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Avoid multiple qt connections anim-control->toolbar
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9582c27e97
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@ -148,7 +148,8 @@ void AnimationToolBar::connectAnimationControl(caf::FrameAnimationControl* anima
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// Animation action connections
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if (m_activeAnimationControl)
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{
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m_activeAnimationControl->disconnect(m_timestepCombo, SLOT(setCurrentIndex(int)));
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m_activeAnimationControl->disconnect(this, SLOT(slotUpdateComboBoxIndex(int)));
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m_activeAnimationControl->disconnect(this, SLOT(slotUpdateTimestepList(int)));
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}
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m_activeAnimationControl = animationControl;
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@ -170,28 +171,31 @@ void AnimationToolBar::connectAnimationControl(caf::FrameAnimationControl* anima
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if (animationControl)
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{
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connect(m_animSkipToStartAction, SIGNAL(triggered()), animationControl, SLOT(slotSkipToStart()));
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connect(m_animStepBackwardAction, SIGNAL(triggered()), animationControl, SLOT(slotStepBackward()));
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connect(m_animStopAction, SIGNAL(triggered()), animationControl, SLOT(slotStop()));
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connect(m_animPauseAction, SIGNAL(triggered()), animationControl, SLOT(slotPause()));
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connect(m_animPlayAction, SIGNAL(triggered()), animationControl, SLOT(slotPlayFwd()));
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connect(m_animStepForwardAction, SIGNAL(triggered()), animationControl, SLOT(slotStepForward()));
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connect(m_animSkipToEndAction, SIGNAL(triggered()), animationControl, SLOT(slotSkipToEnd()));
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connect(m_animSkipToStartAction, SIGNAL(triggered()), animationControl, SLOT(slotSkipToStart()));
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connect(m_animStepBackwardAction, SIGNAL(triggered()), animationControl, SLOT(slotStepBackward()));
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connect(m_animStopAction, SIGNAL(triggered()), animationControl, SLOT(slotStop()));
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connect(m_animPauseAction, SIGNAL(triggered()), animationControl, SLOT(slotPause()));
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connect(m_animPlayAction, SIGNAL(triggered()), animationControl, SLOT(slotPlayFwd()));
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connect(m_animStepForwardAction, SIGNAL(triggered()), animationControl, SLOT(slotStepForward()));
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connect(m_animSkipToEndAction, SIGNAL(triggered()), animationControl, SLOT(slotSkipToEnd()));
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connect(m_animPlayBwdAction ,SIGNAL(triggered()), animationControl, SLOT(slotPlayBwd()));
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connect(m_animPlayBwdAction ,SIGNAL(triggered()), animationControl, SLOT(slotPlayBwd()));
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m_animRepeatFromStartAction->setChecked(animationControl->isRepeatingFromStart());
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m_animRepeatFwdBwdAction->setChecked(animationControl->isRepeatingFwdBwd());
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connect(m_animRepeatFromStartAction,SIGNAL(triggered(bool)), animationControl, SLOT(slotRepeatFromStart(bool)));
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connect(m_animRepeatFwdBwdAction ,SIGNAL(triggered(bool)), animationControl, SLOT(slotRepeatFwdBwd(bool)));
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connect(m_animRepeatFromStartAction,SIGNAL(triggered(bool)), this, SLOT(slotFromStartModeToggled(bool)));
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connect(m_animRepeatFwdBwdAction ,SIGNAL(triggered(bool)), this, SLOT(slotFwdBwdModeToggled(bool)));
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connect(m_animRepeatFromStartAction,SIGNAL(triggered(bool)), animationControl, SLOT(slotRepeatFromStart(bool)));
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connect(m_animRepeatFwdBwdAction ,SIGNAL(triggered(bool)), animationControl, SLOT(slotRepeatFwdBwd(bool)));
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connect(m_animRepeatFromStartAction,SIGNAL(triggered(bool)), this, SLOT(slotFromStartModeToggled(bool)));
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connect(m_animRepeatFwdBwdAction ,SIGNAL(triggered(bool)), this, SLOT(slotFwdBwdModeToggled(bool)));
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connect(m_timestepCombo, SIGNAL(currentIndexChanged(int)), animationControl, SLOT(setCurrentFrame(int)));
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connect(m_frameRateSlider, SIGNAL(valueChanged(int)), this, SLOT(slotFrameRateSliderChanged(int)));
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connect(m_frameRateSlider, SIGNAL(valueChanged(int)), this, SLOT(slotFrameRateSliderChanged(int)));
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connect(animationControl, SIGNAL(changeFrame(int)), this, SLOT(slotUpdateComboBoxIndex(int)));
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connect(animationControl, SIGNAL(frameCountChanged(int)), this, SLOT(slotUpdateTimestepList(int)));
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connect(animationControl, SIGNAL(changeFrame(int)), SLOT(slotUpdateComboBoxIndex(int)));
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connect(animationControl, SIGNAL(frameCountChanged(int)), this, SLOT(slotUpdateTimestepList(int)));
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int timeout = animationControl->timeout();
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double initialFrameRate = 1000;
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if (timeout > 0) initialFrameRate = 1000.0/timeout;
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