forked from qt-creator/qt-creator
Fix particles play button state when scene changes
Add play button state to the scene state. Task-number: QDS-5499 Change-Id: Id3035de439aa80fd782348cf89a1d8456a7dd006 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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@@ -1994,11 +1994,9 @@ void Qt5InformationNodeInstanceServer::view3DAction(const View3DActionCommand &c
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updatedState.insert("showGrid", command.isEnabled());
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updatedState.insert("showGrid", command.isEnabled());
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break;
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break;
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#ifdef QUICK3D_PARTICLES_MODULE
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#ifdef QUICK3D_PARTICLES_MODULE
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case View3DActionCommand::Edit3DParticleModeToggle:
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updatedState.insert("enableParticleViewMode", command.isEnabled());
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break;
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case View3DActionCommand::ParticlesPlay:
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case View3DActionCommand::ParticlesPlay:
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m_particleAnimationPlaying = command.isEnabled();
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m_particleAnimationPlaying = command.isEnabled();
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updatedState.insert("particlePlay", command.isEnabled());
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if (m_particleAnimationPlaying) {
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if (m_particleAnimationPlaying) {
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m_particleAnimationDriver->reset();
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m_particleAnimationDriver->reset();
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m_particleAnimationDriver->restart();
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m_particleAnimationDriver->restart();
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@@ -108,6 +108,7 @@ void Edit3DView::updateActiveScene3D(const QVariantMap &sceneState)
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const QString orientationKey = QStringLiteral("globalOrientation");
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const QString orientationKey = QStringLiteral("globalOrientation");
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const QString editLightKey = QStringLiteral("showEditLight");
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const QString editLightKey = QStringLiteral("showEditLight");
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const QString gridKey = QStringLiteral("showGrid");
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const QString gridKey = QStringLiteral("showGrid");
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const QString particlesPlayKey = QStringLiteral("particlePlay");
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if (sceneState.contains(sceneKey)) {
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if (sceneState.contains(sceneKey)) {
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qint32 newActiveScene = sceneState[sceneKey].value<qint32>();
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qint32 newActiveScene = sceneState[sceneKey].value<qint32>();
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@@ -151,6 +152,11 @@ void Edit3DView::updateActiveScene3D(const QVariantMap &sceneState)
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m_showGridAction->action()->setChecked(sceneState[gridKey].toBool());
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m_showGridAction->action()->setChecked(sceneState[gridKey].toBool());
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else
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else
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m_showGridAction->action()->setChecked(false);
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m_showGridAction->action()->setChecked(false);
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if (sceneState.contains(particlesPlayKey))
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m_particlesPlayAction->action()->setChecked(sceneState[particlesPlayKey].toBool());
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else
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m_particlesPlayAction->action()->setChecked(true);
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}
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}
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void Edit3DView::modelAttached(Model *model)
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void Edit3DView::modelAttached(Model *model)
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