Esempio n. 1
0
    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)
Esempio n. 2
0
	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 ) 
Esempio n. 3
0
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 ) )
Esempio n. 4
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)
Esempio n. 5
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 )