MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); m_strLanguage = tr("English"); m_spriteMgr = NULL; m_pgv = NULL; m_settings = new QSettings(QString("njfever"), STR_MY_TITLE); initLanguage(); createViews(); m_bProjectIsNull = true; m_bIsEditedWithoutSave = false; m_bIsSceneMouseEvent = false; m_strWorkDirectory = ""; createActions(); createMenus(); createToolbarButtons(); newProject(); m_actions[ActionKey::SpriteLock]->setChecked(true); lockSprites(); }
void Scenery3d::init() { qCDebug(scenery3d) << "Scenery3d plugin - press KGA button to toggle 3D scenery, KGA tool button for settings"; //Initialize the renderer - this also finds out what features are supported qCDebug(scenery3d) << "Initializing Scenery3d renderer..."; renderer->init(); qCDebug(scenery3d) << "Initializing Scenery3d renderer...done"; //make sure shadows are off if unsupported if(! renderer->areShadowsSupported()) setEnableShadows(false); if(! renderer->isShadowFilteringSupported()) { setShadowFilterQuality(S3DEnum::SFQ_OFF); setEnablePCSS(false); } //load config and create interface actions loadConfig(); createActions(); createToolbarButtons(); connect(&StelMainView::getInstance(), SIGNAL(reloadShadersRequested()), this, SLOT(reloadShaders())); //finally, hook up the lightscape toggle event (external to this plugin) to cubemap redraw StelAction* action = StelApp::getInstance().getStelActionManager()->findAction("actionShow_LandscapeIllumination"); Q_ASSERT(action); connect(action, &StelAction::toggled, this, &Scenery3d::forceCubemapRedraw); #ifndef NDEBUG showMessage(q_("Scenery3d plugin loaded!")); #endif }