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ShadingArrayController.m
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/*=========================================================================
Program: OsiriX
Copyright (c) OsiriX Team
All rights reserved.
Distributed under GNU - LGPL
See http://www.osirix-viewer.com/copyright.html for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE.
---------------------------------------------------------------------------
This file is part of the Horos Project.
Current contributors to the project include Alex Bettarini and Danny Weissman.
Horos is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, version 3 of the License.
Horos is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Horos. If not, see <http://www.gnu.org/licenses/>.
---------------------------------------------------------------------------
This file is part of the Horos Project.
Current contributors to the project include Alex Bettarini and Danny Weissman.
Horos is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, version 3 of the License.
Horos is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Horos. If not, see <http://www.gnu.org/licenses/>.
=========================================================================*/
#import "N2Debug.h"
#import "ShadingArrayController.h"
@implementation ShadingArrayController
- (IBAction)add:(id)sender{
[self setEnableEditing:YES];
[super add:sender];
}
- (IBAction)remove:(id)sender{
[super remove:sender];
if( [[self content] count] == 0) [self add: self];
[self setSelectionIndex: 0];
}
- (void)addObject:(id)object
{
NSDictionary *previous = [[self selectedObjects] lastObject];
int count = [[self content] count];
if( count > 0)
{
[object setValue: [NSString stringWithFormat: @"%@ %d", NSLocalizedString(@"Preset", nil), count + 1] forKey: @"name"];
[object setValue: [previous valueForKey:@"ambient"] forKey: @"ambient"];
[object setValue: [previous valueForKey:@"diffuse"] forKey: @"diffuse"];
[object setValue: [previous valueForKey:@"specular"] forKey: @"specular"];
[object setValue: [previous valueForKey:@"specularPower"] forKey: @"specularPower"];
}
else
{
[object setValue: NSLocalizedString(@"Default", nil) forKey: @"name"];
[object setValue: @"0.15" forKey: @"ambient"];
[object setValue: @"0.9" forKey: @"diffuse"];
[object setValue: @"0.3" forKey: @"specular"];
[object setValue: @"15" forKey: @"specularPower"];
}
[super addObject:object];
[self setSelectionIndex:[[self arrangedObjects] indexOfObject:object]];
}
- (void)setWindowController:(OSIWindowController*) ctrl;
{
winController = ctrl;
}
- (BOOL)enableEditing{
return _enableEditing;
}
- (void)setEnableEditing:(BOOL)enable{
_enableEditing = enable;
}
- (BOOL)setSelectionIndex:(NSUInteger)index
{
BOOL v = [super setSelectionIndex:(unsigned int)index];
if( winController == nil)
N2LogStackTrace( @"winController == nil in shadingArrayController");
[winController applyShading: self];
return v;
}
- (void) prepareContent
{
NSMutableArray *array = [NSMutableArray array];
NSArray *src = [[NSUserDefaults standardUserDefaults] arrayForKey:@"shadingsPresets"];
for( id loopItem in src) [array addObject: [[loopItem mutableCopy] autorelease]];
[self setContent: array];
}
- (void) dealloc
{
[[NSUserDefaults standardUserDefaults] setObject: [self content] forKey:@"shadingsPresets"];
[super dealloc];
}
@end