#include "GroupScene.h"\r
#include "GroupItem.h"\r
#include "BoxItem.h"\r
-#include "SourceItem.h"\r
+#include "StimuliItem.h"\r
#include "InterfaceItem.h"\r
#include "ConnectionItem.h"\r
\r
projectPath = "";\r
projectName = "";\r
projectFile = "";\r
+\r
+ graph = new Graph();\r
}\r
\r
Parameters::~Parameters() {\r
refPathes.clear();\r
}\r
\r
-Graph* Parameters::createGraph(bool createTopGroupIfaces) {\r
- graph = new Graph(createTopGroupIfaces);\r
+Graph* Parameters::initGraph(bool createTopGroupIfaces) {\r
+ graph->createTopGroup(createTopGroupIfaces);\r
return graph;\r
}\r
\r
return ref;\r
}\r
\r
+\r
void Parameters::createDelayBlock() {\r
delayRef = new ReferenceBlock("no.xml");\r
delayRef->addCategory(100);\r
else {\r
cout << "trying to create scene n°" << idScene << " with upper scene n°" <<idUpperScene << endl;\r
GroupScene* upperScene = searchSceneById(idUpperScene, topScene);\r
+ /* IMPORTANT: calling addNewEmptyGroup() leads to create a new GroupWidget\r
+ * AND a BoxItem in upperScene that represents the GroupItem in the\r
+ * newly created child scene. Thus, it has not to be created when\r
+ * reading bi_group tags in the following but just searched\r
+ */\r
groupWidget = dispatcher->addNewEmptyGroup(Dispatcher::Load, upperScene,false);\r
groupWidget->getScene()->setId(idScene);\r
groupItem = groupWidget->getScene()->getGroupItem(); \r
cout << "top scene has " << sourceNodes.length() << " sources" << endl;\r
for(int j=0; j<sourceNodes.length(); j++) {\r
QDomElement currentSBNode = sourceNodes.at(j).toElement(); \r
- SourceItem* sourceItem = new SourceItem(dispatcher,this);\r
+ StimuliItem* sourceItem = new StimuliItem(dispatcher,this);\r
try {\r
sourceItem->load(currentSBNode);\r
}\r
}\r
cout << "source item has been read, add it to the scene" << endl;\r
// add the block to the GroupScene\r
- currentScene->addSourceItem(sourceItem);\r
+ currentScene->addStimuliItem(sourceItem);\r
} \r
}\r
/**********************************************************\r
}\r
}\r
if (scene->isTopScene()) {\r
- foreach(SourceItem *block, scene->getSourceItems()){\r
+ foreach(StimuliItem *block, scene->getSourceItems()){\r
foreach(InterfaceItem *item, block->getInterfaces()){\r
if(item->getId() == id){\r
return item;\r