fractorium/Source/Fractorium/FractoriumToolbar.cpp
mfeemster cf9da379b6 --User changes
-Allow for pausing the renderer in the main window. This makes is more efficient when entering many parameters, such as when following a tutorial.
 -Add support for new variations: erf, gamma, jac_cn, jac_dn, jac_sn, logDB, pressure_wave, pRose3D, splits3D, w, waves2b, x, xerf, y, z.
 -Inform user of the start and stop of file parsing in EmberAnimate because the files could potentially be very large.
 -Move the follwing fields to a new table called Animation: Interpolation, Affine Interpolation, Temporal Samples, Temporal Filter Width, Temporal Filter Type.
  -These currently have no effect on the interactive renderer and instead are used when running flames through EmberGenome to generate sequences, and then animating them in Fractorium or EmberAnimate.
 -Add new parameter overrides for EmberRender and EmberAnimate which directly assign values to all flames being rendered, rather than scale:
  --quality
  --demin
  --demax

--Bug fixes
 -Left pad instead of right pad names of sequence outputs from EmberGenome.
 -Unique file naming was broken for files which already had an underscore in them.
 -Properly report that png is the default format of EmberRender and EmberAnimate output instead of erroneously claiming it was jpg.
 -Make command line programs search these folders in this order for the palette file:
  ./
  ~/.fractorium
  ~/.config/fractorium
  /usr/share/fractorium
  /usr/local/share/fractorium
 -Fix possible bad values in hexes.
 -Better assignment of Z variables.
 -Fix boarders due to use of poorly implemented rint() function from flam3. Use std::rint() now.
 -wedge_sph was completely wrong due to having accidentally swapped the mapping of two parameters.
 -Make juliascope juliascope_power parameter be of type REAL_NONZERO since it's used as a denominator.
 -Make Z assignment compatible with the originals in:
  -arch, bcircle, bCollide, bent, bent2, bisplit, blob, blur_linear, blur_square, bMod, boarders, boarders2, bSwirl, bTransform, butterfly, cardioid, cell, circleblur, circlize, circlize2, circus, collideoscope, cos, cosine, cosh, coth, cpow, cpow2, crescents, cropn, csc, csch, curl, curve, dc_gridout, deltaa, diamond, disc2, eclipse, eCollide, edisc, eJulia, elliptic, eMod, eMotion, ennepers, epispiral, ePush, eRotate, eScale, eSwirl, ex, exp, expo, exponential, fan, fdisc, fibonacci, fibonacci2, fisheye, flipcircle, flipy, flower, flux, funnel, glynnia, GlynnSim1, GlynnSim2, GlynnSim3, gridout, handkerchief, heart, hole, idisc, julia, julian2, juliaNab, kaleidoscope, lazyTravis, Lissajous, mask, MobiusN, mobius_strip, modulus, murl, murl2, npolar, ortho, oscilloscope, parabola, perspective, petal, phoenix_julia, pie (was also inconsistent between cpu and gpu), poincare, popcorn, popcorn2, power, pow_block, rational3, rays, rblur, rings, rippled, roundspher, sec, secant2, sigmoid, sin, sineblur, sinh, sinusgrid, sphericaln, spiralwing, spirograph, split, squarize, squirrel, squish, sschecks, starblur, stripes, stwin, super_shape, tan, tancos, tangent, tanh, TwinTrian, twoface, unpolar, waves, wavesn, wedge_julia, whorl, xheart, zblur, zscale.

--Code changes
 -Generalize Variation::PrecalcHelper() and rename to PrePostPrecalcHelper().
  --Do the same for the OpenCL version and rename it PrePostPrecalcOpenCLString().
 -Rename Variation::m_AssignType to m_PrePostAssignType since it's only relevant to pre/post variations.
2016-01-29 17:02:15 -08:00

