fractorium/Source/Fractorium/FractoriumMenus.cpp
Person 4c0f03a52a --User changes
-Add Ctrl+g shortcut for generating a sequence.

--Bug fixes
 -Fix indendation for variations because of type icon.
 -Fix bug when duplicating flame where the new flame wasn't being properly selected.
 -Fix bug where clearing a flame was changing size and quality when it shouldn't have.
 -Fix bug where reading an Xml palette was failing on linux.

--Code changes
 -No longer pad string with null terminator in ReadFile() because std::string already does it.
2024-05-08 07:31:55 -06:00

1117 lines
40 KiB
C++

#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();
auto ember = m_Ember;
auto model = m_Fractorium->ui.LibraryTree->selectionModel();
auto sel = model->selectedIndexes();
auto insertEmberIndex = sel.size() > 0 ? sel[0].row() + 1 : 0;
ember.m_Name = EmberFile<T>::DefaultEmberName(m_EmberFile.Size() + 1).toStdString();
ember.m_Index = insertEmberIndex;//Will be overwritten below in FillLibraryTree().
m_EmberFile.m_Embers.insert(Advance(m_EmberFile.m_Embers.begin(), insertEmberIndex), ember);//Will invalidate the pointers contained in the EmberTreeWidgetItems, FillLibraryTree() has the effect of resyncing because index, name and pointer are assigned.
m_EmberFile.MakeNamesUnique();
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);
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);
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([&]()
{
Xform<T> newXform;
newXform.m_Weight = 0.25;
newXform.m_ColorX = m_Rand.Frand01<T>();
newXform.AddVariation(m_VariationList->GetVariationCopy(eVariationId::VAR_LINEAR));
m_Ember.Clear();
m_Ember.m_FinalRasW = m_Fractorium->m_WidthSpin->value();
m_Ember.m_FinalRasH = m_Fractorium->m_HeightSpin->value();
m_Ember.m_Quality = m_Fractorium->m_QualitySpin->value();
m_Ember.AddXform(newXform);
FillXforms();//Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
FillParamTablesAndPalette();
FillCurvesControl();
FillSummary();
});
}
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