def buildGui(self): # build the gui created with QtDesigner import sys self.ui = Ui_meRendererSetup() self.ui.setupUi(self) font = QtGui.QFont() if (sys.platform == 'win32'): # Runing on windows, override font sizes from Designer to default font.setPointSize(8) else: font.setPointSize(10) self.ui.labelPreset.setFont(font) self.ui.listPreset.setFont(font) self.ui.newButton.setFont(font) self.ui.deleteButton.setFont(font) self.ui.cancelButton.setFont(font) self.ui.okButton.setFont(font) self.ui.saveButton.setFont(font) self.ui.tabs.setFont(font) self.ui.labelName.setFont(font) self.ui.labelCmd.setFont(font) self.ui.labelFlags.setFont(font) self.ui.labelCompiler.setFont(font) self.ui.labelShaderInfo.setFont(font) self.ui.labelDefines.setFont(font) self.ui.labelShaderExt.setFont(font) self.ui.labelShaderExt.setFont(font) self.ui.labelTexMake.setFont(font) self.ui.labelTexInfo.setFont(font) self.ui.labelTexViewer.setFont(font) self.ui.labelTexExt.setFont(font) self.labelsReady = False for label in self.rendererPreset.getPresetNames(): self.ui.listPreset.addItem(label) self.labelsReady = True presetName = self.rendererPreset.getCurrentPresetName() idx = self.ui.listPreset.findText(presetName) print ">> buildGui:: set current renderer to: %s (%d)" % (presetName, idx) #self.ui.listPreset.setCurrentIndex ( -1 ) self.ui.listPreset.setCurrentIndex(idx)
def buildGui ( self ) : # build the gui created with QtDesigner import sys self.ui = Ui_meRendererSetup () self.ui.setupUi ( self ) font = QtGui.QFont () if ( sys.platform == 'win32' ) : # Runing on windows, override font sizes from Designer to default font.setPointSize ( 8 ) else : font.setPointSize ( 10 ) self.ui.labelPreset.setFont ( font ) self.ui.listPreset.setFont ( font ) self.ui.newButton.setFont ( font ) self.ui.deleteButton.setFont ( font ) self.ui.cancelButton.setFont ( font ) self.ui.okButton.setFont ( font ) self.ui.saveButton.setFont ( font ) self.ui.tabs.setFont ( font ) self.ui.labelName.setFont ( font ) self.ui.labelCmd.setFont ( font ) self.ui.labelFlags.setFont ( font ) self.ui.labelCompiler.setFont ( font ) self.ui.labelShaderInfo.setFont ( font ) self.ui.labelDefines.setFont ( font ) self.ui.labelShaderExt.setFont ( font ) self.ui.labelShaderExt.setFont ( font ) self.ui.labelTexMake.setFont ( font ) self.ui.labelTexInfo.setFont ( font ) self.ui.labelTexViewer.setFont ( font ) self.ui.labelTexExt.setFont ( font ) self.labelsReady = False for label in self.rendererPreset.getPresetNames () : self.ui.listPreset.addItem ( label ) self.labelsReady = True presetName = self.rendererPreset.getCurrentPresetName () idx = self.ui.listPreset.findText ( presetName ) print ">> buildGui:: set current renderer to: %s (%d)" % ( presetName, idx ) #self.ui.listPreset.setCurrentIndex ( -1 ) self.ui.listPreset.setCurrentIndex ( idx )
class meRendererSetup ( QtGui.QDialog ): def __init__ ( self, rendererPreset ): QtGui.QDialog.