PrimeWorldEditor/UI/WorldEditor/CLayerEditor.cpp

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#include "CLayerEditor.h"
#include "ui_CLayerEditor.h"
CLayerEditor::CLayerEditor(QWidget *parent) :
QDialog(parent),
ui(new Ui::CLayerEditor)
{
ui->setupUi(this);
mpArea = nullptr;
mpModel = new CLayerModel(this);
ui->LayerSelectComboBox->setModel(mpModel);
connect(ui->LayerSelectComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(SetCurrentIndex(int)));
connect(ui->NameLineEdit, SIGNAL(textEdited(QString)), this, SLOT(EditLayerName(QString)));
connect(ui->ActiveCheckBox, SIGNAL(toggled(bool)), this, SLOT(EditLayerActive(bool)));
}
CLayerEditor::~CLayerEditor()
{
delete ui;
}
void CLayerEditor::SetArea(CGameArea *pArea)
{
mpArea = pArea;
mpModel->SetArea(pArea);
SetCurrentIndex(0);
}
// ************ SLOTS ************
void CLayerEditor::SetCurrentIndex(int index)
{
ui->LayerSelectComboBox->blockSignals(true);
ui->LayerSelectComboBox->setCurrentIndex(index);
ui->LayerSelectComboBox->blockSignals(false);
QModelIndex ModelIndex = mpModel->index(index);
mpCurrentLayer = mpModel->Layer(ModelIndex);
ui->NameLineEdit->setText(QString::fromStdString(mpCurrentLayer->Name()));
ui->ActiveCheckBox->setChecked(mpCurrentLayer->IsActive());
}
void CLayerEditor::EditLayerName(const QString &name)
{
mpCurrentLayer->SetName(name.toStdString());
ui->LayerSelectComboBox->update();
}
void CLayerEditor::EditLayerActive(bool active)
{
mpCurrentLayer->SetActive(active);
}