// Connect signals and slots
connect( myPolylines, SIGNAL( currentIndexChanged( int ) ), this, SLOT( onZoneDefChanged() ) );
- connect( myFillingTransparent, SIGNAL( toggled( bool ) ), this, SLOT( onZoneDefChanged() ) );
- connect( myFillingColor, SIGNAL( toggled( bool ) ), this, SLOT( onZoneDefChanged() ) );
+ connect( myFillingTransparent, SIGNAL( toggled( bool ) ), this, SLOT( onFillingColorChanged( const bool ) ) );
+ connect( myFillingColor, SIGNAL( toggled( bool ) ), this, SLOT( onFillingColorChanged( const bool ) ) );
connect( myFillingColorBox, SIGNAL( colorChanged( const QColor& ) ), this, SLOT( onFillingColorChanged() ) );
connect( myBorderColorGroup, SIGNAL( toggled( bool ) ), this, SLOT( onZoneDefChanged() ) );
connect( myBorderColorBox, SIGNAL( colorChanged( const QColor& ) ), this, SLOT( onZoneDefChanged() ) );
onZoneDefChanged();
}
+void HYDROGUI_ImmersibleZoneDlg::onFillingColorChanged( const bool theIsChecked )
+{
+ if ( !theIsChecked )
+ return;
+
+ onZoneDefChanged();
+}
+
void HYDROGUI_ImmersibleZoneDlg::onZoneDefChanged()
{
if ( signalsBlocked() )