__init__(self) self.rendererPreset = rendererPreset self.labelsReady = False #self.debugPrint() self.buildGui() def buildGui( self ): # build the gui created with QtDesigner self.ui=Ui_meRendererSetup( ) self.ui.setupUi( self ) font = QtGui.QFont() if( sys.platform == 'win32' ) : # Runing on windows, override font sizes from Designer to default font.setPointSize(8) else : font.setPointSize(10) self.ui.labelPreset.setFont(font) self.ui.listPreset.setFont(font) self.ui.newButton.setFont(font) self.ui.deleteButton.setFont(font) self.ui.cancelButton.setFont(font) self.ui.okButton.setFont(font) self.ui.saveButton.setFont(font) self.ui.tabs.setFont(font) self.ui.labelName.setFont(font) self.ui.labelCmd.setFont(font) self.ui.labelFlags.setFont(font) self.ui.labelCompiler.setFont(font) self.ui.labelShaderInfo.setFont(font) self.ui.labelDefines.setFont(font) self.ui.labelShaderExt.setFont(font) self.ui.labelShaderExt.setFont(font) self.ui.labelTexMake.setFont(font) self.ui.labelTexInfo.setFont(font) self.ui.labelTexViewer.setFont(font) self.ui.labelTexExt.setFont(font) self.labelsReady = False for label in self.rendererPreset.getLabels(): #print ">> buildGui:: adding label %s (%s)" % ( label, self.current_renderer ) self.ui.listPreset.addItem( label ) self.labelsReady = True index = self.ui.listPreset.findText( self.rendererPreset.getCurrentPresetName() ) #print ">> buildGui:: set current renderer to: %s (%d)" % ( self.current_renderer, index ) self.ui.listPreset.setCurrentIndex( -1 ) self.ui.listPreset.setCurrentIndex( index ) #self.ui.listPreset.setCurrentIndex( len(self.presets) - 1 ) def getDataFromGui( self ): # ckeck if current_renderer still exists after deleting preset #print ">> getDataFromGui:: current renderer to: %s" % self.rendererPreset.getCurrentPresetName() self.rendererPreset.setCurrentValue( 'renderer','name',self.ui.lineCmd.text() ) self.rendererPreset.setCurrentValue( 'renderer','flags', self.ui.lineFlags.text() ) self.rendererPreset.setCurrentValue( 'shader','compiler', self.ui.lineCompiler.text() ) self.rendererPreset.setCurrentValue( 'shader','sloinfo', self.ui.lineShaderInfo.text() ) self.rendererPreset.setCurrentValue( 'shader','defines', self.ui.lineDefines.text() ) self.rendererPreset.setCurrentValue( 'shader','extension', self.ui.lineShaderExt.text() ) self.rendererPreset.setCurrentValue( 'texture','texmake', self.ui.lineTexMake.text() ) self.rendererPreset.setCurrentValue( 'texture','texinfo', self.ui.lineTexInfo.text() ) self.rendererPreset.setCurrentValue( 'texture','viewer', self.ui.lineTexViewer.text() ) self.rendererPreset.setCurrentValue( 'texture','extension', self.ui.lineTexExt.text() ) def onIndexChanged( self, name ): #print ">> onIndexChanged:: self.labelsReady == %d" % self.labelsReady if ( self.labelsReady and name != '' ): # change current renderer self.rendererPreset.setCurrentPresetName( str( name ) ) self.updateGui() def updateGui( self ): # redraw gui elements #print ">> updateGui:: current renderer: %s" % self.rendererPreset.getCurrentPresetName() if self.rendererPreset.size() > 0: self.ui.lineName.setText( self.rendererPreset.getCurrentPresetName() ) self.ui.lineCmd.setText( self.rendererPreset.getCurrentValue( 'renderer','name' ) ) self.ui.lineFlags.setText( self.rendererPreset.getCurrentValue( 'renderer','flags') ) self.ui.lineCompiler.setText( self.rendererPreset.getCurrentValue( 'shader','compiler') ) self.ui.lineShaderInfo.setText( self.rendererPreset.getCurrentValue( 'shader','sloinfo') ) self.ui.lineDefines.setText( self.rendererPreset.getCurrentValue( 'shader','defines') ) self.ui.lineShaderExt.setText( self.rendererPreset.getCurrentValue( 'shader','extension') ) self.ui.lineTexMake.setText( self.rendererPreset.getCurrentValue( 'texture','texmake') ) self.ui.lineTexInfo.setText( self.rendererPreset.getCurrentValue( 