- //set old values from e in <ktransition> to desc (like reverse and so )
- /* QDomElement desc = m_transitions->getEffectByName(ui.listWidget->currentItem()->text());
- if (m_usedTransition) {
- m_usedTransition->setTransitionParameters(desc);
- m_usedTransition->update();
- }
- emit transitionUpdated(e, m_usedTransition->toXML());*/
- /*QDomDocument doc;
- doc.appendChild(doc.importNode(e, true));
- kDebug()<<"/////////// TRANSITION CHANGED: "<<doc.toString();
- kDebug()<<"/////////// TRANSITION CHANGED END...";*/
+void TransitionSettings::slotTransitionChanged(bool reinit, bool updateCurrent)
+{
+ QDomElement e = m_usedTransition->toXML().cloneNode().toElement();
+ if (reinit) {
+ // Reset the transition parameters to the default one
+ disconnect(m_effectEdit->monitor(), SIGNAL(renderPosition(int)), this, SLOT(slotRenderPos(int)));
+ QDomElement newTransition = MainWindow::transitions.getEffectByName(transitionList->currentText()).cloneNode().toElement();
+ slotUpdateEffectParams(e, newTransition);
+ m_effectEdit->transferParamDesc(newTransition, m_usedTransition->info(), false);
+ if (m_effectEdit->needsMonitorEffectScene())
+ connect(m_effectEdit->monitor(), SIGNAL(renderPosition(int)), this, SLOT(slotRenderPos(int)));
+ } else if (!updateCurrent) {
+ // Transition changed, update parameters dialog
+ //slotUpdateEffectParams(e, e);
+ m_effectEdit->transferParamDesc(e, m_usedTransition->info(), false);
+ } else {
+ // Same transition, we just want to update the parameters value
+ int ix = transitionList->findData(m_usedTransition->transitionInfo(), Qt::UserRole, Qt::MatchExactly);
+ if (ix != transitionList->currentIndex()) {
+ // Transition type changed, reload params
+ transitionList->blockSignals(true);
+ transitionList->setCurrentIndex(ix);
+ transitionList->blockSignals(false);
+ m_effectEdit->transferParamDesc(e, m_usedTransition->info(), false);
+ } else {
+ slotUpdateEffectParams(e, e);
+ if (m_usedTransition->hasGeometry())
+ m_effectEdit->transferParamDesc(m_usedTransition->toXML(), m_usedTransition->info(), false);
+ }
+ if (m_effectEdit->needsMonitorEffectScene())
+ connect(m_effectEdit->monitor(), SIGNAL(renderPosition(int)), this, SLOT(slotRenderPos(int)));
+ }
+ slotCheckMonitorPosition(m_effectEdit->monitor()->render->seekFramePosition());
+}