void SceneItem::expand() { setExpanded(true); get_assembly_collection_item().setExpanded(true); get_assembly_instance_collection_item().setExpanded(true); if (get_assembly_collection_item().childCount() == 1) get_assembly_collection_item().child(0)->setExpanded(true); }
QMenu* AssemblyItem::get_single_item_context_menu() const { QMenu* menu = BaseGroupItem::get_single_item_context_menu(); menu->addSeparator(); menu->addAction("Instantiate...", this, SLOT(slot_instantiate())); menu->addSeparator(); menu->addAction("Import Objects...", m_object_collection_item, SLOT(slot_import_objects())); menu->addAction("Import Textures...", &get_texture_collection_item(), SLOT(slot_import_textures())); menu->addSeparator(); menu->addAction("Create Assembly...", &get_assembly_collection_item(), SLOT(slot_create())); menu->addAction("Create BSDF...", m_bsdf_collection_item, SLOT(slot_create())); menu->addAction("Create BSSRDF...", m_bssrdf_collection_item, SLOT(slot_create())); menu->addAction("Create Color...", &get_color_collection_item(), SLOT(slot_create())); menu->addAction("Create EDF...", m_edf_collection_item, SLOT(slot_create())); menu->addAction("Create Light...", m_light_collection_item, SLOT(slot_create())); menu->addAction("Create Volume...", m_volume_collection_item, SLOT(slot_create())); QMenu* submenu = menu->addMenu("Create Material..."); submenu->addAction("Create Disney Material...", m_material_collection_item, SLOT(slot_create_disney())); submenu->addAction("Create Generic Material...", m_material_collection_item, SLOT(slot_create_generic())); menu->addAction("Create Surface Shader...", m_surface_shader_collection_item, SLOT(slot_create())); return menu; }
QMenu* SceneItem::get_single_item_context_menu() const { QMenu* menu = ItemBase::get_single_item_context_menu(); menu->addSeparator(); menu->addAction("Import Textures...", &get_texture_collection_item(), SLOT(slot_import_textures())); menu->addSeparator(); menu->addAction("Create Assembly...", &get_assembly_collection_item(), SLOT(slot_create())); menu->addAction("Create Color...", &get_color_collection_item(), SLOT(slot_create())); menu->addAction("Create Environment EDF...", m_environment_edf_collection_item, SLOT(slot_create())); menu->addAction("Create Environment Shader...", m_environment_shader_collection_item, SLOT(slot_create())); return menu; }
QMenu* AssemblyItem::get_single_item_context_menu() const { QMenu* menu = ItemBase::get_single_item_context_menu(); menu->addSeparator(); menu->addAction("Instantiate...", this, SLOT(slot_instantiate())); menu->addSeparator(); menu->addAction("Import Objects...", m_object_collection_item, SLOT(slot_import_objects())); menu->addAction("Import Textures...", &get_texture_collection_item(), SLOT(slot_import_textures())); menu->addSeparator(); menu->addAction("Create Assembly...", &get_assembly_collection_item(), SLOT(slot_create())); menu->addAction("Create BSDF...", m_bsdf_collection_item, SLOT(slot_create())); menu->addAction("Create Color...", &get_color_collection_item(), SLOT(slot_create())); menu->addAction("Create EDF...", m_edf_collection_item, SLOT(slot_create())); menu->addAction("Create Light...", m_light_collection_item, SLOT(slot_create())); menu->addAction("Create Material...", m_material_collection_item, SLOT(slot_create())); menu->addAction("Create Surface Shader...", m_surface_shader_collection_item, SLOT(slot_create())); return menu; }