MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags) : QMainWindow(parent, flags) { ui.setupUi(this); QActionGroup* sketchStepGroup = new QActionGroup(this); sketchStepGroup->addAction(ui.actionStepFloor); sketchStepGroup->addAction(ui.actionStepWindow); ui.actionStepFloor->setChecked(true); ui.actionStepWindow->setChecked(false); ui.actionViewWireFrame->setChecked(true); // メニューハンドラ connect(ui.actionNewSketch, SIGNAL(triggered()), this, SLOT(onNewSketch())); connect(ui.actionClear3DModel, SIGNAL(triggered()), this, SLOT(onClear3DModel())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionLoadCamera, SIGNAL(triggered()), this, SLOT(onLoadCamera())); connect(ui.actionSaveCamera, SIGNAL(triggered()), this, SLOT(onSaveCamera())); connect(ui.actionResetCamera, SIGNAL(triggered()), this, SLOT(onResetCamera())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.actionStepFloor, SIGNAL(triggered()), this, SLOT(onStepFloor())); connect(ui.actionStepWindow, SIGNAL(triggered()), this, SLOT(onStepWindow())); connect(ui.actionViewWireFrame, SIGNAL(triggered()), this, SLOT(onViewWireFrame())); connect(ui.actionAnalyzeRules, SIGNAL(triggered()), this, SLOT(onAnalyzeRules())); connect(ui.actionFindMatchingRule, SIGNAL(triggered()), this, SLOT(onFindMatchingRule())); glWidget = new GLWidget3D(this); setCentralWidget(glWidget); }
MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags) : QMainWindow(parent, flags) { ui.setupUi(this); // UI設定 QActionGroup* groupMode = new QActionGroup(this); ui.actionModeSketch->setCheckable(true); ui.actionMode3DView->setCheckable(true); ui.actionModeSketch->setActionGroup(groupMode); ui.actionMode3DView->setActionGroup(groupMode); ui.actionModeSketch->setChecked(true); QActionGroup* groupPenColor = new QActionGroup(this); ui.actionPenColorBranch->setCheckable(true); ui.actionPenColorLeaf->setCheckable(true); ui.actionPenColorBranch->setActionGroup(groupPenColor); ui.actionPenColorLeaf->setActionGroup(groupPenColor); ui.actionPenColorBranch->setChecked(true); QActionGroup* groupPenWidth = new QActionGroup(this); ui.actionPenWidth20->setCheckable(true); ui.actionPenWidth10->setCheckable(true); ui.actionPenWidth5->setCheckable(true); ui.actionPenWidth20->setActionGroup(groupPenWidth); ui.actionPenWidth10->setActionGroup(groupPenWidth); ui.actionPenWidth5->setActionGroup(groupPenWidth); ui.actionPenWidth20->setChecked(true); // メニューハンドラ connect(ui.actionNewSketch, SIGNAL(triggered()), this, SLOT(onNewSketch())); connect(ui.actionLoadSketch, SIGNAL(triggered()), this, SLOT(onLoadSketch())); connect(ui.actionSaveSketch, SIGNAL(triggered()), this, SLOT(onSaveSketch())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionLoadCamera, SIGNAL(triggered()), this, SLOT(onLoadCamera())); connect(ui.actionSaveCamera, SIGNAL(triggered()), this, SLOT(onSaveCamera())); connect(ui.actionResetCamera, SIGNAL(triggered()), this, SLOT(onResetCamera())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.actionRandomGeneration, SIGNAL(triggered()), this, SLOT(onRandomGeneration())); connect(ui.actionGreedyInverse, SIGNAL(triggered()), this, SLOT(onGreedyInverse())); connect(ui.actionModeSketch, SIGNAL(triggered()), this, SLOT(onModeUpdate())); connect(ui.actionMode3DView, SIGNAL(triggered()), this, SLOT(onModeUpdate())); connect(ui.actionPenColorBranch, SIGNAL(triggered()), this, SLOT(onPenColorUpdate())); connect(ui.actionPenColorLeaf, SIGNAL(triggered()), this, SLOT(onPenColorUpdate())); connect(ui.actionPenWidth20, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionPenWidth10, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionPenWidth5, SIGNAL(triggered()), this, SLOT(onPenWidthUpdate())); connect(ui.actionOptions, SIGNAL(triggered()), this, SLOT(onOptions())); glWidget = new GLWidget3D(this); setCentralWidget(glWidget); }
void qavimator::setupToolBar() { QToolBar *toolBar = ui->toolBar; QLabel *label = new QLabel("FPS:",this); QSpinBox *fpsSpin = new QSpinBox(this); fpsSpin->setMaximum(1); fpsSpin->setMaximum(50); fpsSpin->setValue(10); QIcon ico = QIcon(":/icons/resetcamera.png"); QPushButton *resetCamera = new QPushButton(ico,"",this); resetCamera->setToolTip("Reset camera view to default position"); toolBar->addWidget(label); toolBar->addWidget(fpsSpin); toolBar->addSeparator(); toolBar->addWidget(resetCamera); connect(fpsSpin,SIGNAL(valueChanged(int)),this,SLOT(onFpsSpinValueChanged(int))); connect(resetCamera,SIGNAL(clicked()),this,SLOT(onResetCamera())); }
MainWindow::MainWindow(QWidget *parent, Qt::WFlags flags) : QMainWindow(parent, flags) { ui.setupUi(this); // setup the docking widgets controlWidget = new ControlWidget(this); propertyWidget = new PropertyWidget(this); // setup the toolbar ui.fileToolBar->addAction(ui.actionNewTerrain); ui.fileToolBar->addAction(ui.actionOpenTerrain); ui.areaToolBar->addAction(ui.actionAreaSelect); ui.areaToolBar->addAction(ui.actionAreaCreate); ui.areaToolBar->addAction(ui.actionHintLine); ui.areaToolBar->addAction(ui.actionAvenueSketch); ui.actionAreaSelect->setChecked(true); // register the menu's action handlers connect(ui.actionNewTerrain, SIGNAL(triggered()), this, SLOT(onNewTerrain())); connect(ui.actionOpenTerrain, SIGNAL(triggered()), this, SLOT(onLoadTerrain())); connect(ui.actionSaveTerrain, SIGNAL(triggered()), this, SLOT(onSaveTerrain())); connect(ui.actionLoadRoads, SIGNAL(triggered()), this, SLOT(onLoadRoads())); connect(ui.actionAddRoads, SIGNAL(triggered()), this, SLOT(onAddRoads())); connect(ui.actionSaveRoads, SIGNAL(triggered()), this, SLOT(onSaveRoads())); connect(ui.actionClearRoads, SIGNAL(triggered()), this, SLOT(onClearRoads())); connect(ui.actionLoadAreas, SIGNAL(triggered()), this, SLOT(onLoadAreas())); connect(ui.actionSaveAreas, SIGNAL(triggered()), this, SLOT(onSaveAreas())); connect(ui.actionSaveImage, SIGNAL(triggered()), this, SLOT(onSaveImage())); connect(ui.actionSaveImageHD, SIGNAL(triggered()), this, SLOT(onSaveImageHD())); connect(ui.actionLoadCamera, SIGNAL(triggered()), this, SLOT(onLoadCamera())); connect(ui.actionSaveCamera, SIGNAL(triggered()), this, SLOT(onSaveCamera())); connect(ui.actionResetCamera, SIGNAL(triggered()), this, SLOT(onResetCamera())); connect(ui.actionExit, SIGNAL(triggered()), this, SLOT(close())); connect(ui.menuArea, SIGNAL(aboutToShow()), this, SLOT(onAreaMenu())