'texture','texinfo') ) self.ui.lineTexViewer.setText( self.rendererPreset.getCurrentValue( 'texture','viewer') ) self.ui.lineTexExt.setText( self.rendererPreset.getCurrentValue( 'texture','extension') ) self.ui.deleteButton.setEnabled( True ) self.ui.tab1.setEnabled( True ) self.ui.tab2.setEnabled( True) self.ui.tab3.setEnabled( True ) else: self.ui.deleteButton.setEnabled( False ) self.ui.tab1.setEnabled( False ) self.ui.tab2.setEnabled( False ) self.ui.tab3.setEnabled( False ) self.ui.lineName.clear() self.ui.lineCmd.clear() self.ui.lineFlags.clear() self.ui.lineCompiler.clear() self.ui.lineShaderInfo.clear() self.ui.lineDefines.clear() self.ui.lineShaderExt.clear() self.ui.lineTexMake.clear() self.ui.lineTexInfo.clear() self.ui.lineTexViewer.clear() self.ui.lineTexExt.clear() def onNewPreset( self ): # create new empty preset title = 'Untitled' newLabel = title i = 0 while True : if newLabel in self.rendererPreset.getLabels() : newLabel = title + str(i) i += 1 continue else : break; self.rendererPreset.addPreset( newLabel ) self.updateGui() self.ui.listPreset.addItem( newLabel ) self.ui.listPreset.setCurrentIndex( self.rendererPreset.size() - 1 ) def onDeletePreset( self ): # delete existing preset if self.rendererPreset.size() > 0 : msgBox = QtGui.QMessageBox() ret = msgBox.warning( self, 'Warning', "Do you really want to delete this preset?", QtGui.QMessageBox.Yes | QtGui.QMessageBox.No, QtGui.QMessageBox.No ) if ret == QtGui.QMessageBox.Yes : self.rendererPreset.deleteCurrentPreset() i = self.ui.listPreset.currentIndex() self.ui.listPreset.removeItem(i) self.rendererPreset.setCurrentPresetName( str( self.ui.listPreset.currentText() ) ) def onEditLabel( self ): # edit label newLabel = str( self.ui.lineName.text() ) if ( self.rendererPreset.getCurrentPresetName() != newLabel ) : if newLabel not in self.rendererPreset.getLabels() : self.rendererPreset.renameCurrentPreset( newLabel ) # rename current preset ComboBox item to new label i = self.ui.listPreset.currentIndex() self.ui.listPreset.setItemText( i, newLabel ) else : # this label already exists, so restore to previose self.ui.lineName.setText( self.rendererPreset.getCurrentPresetName() ) def onSave( self ): # get data from Gui for current renderer before saving self.getDataFromGui() self.emit( QtCore.SIGNAL( "presetChanged" ) ) self.emit( QtCore.SIGNAL( "savePreset" ) ) #self.rendererPreset.saveSettings () self.done( 0 ) def onSelect( self ): # get data from Gui for current renderer before saving self.getDataFromGui() self.emit( QtCore.SIGNAL( "presetChanged" ) ) self.done( 0 ) def debugPrint( self ): # print data structure for debug purpose print "current_renderer = %s" % self.rendererPreset.getCurrentPresetName() for label in self.rendererPreset.getLabels(): print "> Preset name = %s" % label for section in self.rendererPreset.getSections() : print "\"%s\":" % section for name in self.rendererPreset.getNames( section ) : print "%s = %s" % (name, self.rendererPreset.getValue( label, section, name ) )
