special case for final xform. if (UseFinalXform()) { auto cb = new QCheckBox(MakeXformCaption(i), m_Fractorium); m_Fractorium->m_XformSelections.push_back(cb); m_Fractorium->m_XformsSelectionLayout->addRow(cb, new QWidget(m_Fractorium)); combo->addItem("Final"); combo->setItemIcon(i, m_Fractorium->m_FinalXformComboIcon); } m_Fractorium->m_XformsSelectionLayout->blockSignals(false); combo->blockSignals(false); if (index < combo->count()) combo->setCurrentIndex(index); m_Fractorium->FillXaosTable(); m_Fractorium->OnSoloXformCheckBoxStateChanged(Qt::Unchecked); m_Fractorium->OnCurrentXformComboChanged(index);//Make sure the event gets called, because it won't if the zero index is already selected. } template class FractoriumEmberController; #ifdef DO_DOUBLE template class FractoriumEmberController; #endif