Maya Exporter WIP
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#include "Menu.h"
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#include <iostream>
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using namespace std;
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Menu::Menu()
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{
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}
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Menu::Menu(QDialog* dialog)
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{
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// Save the dialog pointer. Needed when the application gets destroyed
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dialogPointer = dialog;
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// Create QpushButtons & give them names
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exportSelectedButton = new QPushButton("&Export Selected", this);
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browseButton = new QPushButton("&...", this);
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exportAllButton = new QPushButton("&Export All", this);
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cancelButton = new QPushButton("&Cancel", this);
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// Option box and checkboxes
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QGroupBox *optionsBox = new QGroupBox(tr("Options"));
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exportAnimationsButton = new QCheckBox(tr("&Export Animations"));
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copyTexturesButton = new QCheckBox(tr("&Copy Textures"));
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button3 = new QCheckBox(tr("option3"));
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exportAnimationsButton->setChecked(true);
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copyTexturesButton->setChecked(true);
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QVBoxLayout *vbox = new QVBoxLayout;
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vbox->addWidget(exportAnimationsButton);
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vbox->addWidget(copyTexturesButton);
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vbox->addWidget(button3);
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vbox->addStretch(1);
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optionsBox->setLayout(vbox);
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// Connect the buttons with signals & functions
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connect(exportSelectedButton, SIGNAL(clicked(bool)), this, SLOT(ExportSelected(bool)));
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connect(browseButton, SIGNAL(clicked(bool)), this, SLOT(ExportPathClicked(bool)));
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connect(exportAllButton, SIGNAL(clicked(bool)), this, SLOT(ExportAll(bool)));
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connect(cancelButton, SIGNAL(clicked(bool)), this, SLOT(CancelClicked(bool)));
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connect(exportAnimationsButton, SIGNAL(clicked(bool)), this, SLOT(Button1Clicked(bool)));
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connect(copyTexturesButton, SIGNAL(clicked(bool)), this, SLOT(Button2Clicked(bool)));
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connect(button3, SIGNAL(clicked(bool)), this, SLOT(Button3Clicked(bool)));
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// Creating several layouts, adding widgets & adding them to one layout in the end
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QHBoxLayout* topLayout = new QHBoxLayout;
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QVBoxLayout* midLayout = new QVBoxLayout;
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QHBoxLayout* botLayout = new QHBoxLayout;
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QVBoxLayout* baseLayout = new QVBoxLayout;
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exportPath = new QLineEdit;
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fileDialog = new QFileDialog;
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QLabel* exportLabel = new QLabel;
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exportLabel->setText("Export Path:");
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midLayout->addWidget(optionsBox);
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topLayout->addWidget(exportLabel);
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topLayout->addWidget(exportPath);
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topLayout->addWidget(browseButton);
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botLayout->addWidget(exportSelectedButton);
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botLayout->addWidget(exportAllButton);
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botLayout->addWidget(cancelButton);
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baseLayout->addLayout(topLayout);
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baseLayout->addLayout(midLayout);
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baseLayout->addSpacing(10);
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baseLayout->addLayout(botLayout);
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baseLayout->addStretch();
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// Set the layout for our window
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dialog->setLayout(baseLayout);
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}
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void Menu::ExportSelected(bool checked)
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{
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// Retrieving the objects we currently have selected
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MSelectionList selected;
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MGlobal::getActiveSelectionList(selected);
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// Loop through or list of selection(s)
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for (unsigned int i = 0; i < selected.length();i++)
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{
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MObject object;
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selected.getDependNode(i, object);
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MFnDependencyNode thisNode(object);
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cout << thisNode.name().asChar() << endl;
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GetMeshData(object);
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}
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if (exportPath->text().isEmpty())
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cout << "Please select a folder." << endl;
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else
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cout << exportPath->text().toLocal8Bit().constData() << endl;
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}
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void Menu::ExportPathClicked(bool)
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{
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// Opens up a file dialog. Save/Changes the name in the exportPath
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fileDialog->setFileMode(QFileDialog::Directory);
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fileDialog->setOption(QFileDialog::ShowDirsOnly);
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QString fileName = fileDialog->getExistingDirectory(this, "Select", "/home", QFileDialog::ShowDirsOnly);
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exportPath->setText(fileName);
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}
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void Menu::ExportAll(bool)
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{