class meRendererSetup(QtModule.QDialog): # # __init__ # def __init__(self, rendererPreset): # QtModule.QDialog.__init__(self) # # Define signals for PyQt5 # if usePySide or usePyQt5: # self.presetChanged = Signal() self.savePreset = Signal() # self.rendererPreset = rendererPreset self.labelsReady = False self.buildGui() # # buildGui # def buildGui(self): # build the gui created with QtDesigner import sys self.ui = Ui_meRendererSetup() self.ui.setupUi(self) font = QtGui.QFont() if (sys.platform == 'win32'): # Runing on windows, override font sizes from Designer to default font.setPointSize(8) else: font.setPointSize(10) self.ui.labelPreset.setFont(font) self.ui.listPreset.setFont(font) self.ui.newButton.setFont(font) self.ui.deleteButton.setFont(font) self.ui.cancelButton.setFont(font) self.ui.okButton.setFont(font) self.ui.saveButton.setFont(font) self.ui.tabs.setFont(font) self.ui.labelName.setFont(font) self.ui.labelCmd.setFont(font) self.ui.labelFlags.setFont(font) self.ui.labelCompiler.setFont(font) self.ui.labelShaderInfo.setFont(font) self.ui.labelDefines.setFont(font) self.ui.labelShaderExt.setFont(font) self.ui.labelShaderExt.setFont(font) self.ui.labelTexMake.setFont(font) self.ui.labelTexInfo.setFont(font) self.ui.labelTexViewer.setFont(font) self.ui.labelTexExt.setFont(font) self.labelsReady = False for label in self.rendererPreset.getPresetNames(): self.ui.listPreset.addItem(label) self.labelsReady = True presetName = self.rendererPreset.getCurrentPresetName() idx = self.ui.listPreset.findText(presetName) print ">> buildGui:: set current renderer to: %s (%d)" % (presetName, idx) #self.ui.listPreset.setCurrentIndex ( -1 ) self.ui.listPreset.setCurrentIndex(idx) # # getDataFromGui # def getDataFromGui(self): # ckeck if current_renderer still exists after deleting preset #print ">> getDataFromGui:: current renderer to: %s" % self.rendererPreset.getCurrentPresetName() self.rendererPreset.currentPreset.RendererName = str( self.ui.lineCmd.text()) self.rendererPreset.currentPreset.RendererFlags = str( self.ui.lineFlags.text()) self.rendererPreset.currentPreset.ShaderCompiler = str( self.ui.lineCompiler.text()) self.rendererPreset.currentPreset.ShaderInfo = str( self.ui.lineShaderInfo.text()) self.rendererPreset.currentPreset.ShaderDefines = str( self.ui.lineDefines.text()) self.rendererPreset.currentPreset.ShaderExt = str( self.ui.lineShaderExt.text()) self.rendererPreset.currentPreset.TextureMake = str( self.ui.lineTexMake.text()) self.rendererPreset.currentPreset.TextureInfo = str( self.ui.lineTexInfo.text()) self.rendererPreset.currentPreset.TextureViewer = str( self.ui.lineTexViewer.text()) self.rendererPreset.currentPreset.TextureExt = str( self.ui.lineTexExt.text()) # # onIndexChanged # def onIndexChanged(self, name): if DEBUG_MODE: print ">> onIndexChanged:: nam = %s self.labelsReady == %d" % ( name, self.labelsReady) #if DEBUG_MODE : print self.ui.listPreset.currentText () name = self.ui.listPreset.currentText() if (self.labelsReady and name != ''): # change current renderer self.rendererPreset.setCurrentPresetByName(str(name)) self.updateGui() # # updateGui # def updateGui(self): # redraw gui elements #print ">> updateGui:: current renderer: %s" % self.rendererPreset.getCurrentPresetName() if len(self.rendererPreset.presetsList) > 0: if self.rendererPreset.currentPreset is not None: