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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
import QtQuick
import QtQuick.Controls
import QtQuick3D.MaterialEditor
Dialog {
id: root
title: qsTr("Unsaved changes")
modal: true
required property MaterialAdapter materialAdapter
required property var saveAsDialog
function doIfChangesSavedOrDiscarded(actionFunction) {
if (!materialAdapter.unsavedChanges) {
actionFunction()
return
}
// There are unsaved changes, so we need to prompt.
function disconnectSaveChangesSignals() {
root.accepted.disconnect(saveChanges)
root.discarded.disconnect(discardChanges)
root.rejected.disconnect(cancel)
}
function saveChanges() {
if (materialAdapter.materialSaveFile.toString().length > 0) {
// Existing project; can save without a dialog.
if (materialAdapter.save()) {
// Saved successfully, so now we can perform the action.
performAction()
} else {
// Failed to save; cancel.
cancel()
}
} else {
// New project; need to save as.
function disconnectSaveAsSignals() {
materialAdapter.errorOccurred.disconnect(saveAsFailed)
materialAdapter.postMaterialSaved.disconnect(saveAsSucceeded)
saveAsDialog.rejected.disconnect(saveAsDialogRejected)
}
function saveAsSucceeded() {
disconnectSaveAsSignals()
performAction()
}
function saveAsFailed() {
disconnectSaveAsSignals()
disconnectSaveChangesSignals()
}
function saveAsDialogRejected() {
disconnectSaveAsSignals()
cancel()
}
materialAdapter.errorOccurred.connect(saveAsFailed)
materialAdapter.postMaterialSaved.connect(saveAsSucceeded)
saveAsDialog.rejected.connect(saveAsDialogRejected)
saveAsDialog.open()
}
}
function discardChanges() {
performAction()
root.close()
}
function performAction() {
disconnectSaveChangesSignals()
actionFunction()
}
function cancel() {
disconnectSaveChangesSignals()
}
root.accepted.connect(saveChanges)
root.discarded.connect(discardChanges)
root.rejected.connect(cancel)
root.open()
}
Label {
text: qsTr("Save changes to the material before closing?")
}
// Using a DialogButtonBox allows us to assign objectNames to the buttons,
// which makes it possible to test them.
footer: DialogButtonBox {
Button {
objectName: "cancelDialogButton"
text: qsTr("Cancel")
DialogButtonBox.buttonRole: DialogButtonBox.RejectRole
}
Button {
objectName: "saveChangesDialogButton"
text: qsTr("Save")
DialogButtonBox.buttonRole: DialogButtonBox.AcceptRole
}
Button {
objectName: "discardChangesDialogButton"
text: qsTr("Don't save")
DialogButtonBox.buttonRole: DialogButtonBox.DestructiveRole
}
}
}
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