142 lines
3.9 KiB
C++

#include "FractoriumPch.h"
#include "Fractorium.h"
#include "QssDialog.h"
/// <summary>
/// Initialize the toolbar UI.
/// </summary>
void Fractorium::InitToolbarUI()
{
auto clGroup = new QActionGroup(this);
clGroup->addAction(ui.ActionCpu);
clGroup->addAction(ui.ActionCL);
auto spGroup = new QActionGroup(this);
spGroup->addAction(ui.ActionSP);
spGroup->addAction(ui.ActionDP);
SyncOptionsToToolbar();
connect(ui.ActionCpu, SIGNAL(triggered(bool)), this, SLOT(OnActionCpu(bool)), Qt::QueuedConnection);
connect(ui.ActionCL, SIGNAL(triggered(bool)), this, SLOT(OnActionCL(bool)), Qt::QueuedConnection);
connect(ui.ActionSP, SIGNAL(triggered(bool)), this, SLOT(OnActionSP(bool)), Qt::QueuedConnection);
connect(ui.ActionDP, SIGNAL(triggered(bool)), this, SLOT(OnActionDP(bool)), Qt::QueuedConnection);
connect(ui.ActionStyle, SIGNAL(triggered(bool)), this, SLOT(OnActionStyle(bool)), Qt::QueuedConnection);
connect(ui.ActionStartStopRenderer, SIGNAL(triggered(bool)), this, SLOT(OnActionStartStopRenderer(bool)), Qt::QueuedConnection);
}
/// <summary>
/// Called when the CPU render option on the toolbar is clicked.
/// </summary>
/// <param name="checked">Check state, action only taken if true.</param>
void Fractorium::OnActionCpu(bool checked)
{
if (checked && m_Settings->OpenCL())
{
m_Settings->OpenCL(false);
ShutdownAndRecreateFromOptions();
}
}
/// <summary>
/// Called when the OpenCL render option on the toolbar is clicked.
/// </summary>
/// <param name="checked">Check state, action only taken if true.</param>
void Fractorium::OnActionCL(bool checked)
{
if (checked && !m_Settings->OpenCL())
{
m_Settings->OpenCL(true);
ShutdownAndRecreateFromOptions();
}
}
/// <summary>
/// Called when the single precision render option on the toolbar is clicked.
/// </summary>
/// <param name="checked">Check state, action only taken if true.</param>
void Fractorium::OnActionSP(bool checked)
{
if (checked && m_Settings->Double())
{
m_Settings->Double(false);
ShutdownAndRecreateFromOptions();
}
}
/// <summary>
/// Called when the double precision render option on the toolbar is clicked.
/// </summary>
/// <param name="checked">Check state, action only taken if true.</param>
void Fractorium::OnActionDP(bool checked)
{
if (checked && !m_Settings->Double())
{
m_Settings->Double(true);
ShutdownAndRecreateFromOptions();
}
}
/// <summary>
/// Called when the show style button is clicked.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionStyle(bool checked)
{
m_QssDialog->show();
}
/// <summary>
/// Called when the start/stop renderer button is clicked.
/// </summary>
/// <param name="checked">Check state, stop renderer if true, else start.</param>
void Fractorium::OnActionStartStopRenderer(bool checked)
{
EnableRenderControls(!checked);
if (checked)
{
m_Controller->StopRenderTimer(true);
ui.ActionStartStopRenderer->setToolTip("Start Renderer");
ui.ActionStartStopRenderer->setIcon(QIcon(":/Fractorium/Icons/control.png"));
}
else
{
m_Controller->StartRenderTimer();
ui.ActionStartStopRenderer->setToolTip("Stop Renderer");
ui.ActionStartStopRenderer->setIcon(QIcon(":/Fractorium/Icons/control-stop-square.png"));
}
}
/// <summary>
/// Sync options data to the check state of the toolbar buttons.
/// This does not trigger a clicked() event.
/// </summary>
void Fractorium::SyncOptionsToToolbar()
{
static bool openCL = !m_Info->Devices().empty();
if (!openCL)
{
ui.ActionCL->setEnabled(false);
}
if (openCL && m_Settings->OpenCL())
{
ui.ActionCpu->setChecked(false);
ui.ActionCL->setChecked(true);
}
else
{
ui.ActionCpu->setChecked(true);
ui.ActionCL->setChecked(false);
}
if (m_Settings->Double())
{
ui.ActionSP->setChecked(false);
ui.ActionDP->setChecked(true);
}
else
{
ui.ActionSP->setChecked(true);
ui.ActionDP->setChecked(false);
}
}