self.ui.lineName.setText( self.rendererPreset.getCurrentPresetName()) self.ui.lineCmd.setText( self.rendererPreset.currentPreset.RendererName) self.ui.lineFlags.setText( self.rendererPreset.currentPreset.RendererFlags) self.ui.lineCompiler.setText( self.rendererPreset.currentPreset.ShaderCompiler) self.ui.lineShaderInfo.setText( self.rendererPreset.currentPreset.ShaderInfo) self.ui.lineDefines.setText( self.rendererPreset.currentPreset.ShaderDefines) self.ui.lineShaderExt.setText( self.rendererPreset.currentPreset.ShaderExt) self.ui.lineTexMake.setText( self.rendererPreset.currentPreset.TextureMake) self.ui.lineTexInfo.setText( self.rendererPreset.currentPreset.TextureInfo) self.ui.lineTexViewer.setText( self.rendererPreset.currentPreset.TextureViewer) self.ui.lineTexExt.setText( self.rendererPreset.currentPreset.TextureExt) self.ui.deleteButton.setEnabled(True) self.ui.tab1.setEnabled(True) self.ui.tab2.setEnabled(True) self.ui.tab3.setEnabled(True) else: self.ui.deleteButton.setEnabled(False) self.ui.tab1.setEnabled(False) self.ui.tab2.setEnabled(False) self.ui.tab3.setEnabled(False) self.ui.lineName.clear() self.ui.lineCmd.clear() self.ui.lineFlags.clear() self.ui.lineCompiler.clear() self.ui.lineShaderInfo.clear() self.ui.lineDefines.clear() self.ui.lineShaderExt.clear() self.ui.lineTexMake.clear() self.ui.lineTexInfo.clear() self.ui.lineTexViewer.clear() self.ui.lineTexExt.clear() # # onNewPreset # def onNewPreset(self): # create new empty preset title = 'Untitled' newLabel = title #self.labelsReady = False i = 0 while True: if newLabel in self.rendererPreset.getPresetNames(): newLabel = title + str(i) i += 1 continue else: break self.rendererPreset.addPreset(newLabel) #self.labelsReady = True self.ui.listPreset.addItem(newLabel) idx = self.ui.listPreset.findText(newLabel) self.ui.listPreset.setCurrentIndex(-1) self.ui.listPreset.setCurrentIndex(idx) #self.updateGui () # # onDeletePreset # def onDeletePreset(self): # delete existing preset if len(self.rendererPreset.presetsList) > 0: msgBox = QtModule.QMessageBox() ret = msgBox.warning(self, 'Warning', "Do you really want to delete this preset?", QtGui.QMessageBox.Yes | QtGui.QMessageBox.No, QtGui.QMessageBox.No) if ret == QtModule.QMessageBox.Yes: self.rendererPreset.deleteCurrentPreset() i = self.ui.listPreset.currentIndex() self.ui.listPreset.removeItem(i) self.rendererPreset.setCurrentPresetByName( str(self.ui.listPreset.currentText())) # # onEditLabel # def onEditLabel(self): # edit label newLabel = str(self.ui.lineName.text()) if (self.rendererPreset.getCurrentPresetName() != newLabel): if newLabel not in self.rendererPreset.getPresetNames(): self.rendererPreset.renameCurrentPreset(newLabel) # rename current preset ComboBox item to new label i = self.ui.listPreset.currentIndex() self.ui.listPreset.setItemText(i, newLabel) else: # this label already exists, so restore to previose self.ui.lineName.setText( self.rendererPreset.getCurrentPresetName()) # # onSave # def onSave(self): # get data from Gui for current renderer before saving self.getDataFromGui() if usePyQt4: self.emit(QtCore.SIGNAL('presetChanged')) self.emit(QtCore.SIGNAL('savePreset')) else: self.presetChanged.emit() self.savePreset.emit() #self.done ( 0 ) # # onSelect # def onSelect(self): # get data from Gui for current renderer before saving self.getDataFromGui() if usePyQt4: self.emit(QtCore.SIGNAL('presetChanged')) else: self.presetChanged.emit() self.done(0)
