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Scene editor: Immediately update tabs in when fixture selection changes #1337

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7 changes: 7 additions & 0 deletions ui/src/sceneeditor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -334,6 +334,8 @@ void SceneEditor::init(bool applyValues)
}
connect(m_channelGroupsTree, SIGNAL(itemChanged(QTreeWidgetItem*,int)),
this, SLOT(slotChannelGroupsChanged(QTreeWidgetItem*,int)));
connect(m_tree, SIGNAL(itemSelectionChanged()),
this, SLOT(selectedFixturesChanged()));
connect(m_enableChannelsButton, SIGNAL(clicked()),
this, SLOT(slotEnableAll()));
connect(m_disableChannelsButton, SIGNAL(clicked()),
Expand Down Expand Up @@ -904,6 +906,11 @@ void SceneEditor::slotModeChanged(Doc::Mode mode)

}

void SceneEditor::selectedFixturesChanged()
{
slotViewModeChanged(m_tabViewAction->isChecked(), true);
}

void SceneEditor::slotViewModeChanged(bool tabbed, bool applyValues)
{
m_tab->blockSignals(true);
Expand Down
1 change: 1 addition & 0 deletions ui/src/sceneeditor.h
Original file line number Diff line number Diff line change
Expand Up @@ -176,6 +176,7 @@ public slots:

private slots:
/** called when the user check/uncheck a group of m_channelGroupsTree */
void selectedFixturesChanged();
void slotChannelGroupsChanged(QTreeWidgetItem*item, int column);

/** Called when the user moves a fader of the ChannelGroup console */
Expand Down