* (at your option) any later version. *
***************************************************************************/
+#include <QMenu>
#include <QTime>
#include "levelsgenerator.h"
#include "levels.h"
ui->cbG->setChecked(true);
ui->cbB->setChecked(true);
+
+ m_aUnscaled = new QAction(i18n("Unscaled"), this);
+ m_aUnscaled->setCheckable(true);
+ m_menu->addSeparator();
+ m_menu->addAction(m_aUnscaled);
+
bool b = true;
b &= connect(ui->cbY, SIGNAL(toggled(bool)), this, SLOT(forceUpdateScope()));
b &= connect(ui->cbR, SIGNAL(toggled(bool)), this, SLOT(forceUpdateScope()));
b &= connect(ui->cbG, SIGNAL(toggled(bool)), this, SLOT(forceUpdateScope()));
b &= connect(ui->cbB, SIGNAL(toggled(bool)), this, SLOT(forceUpdateScope()));
+ b &= connect(m_aUnscaled, SIGNAL(toggled(bool)), this, SLOT(forceUpdateScope()));
Q_ASSERT(b);
+
}
Levels::~Levels()
{
delete ui;
+ delete m_aUnscaled;
}
QString Levels::widgetName() const { return QString("Levels"); }
| (ui->cbB->isChecked() ? 1 : 0) * LevelsGenerator::ComponentB;
QImage levels = m_levelsGenerator->calculateLevels(m_scopeRect.size(), m_activeRender->extractFrame(m_activeRender->seekFramePosition()),
- componentFlags, false, accelFactor);
+ componentFlags, m_aUnscaled->isChecked(), accelFactor);
- emit signalScopeRenderingFinished(0, 1);
+ emit signalScopeRenderingFinished(start.elapsed(), accelFactor);
return levels;
}
QImage Levels::renderBackground(uint)