class meRendererSetup ( QtModule.QDialog ) : # # __init__ # def __init__ ( self, rendererPreset ) : # QtModule.QDialog.__init__ ( self ) # # Define signals for PyQt5 # if usePySide or usePyQt5 : # self.presetChanged = Signal () self.savePreset = Signal () # self.rendererPreset = rendererPreset self.labelsReady = False self.buildGui () # # buildGui # def buildGui ( self ) : # build the gui created with QtDesigner import sys self.ui = Ui_meRendererSetup () self.ui.setupUi ( self ) font = QtGui.QFont () if ( sys.platform == 'win32' ) : # Runing on windows, override font sizes from Designer to default font.setPointSize ( 8 ) else : font.setPointSize ( 10 ) self.ui.labelPreset.setFont ( font ) self.ui.listPreset.setFont ( font ) self.ui.newButton.setFont ( font ) self.ui.deleteButton.setFont ( font ) self.ui.cancelButton.setFont ( font ) self.ui.okButton.setFont ( font ) self.ui.saveButton.setFont ( font ) self.ui.tabs.setFont ( font ) self.ui.labelName.setFont ( font ) self.ui.labelCmd.setFont ( font ) self.ui.labelFlags.setFont ( font ) self.ui.labelCompiler.setFont ( font ) self.ui.labelShaderInfo.setFont ( font ) self.ui.labelDefines.setFont ( font ) self.ui.labelShaderExt.setFont ( font ) self.ui.labelShaderExt.setFont ( font ) self.ui.labelTexMake.setFont ( font ) self.ui.labelTexInfo.setFont ( font ) self.ui.labelTexViewer.setFont ( font ) self.ui.labelTexExt.setFont ( font ) self.labelsReady = False for label in self.rendererPreset.getPresetNames () : self.ui.listPreset.addItem ( label ) self.labelsReady = True presetName = self.rendererPreset.getCurrentPresetName () idx = self.ui.listPreset.findText ( presetName ) print ">> buildGui:: set current renderer to: %s (%d)" % ( presetName, idx ) #self.ui.listPreset.setCurrentIndex ( -1 ) self.ui.listPreset.setCurrentIndex ( idx ) # # getDataFromGui # def getDataFromGui ( self ) : # ckeck if current_renderer still exists after deleting preset #print ">> getDataFromGui:: current renderer to: %s" % self.rendererPreset.getCurrentPresetName() self.rendererPreset.currentPreset.RendererName = str ( self.ui.lineCmd.text () ) self.rendererPreset.currentPreset.RendererFlags = str ( self.ui.lineFlags.text () ) self.rendererPreset.currentPreset.ShaderCompiler = str ( self.ui.lineCompiler.text () ) self.rendererPreset.currentPreset.ShaderInfo = str ( self.ui.lineShaderInfo.text () ) self.rendererPreset.currentPreset.ShaderDefines = str ( self.ui.lineDefines.text () ) self.rendererPreset.currentPreset.ShaderExt = str ( self.ui.lineShaderExt.text () ) self.rendererPreset.currentPreset.TextureMake = str ( self.ui.lineTexMake.text () ) self.rendererPreset.currentPreset.TextureInfo = str ( self.ui.lineTexInfo.text () ) self.rendererPreset.currentPreset.TextureViewer = str ( self.ui.lineTexViewer.text () ) self.rendererPreset.currentPreset.TextureExt = str ( self.ui.lineTexExt.text () ) # # onIndexChanged # def onIndexChanged ( self, name ) : if DEBUG_MODE : print ">> onIndexChanged:: nam = %s self.labelsReady == %d" % ( name, self.labelsReady ) #if DEBUG_MODE : print self.ui.listPreset.currentText () name = self.ui.listPreset.currentText () if ( self.labelsReady and name != '' ) : # change current renderer self.rendererPreset.setCurrentPresetByName ( str ( name ) ) self.updateGui () # # updateGui # def updateGui ( self ) : # redraw gui elements #print ">> updateGui:: current renderer: %s" % self.rendererPreset.getCurrentPresetName() if len ( self.rendererPreset.presetsList ) > 0 : if self.rendererPreset.currentPreset is not None : self.ui.lineName.setText ( self.rendererPreset.getCurrentPresetName () ) self.ui.lineCmd.setText ( self.rendererPreset.currentPreset.RendererName ) self.ui.lineFlags.setText ( self.rendererPreset.currentPreset.RendererFlags ) self.ui.lineCompiler.setText ( self.rendererPreset.currentPreset.ShaderCompiler ) self.ui.lineShaderInfo.setText ( self.rendererPreset.currentPreset.ShaderInfo ) self.ui.lineDefines.setText ( self.rendererPreset.currentPreset.ShaderDefines ) self.ui.lineShaderExt.setText ( self.rendererPreset.currentPreset.ShaderExt ) self.ui.lineTexMake.setText ( self.rendererPreset.currentPreset.TextureMake ) self.ui.lineTexInfo.setText ( self.rendererPreset.currentPreset.TextureInfo ) self.ui.lineTexViewer.setText ( self.rendererPreset.currentPreset.TextureViewer ) self.ui.lineTexExt.setText ( self.rendererPreset.currentPreset.TextureExt ) self.ui.deleteButton.setEnabled ( True ) self.ui.tab1.setEnabled ( True ) self.ui.tab2.setEnabled ( True) self.ui.tab3.setEnabled ( True ) else : self.ui.deleteButton.setEnabled ( False ) self.ui.tab1.setEnabled ( False ) self.ui.tab2.setEnabled ( False ) self.ui.tab3.setEnabled ( False ) self.ui.lineName.clear () self.ui.lineCmd.clear () self.ui.lineFlags.clear () self.ui.lineCompiler.clear () self.ui.lineShaderInfo.clear () self.ui.lineDefines.clear () self.ui.lineShaderExt.clear () self.ui.lineTexMake.clear () self.ui.lineTexInfo.clear () self.ui.lineTexViewer.clear () self.ui.lineTexExt.clear () # # onNewPreset # def onNewPreset ( self ) : # create new empty preset title = 'Untitled' newLabel = title #self.labelsReady = False i = 0 while True : if newLabel in self.rendererPreset.getPresetNames () : newLabel = title + str ( i ) i += 1 continue else : break; self.rendererPreset.addPreset ( newLabel ) #self.labelsReady = True self.ui.listPreset.addItem ( newLabel ) idx = self.ui.listPreset.findText ( newLabel ) self.ui.listPreset.setCurrentIndex ( -1 ) self.ui.listPreset.setCurrentIndex ( idx ) #self.updateGui () # # onDeletePreset # def onDeletePreset ( self ) : # delete existing preset if len ( self.rendererPreset.presetsList ) > 0 : msgBox = QtModule.QMessageBox () ret = msgBox.warning ( self, 'Warning', "Do you really want to delete this preset?", QtGui.QMessageBox.Yes | QtGui.QMessageBox.No, QtGui.QMessageBox.No ) if ret == QtModule.QMessageBox.Yes : self.rendererPreset.deleteCurrentPreset () i = self.ui.listPreset.currentIndex () self.ui.listPreset.removeItem ( i ) self.rendererPreset.setCurrentPresetByName ( str ( self.ui.listPreset.currentText () ) ) # # onEditLabel # def onEditLabel ( self ) : # edit label newLabel = str ( self.ui.lineName.text () ) if ( self.rendererPreset.getCurrentPresetName () != newLabel ) : if newLabel not in self.rendererPreset.getPresetNames () : self.rendererPreset.renameCurrentPreset ( newLabel ) # rename current preset ComboBox item to new label i = self.ui.listPreset.currentIndex () self.ui.listPreset.setItemText ( i, newLabel ) else : # this label already exists, so restore to previose self.ui.lineName.setText ( self.rendererPreset.getCurrentPresetName () ) # # onSave # def onSave ( self ) : # get data from Gui for current renderer before saving self.getDataFromGui () if usePyQt4 : self.emit ( QtCore.SIGNAL ( 'presetChanged' ) ) self.emit ( QtCore.SIGNAL ( 'savePreset' ) ) else : self.presetChanged.emit () self.savePreset.emit () #self.done ( 0 ) # # onSelect # def onSelect ( self ) : # get data from Gui for current renderer before saving self.getDataFromGui () if usePyQt4 : self.emit( QtCore.SIGNAL ( 'presetChanged' ) ) else : self.presetChanged.emit () self.done ( 0 )