connect(overlayPanel,SIGNAL(VFPropertyUpdated(int,int,int,int,double,double,double)),this,SLOT(SetVFProperty(int,int,int,int,double,double,double)));
connect(overlayPanel,SIGNAL(OverlayPropertyUpdated(int,int,double,double)),
this,SLOT(SetOverlayProperty(int,int,double,double)));
- connect(overlayPanel,SIGNAL(FusionPropertyUpdated(int,int,int,double,double)),
- this,SLOT(SetFusionProperty(int,int,int,double,double)));
+ connect(overlayPanel,SIGNAL(FusionPropertyUpdated(int,int,int,double,double, bool)),
+ this,SLOT(SetFusionProperty(int,int,int,double,double, bool)));
connect(landmarksPanel,SIGNAL(UpdateRenderWindows()),this,SLOT(UpdateRenderWindows()));
playMode = 0;//pause
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
-void vvMainWindow::SetFusionProperty(int opacity, int thresOpacity, int colormap,double window, double level)
+void vvMainWindow::SetFusionProperty(int opacity, int thresOpacity, int colormap,double window, double level, bool showLegend)
{
int index = GetSlicerIndexFromItem(DataTree->selectedItems()[0]);
if (mSlicerManagers[index]->GetSlicer(0)->GetFusion()) {
mSlicerManagers[index]->SetFusionThresholdOpacity(thresOpacity);
mSlicerManagers[index]->SetFusionWindow(window);
mSlicerManagers[index]->SetFusionLevel(level);
+ mSlicerManagers[index]->SetFusionShowLegend(showLegend);
mSlicerManagers[index]->SetColorMap(0);
mSlicerManagers[index]->Render();
}