import QtQuick 2.3 import QtQuick.Controls 1.2 import QtQuick.Dialogs 1.2 import QtQuick.Extras 1.4 import QtQuick.Layouts 1.2 import QGroundControl 1.0 import QGroundControl.ScreenTools 1.0 import QGroundControl.Vehicle 1.0 import QGroundControl.Controls 1.0 import QGroundControl.FactSystem 1.0 import QGroundControl.FactControls 1.0 import QGroundControl.Palette 1.0 import QGroundControl.FlightMap 1.0 Rectangle { id: _root height: visible ? (editorColumn.height + (_margin * 2)) : 0 width: availableWidth color: qgcPal.windowShadeDark radius: _radius // The following properties must be available up the hierarchy chain //property real availableWidth ///< Width for control //property var missionItem ///< Mission Item for editor property real _margin: ScreenTools.defaultFontPixelWidth / 2 property real _fieldWidth: ScreenTools.defaultFontPixelWidth * 10.5 property var _vehicle: QGroundControl.multiVehicleManager.activeVehicle ? QGroundControl.multiVehicleManager.activeVehicle : QGroundControl.multiVehicleManager.offlineEditingVehicle property real _cameraMinTriggerInterval: missionItem.cameraCalc.minTriggerInterval.rawValue property string _currentPreset: missionItem.currentPreset property bool _usingPreset: _currentPreset !== "" function polygonCaptureStarted() { missionItem.clearPolygon() } function polygonCaptureFinished(coordinates) { for (var i=0; i 0 && _cameraMinTriggerInterval !== 0 && _cameraMinTriggerInterval > missionItem.timeBetweenShots } QGCLabel { text: qsTr("Presets") } QGCComboBox { id: presetCombo anchors.left: parent.left anchors.right: parent.right model: _presetList property var _presetList: [] readonly property int _indexCustom: 0 readonly property int _indexCreate: 1 readonly property int _indexDelete: 2 readonly property int _indexLabel: 3 readonly property int _indexFirstPreset: 4 Component.onCompleted: _updateList() onActivated: { if (index == _indexCustom) { missionItem.clearCurrentPreset() } else if (index == _indexCreate) { mainWindow.showDialog(savePresetDialog, qsTr("Save Preset"), mainWindow.showDialogDefaultWidth, StandardButton.Save | StandardButton.Cancel) } else if (index == _indexDelete) { if (missionItem.builtInPreset) { mainWindow.showMessage(qsTr("Delete Preset"), qsTr("This preset cannot be deleted."), StandardButton.Ok) } else { missionItem.deleteCurrentPreset() } } else if (index >= _indexFirstPreset) { missionItem.loadPreset(textAt(index)) } else { _selectCurrentPreset() } } Connections { target: missionItem onPresetNamesChanged: presetCombo._updateList() onCurrentPresetChanged: presetCombo._selectCurrentPreset() } // There is some major strangeness going on with programatically changing the index of a combo box in this scenario. // If you just set currentIndex directly it will just change back 1o -1 magically. Has something to do with resetting // model on the fly I think. But not sure. To work around I delay the currentIndex changes to let things unwind. Timer { id: delayedIndexChangeTimer interval: 10 property int newIndex onTriggered: presetCombo.currentIndex = newIndex } function delayedIndexChange(index) { delayedIndexChangeTimer.newIndex = index delayedIndexChangeTimer.start() } function _updateList() { _presetList = [] _presetList.push(qsTr("Custom (specify all settings)")) _presetList.push(qsTr("Save Settings As Preset")) _presetList.push(qsTr("Delete Current Preset")) if (missionItem.presetNames.length !== 0) { _presetList.push(qsTr("Presets:")) } for (var i=0; i