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MDagPath path;
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// Loop through all nodes in the scene
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MItDependencyNodes it(MFn::kInvalid);
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for (;!it.isDone();it.next())
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{
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MObject node = it.thisNode();
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if (node.hasFn(MFn::kMesh))
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{
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MFnDependencyNode thisNode(node);
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cout << thisNode.name().asChar() << endl;
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GetMeshData(node);
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}
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}
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if (exportPath->text().isEmpty())
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cout << "Please select a folder." << endl;
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else
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cout << exportPath->text().toLocal8Bit().constData() << endl;
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}
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void Menu::CancelClicked(bool)
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{
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dialogPointer->close();
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}
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void Menu::Button1Clicked(bool)
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{
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if(exportAnimationsButton->isChecked())
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cout << "1 checked!" << endl;
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else
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cout << "1 unchecked!" << endl;
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}
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void Menu::Button2Clicked(bool)
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{
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if (copyTexturesButton->isChecked())
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cout << "2 checked!" << endl;
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else
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cout << "2 unchecked!" << endl;
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}
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void Menu::Button3Clicked(bool)
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{
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if (button3->isChecked())
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cout << "3 checked!" << endl;
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else
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cout << "3 unchecked!" << endl;
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}
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void Menu::GetMeshData(MObject object)
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{
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// In here, we retrieve triangulated polygons from the mesh
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MFnMesh mesh(object);
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map<UINT, vector<UINT>> vertexToIndex;
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vector<VertexLayout> verticesData;
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vector<UINT>indexArray;
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MIntArray intdexOffsetVertexCount, vertices, triangleList;
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MPointArray dummy;
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UINT vertexIndex;
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MVector normal;
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MPoint pos;
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float2 UV;
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VertexLayout thisVertex;
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for (MItMeshPolygon meshPolyIter(object); !meshPolyIter.isDone(); meshPolyIter.next())
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{
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vector<UINT> localVertexToGlobalIndex;
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meshPolyIter.getVertices(vertices);
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meshPolyIter.getTriangles(dummy, triangleList);
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UINT indexOffset = verticesData.size();
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for (UINT i = 0; i < vertices.length(); i++)
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{
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vertexIndex = meshPolyIter.vertexIndex(i);
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pos = meshPolyIter.point(i);
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pos.get(thisVertex.pos);
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meshPolyIter.getNormal(i, normal);
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thisVertex.normal[0] = normal[0];
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thisVertex.normal[1] = normal[1];
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thisVertex.normal[2] = normal[2];
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meshPolyIter.getUV(i, UV);
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thisVertex.uv[0] = UV[0];
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thisVertex.uv[1] = UV[1];
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verticesData.push_back(thisVertex);
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localVertexToGlobalIndex.push_back(vertexIndex);
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cout << "Pos: " << thisVertex.pos[0] << "/" << thisVertex.pos[1] << "/" << thisVertex.pos[2] << endl;
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cout << "Normals: " << thisVertex.normal[0] << "/" << thisVertex.normal[1] << "/" << thisVertex.normal[2] << endl;
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cout << "UV: " << thisVertex.uv[0] << "/" << thisVertex.uv[1] << endl;
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}
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for (UINT i = 0; i < triangleList.length(); i++)
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{
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UINT k = 0;
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while (localVertexToGlobalIndex[k] != triangleList[i])
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k++;
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indexArray.push_back(indexOffset + k);
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}
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}
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}
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void Menu::exportMaterial(MObject object)
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{
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MItDependencyNodes matIt(MFn::kLambert);
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}
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Menu::~Menu()
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{
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//delete exportSelectedButton;
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//delete browseButton;
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//delete exportPath;
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//delete fileDialog;
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fileDialog->~QFileDialog();
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}
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