2022-04-04 08:23:52 +00:00
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///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2022 Edouard Griffiths, F4EXB //
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// //
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// API for features //
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// //
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// This program is free software; you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation as version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License V3 for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDE_ROLLUPCONTENTS_H
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#define INCLUDE_ROLLUPCONTENTS_H
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#include <QWidget>
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#include "export.h"
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class RollupState;
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class SDRGUI_API RollupContents : public QWidget {
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Q_OBJECT
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public:
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RollupContents(QWidget* parent = nullptr);
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void saveState(RollupState& state) const;
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void restoreState(const RollupState& state);
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int arrangeRollups();
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2022-04-23 11:59:22 +00:00
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bool hasExpandableWidgets();
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dd maximize button to MainSpectrum and expandible Channels and Features.
Add sizeToContents in ChannelGUI and FeatureGUI, called when widget is
rolled, so we can remove resizing code from all of the individual
channels and features.
In RollupContents, use minimumSizeHint for calculated size, so that
minimumWidth can come from .ui file.
In DeviceGUI::sizeToContents(), call adjustSize(), so Device GUIs start
out at minimum needed size (which should restore appearance prior to
last patch).
In stackSubWindows, use available space for channels if no
spectrum/features present.
In stackSubWindows, fix spectrum from being sized too big, resulting in
scroll bars appearing.
Reset user-defined channel width in stackSubWindows, when channels are
removed.
Don't stack maximized windows.
There's one hack in Channel/FeatureGUI::maximizeWindow(). It seems that
when maximimzing a window, QOpenGLWidgets aren't always paint properly
immediately afterwards, so the code forces an additional update. I can't
see why the first call to paintGL doesn't work.
2022-11-11 12:24:27 +00:00
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virtual QSize minimumSizeHint() const override { return m_minimumSizeHint; }
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2022-04-04 08:23:52 +00:00
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signals:
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void widgetRolled(QWidget* widget, bool rollDown);
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protected:
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enum {
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VersionMarker = 0xff
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};
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QString m_streamIndicator;
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QString m_helpURL;
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void paintEvent(QPaintEvent*);
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2022-04-10 00:19:26 +00:00
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int paintRollup(QWidget* rollup, int pos, QPainter* p, bool last, const QColor& frameColor);
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2022-04-04 08:23:52 +00:00
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void resizeEvent(QResizeEvent* size);
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void mousePressEvent(QMouseEvent* event);
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bool event(QEvent* event);
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bool eventFilter(QObject* object, QEvent* event);
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private:
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static bool isRollupChild(QWidget *childWidget); //!< chidl is part of rollups (ex: not a dialog)
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// bool m_channelWidget;
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int m_newHeight;
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dd maximize button to MainSpectrum and expandible Channels and Features.
Add sizeToContents in ChannelGUI and FeatureGUI, called when widget is
rolled, so we can remove resizing code from all of the individual
channels and features.
In RollupContents, use minimumSizeHint for calculated size, so that
minimumWidth can come from .ui file.
In DeviceGUI::sizeToContents(), call adjustSize(), so Device GUIs start
out at minimum needed size (which should restore appearance prior to
last patch).
In stackSubWindows, use available space for channels if no
spectrum/features present.
In stackSubWindows, fix spectrum from being sized too big, resulting in
scroll bars appearing.
Reset user-defined channel width in stackSubWindows, when channels are
removed.
Don't stack maximized windows.
There's one hack in Channel/FeatureGUI::maximizeWindow(). It seems that
when maximimzing a window, QOpenGLWidgets aren't always paint properly
immediately afterwards, so the code forces an additional update. I can't
see why the first call to paintGL doesn't work.
2022-11-11 12:24:27 +00:00
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QSize m_minimumSizeHint;
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2022-04-04 08:23:52 +00:00
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};
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#endif // INCLUDE_ROLLUPCONTENTS_H
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