); connect(ui.actionAreaSelect, SIGNAL(triggered()), this, SLOT(onAreaSelect())); connect(ui.actionAreaCreate, SIGNAL(triggered()), this, SLOT(onAreaCreate())); connect(ui.actionAreaDelete, SIGNAL(triggered()), this, SLOT(onAreaDelete())); connect(ui.actionAreaDeleteAll, SIGNAL(triggered()), this, SLOT(onAreaDeleteAll())); connect(ui.actionHintLine, SIGNAL(triggered()), this, SLOT(onHintLine())); connect(ui.actionCutRoads, SIGNAL(triggered()), this, SLOT(onCutRoads())); connect(ui.actionHighwaySketch, SIGNAL(triggered()), this, SLOT(onHighwaySketch())); connect(ui.actionAvenueSketch, SIGNAL(triggered()), this, SLOT(onAvenueSketch())); connect(ui.actionStreetSketch, SIGNAL(triggered()), this, SLOT(onStreetSketch())); connect(ui.actionControlPoints, SIGNAL(triggered()), this, SLOT(onControlPoints())); connect(ui.actionGenerateBlocks, SIGNAL(triggered()), this, SLOT(onGenerateBlocks())); connect(ui.actionGenerateParcels, SIGNAL(triggered()), this, SLOT(onGenerateParcels())); connect(ui.actionGenerateBuildings, SIGNAL(triggered()), this, SLOT(onGenerateBuildings())); connect(ui.actionGenerateVegetation, SIGNAL(triggered()), this, SLOT(onGenerateVegetation())); connect(ui.actionGenerateAll, SIGNAL(triggered()), this, SLOT(onGenerateAll())); connect(ui.actionGenerateRegularGrid, SIGNAL(triggered()), this, SLOT(onGenerateRegularGrid())); connect(ui.actionGenerateCurvyGrid, SIGNAL(triggered()), this, SLOT(onGenerateCurvyGrid())); connect(ui.actionRotationVideo, SIGNAL(triggered()), this, SLOT(onRotationVideo())); connect(ui.actionInterpolationVideo, SIGNAL(triggered()), this, SLOT(onInterpolationVideo())); connect(ui.actionBlendingVideo, SIGNAL(triggered()), this, SLOT(onBlendingVideo())); connect(ui.actionGrowingVideo, SIGNAL(triggered()), this, SLOT(onGrowingVideo())); connect(ui.action3DVideo, SIGNAL(triggered()), this, SLOT(on3DVideo())); connect(ui.actionMountainVideo, SIGNAL(triggered()), this, SLOT(onMountainVideo())); connect(ui.actionTerrainGeneration, SIGNAL(triggered()), this, SLOT(onTerrainGeneration())); connect(ui.actionUpdateMountain, SIGNAL(triggered()), this, SLOT(onUpdateMountain())); connect(ui.actionTerrainSegmentation, SIGNAL(triggered()), this, SLOT(onTerrainSegmentation())); connect(ui.actionExtractContour, SIGNAL(triggered()), this, SLOT(onExtractContour())); connect(ui.actionTerrainDataConverter, SIGNAL(triggered()), this, SLOT(onTerrainDataConverter())); connect(ui.actionTerrainDataConverter2, SIGNAL(triggered()), this, SLOT(onTerrainDataConverter2())); connect(ui.actionCamera3D, SIGNAL(triggered()), this, SLOT(onCamera3D())); connect(ui.actionCameraFlyOver, SIGNAL(triggered()), this, SLOT(onCameraFlyOver())); connect(ui.actionControlWidget, SIGNAL(triggered()), this, SLOT(onShowControlWidget())); connect(ui.actionPropertyWidget, SIGNAL(triggered()), this, SLOT(onShowPropertyWidget())); connect(ui.actionDebug, SIGNAL(triggered()), this, SLOT(onDebug())); // setup the GL widget glWidget = new GLWidget3D(this); setCentralWidget(glWidget); controlWidget->show(); addDockWidget(Qt::LeftDockWidgetArea, controlWidget); urbanGeometry = new UrbanGeometry(this); mode = MODE_AREA_SELECT; }