コード例 #1
0
void LocationDialog::setFieldsFromLocation(const StelLocation& loc)
{	
	// Deactivate edit signals
	disconnectEditSignals();

	ui->cityNameLineEdit->setText(loc.name);
	int idx = ui->countryNameComboBox->findData(loc.country, Qt::UserRole, Qt::MatchCaseSensitive);
	if (idx==-1)
	{
		// Use France as default
		ui->countryNameComboBox->findData(QVariant("France"), Qt::UserRole, Qt::MatchCaseSensitive);
	}
	ui->countryNameComboBox->setCurrentIndex(idx);

	ui->longitudeSpinBox->setDegrees(loc.longitude);
	ui->latitudeSpinBox->setDegrees(loc.latitude);
	ui->altitudeSpinBox->setValue(loc.altitude);

	idx = ui->planetNameComboBox->findData(loc.planetName, Qt::UserRole, Qt::MatchCaseSensitive);
	if (idx==-1)
	{
		// Use Earth as default
		idx = ui->planetNameComboBox->findData(QVariant("Earth"), Qt::UserRole, Qt::MatchCaseSensitive);
	}
	ui->planetNameComboBox->setCurrentIndex(idx);
	setMapForLocation(loc);

	// Set pointer position
	ui->mapLabel->setCursorPos(loc.longitude, loc.latitude);

	ui->deleteLocationFromListPushButton->setEnabled(StelApp::getInstance().getLocationMgr().canDeleteUserLocation(loc.getID()));

	SolarSystem* ssm = GETSTELMODULE(SolarSystem);
	PlanetP p = ssm->searchByEnglishName(loc.planetName);
	LandscapeMgr* ls = GETSTELMODULE(LandscapeMgr);	
	if (ls->getFlagAtmosphereAutoEnable())
	{
		if (loc.planetName != StelApp::getInstance().getCore()->getCurrentLocation().planetName)
		{
			QSettings* conf = StelApp::getInstance().getSettings();
			ls->setFlagAtmosphere(p->hasAtmosphere() & conf->value("landscape/flag_atmosphere", true).toBool());
			ls->setFlagFog(p->hasAtmosphere() & conf->value("landscape/flag_fog", true).toBool());
		}
	}

	// Reactivate edit signals
	connectEditSignals();
}
コード例 #2
0
void StelGui::initLandscapeMgr()
{
	LandscapeMgr* landscapeMgr = GETSTELMODULE(LandscapeMgr);
	getGuiAction("actionShow_Ground")->setChecked(landscapeMgr->getFlagLandscape());
	connect(getGuiAction("actionShow_Ground"),
					SIGNAL(toggled(bool)),
					landscapeMgr,
					SLOT(setFlagLandscape(bool)));
	connect(landscapeMgr,
					SIGNAL(landscapeDisplayedChanged(const bool)),
					this,
					SLOT(landscapeDisplayedUpdated(const bool)));

	getGuiAction("actionShow_Cardinal_Points")->setChecked(landscapeMgr->getFlagCardinalsPoints());
	connect(getGuiAction("actionShow_Cardinal_Points"),
					SIGNAL(toggled(bool)),
					landscapeMgr,
					SLOT(setFlagCardinalsPoints(bool)));
	connect(landscapeMgr,
					SIGNAL(cardinalsPointsDisplayedChanged(const bool)),
					this,
					SLOT(cardinalsPointsDisplayedUpdated(const bool)));

	getGuiAction("actionShow_Atmosphere")->setChecked(landscapeMgr->getFlagAtmosphere());
	connect(getGuiAction("actionShow_Atmosphere"),
					SIGNAL(toggled(bool)),
					landscapeMgr,
					SLOT(setFlagAtmosphere(bool)));
	connect(landscapeMgr,
					SIGNAL(atmosphereDisplayedChanged(const bool)),
					this,
					SLOT(atmosphereDisplayedUpdated(const bool)));

	getGuiAction("actionShow_Fog")->setChecked(landscapeMgr->getFlagFog());
	connect(getGuiAction("actionShow_Fog"),
					SIGNAL(toggled(bool)),
					landscapeMgr,
					SLOT(setFlagFog(bool)));
	connect(landscapeMgr,
					SIGNAL(fogDisplayedChanged(const bool)),
					this,
					SLOT(fogDisplayedUpdated(const bool)));
}
コード例 #3
0
void SporadicMeteorMgr::draw(StelCore* core)
{
	if (!m_flagShow || !core->getSkyDrawer()->getFlagHasAtmosphere())
	{
		return;
	}

	LandscapeMgr* landmgr = GETSTELMODULE(LandscapeMgr);
	if (landmgr->getFlagAtmosphere() && landmgr->getLuminance() > 5.f)
	{
		return;
	}

	// step through and draw all active meteors
	StelPainter sPainter(core->getProjection(StelCore::FrameAltAz));
	foreach (SporadicMeteor* m, activeMeteors)
	{
		m->draw(core, sPainter);
	}
コード例 #4
0
ファイル: MeteorMgr.cpp プロジェクト: incadoi/stellarium
void MeteorMgr::draw(StelCore* core)
{
	if (!flagShow)
		return;
	
	LandscapeMgr* landmgr = (LandscapeMgr*)StelApp::getInstance().getModuleMgr().getModule("LandscapeMgr");
	if (landmgr->getFlagAtmosphere() && landmgr->getLuminance()>5)
		return;

	StelPainter sPainter(core->getProjection(StelCore::FrameAltAz));
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);
	sPainter.enableTexture2d(false);

	// step through and draw all active meteors
	for (std::vector<Meteor*>::iterator iter = active.begin(); iter != active.end(); ++iter)
	{
		(*iter)->draw(core, sPainter);
	}
}
コード例 #5
0
void StelCore::returnToHome()
{
	// Using returnToDefaultLocation() and getCurrentLocation() introduce issue, because for flying
	// between planets using SpaceShip and second method give does not exist data
	StelLocationMgr& locationMgr = StelApp::getInstance().getLocationMgr();
	bool ok = false;
	StelLocation loc = locationMgr.locationForString(defaultLocationID, &ok);
	if (ok)
		moveObserverTo(loc, 0.);

	PlanetP p = GETSTELMODULE(SolarSystem)->searchByEnglishName(loc.planetName);

	LandscapeMgr* landscapeMgr = GETSTELMODULE(LandscapeMgr);
	landscapeMgr->setCurrentLandscapeID(landscapeMgr->getDefaultLandscapeID());
	landscapeMgr->setFlagAtmosphere(p->hasAtmosphere());
	landscapeMgr->setFlagFog(p->hasAtmosphere());

	GETSTELMODULE(StelObjectMgr)->unSelect();

	StelMovementMgr* smmgr = getMovementMgr();
	smmgr->setViewDirectionJ2000(altAzToJ2000(smmgr->getInitViewingDirection(), StelCore::RefractionOff));
}
コード例 #6
0
// Update the widget to make sure it is synchrone if the location is changed programmatically
void LocationDialog::updateFromProgram(const StelLocation& currentLocation)
{
	if (!dialog->isVisible())
		return;
	
	StelCore* stelCore = StelApp::getInstance().getCore();

	isEditingNew = false;
	
	// Check that the use as default check box needs to be updated
	// Move to setFieldsFromLocation()? --BM?
	const bool b = currentLocation.getID() == stelCore->getDefaultLocationID();
	QSettings* conf = StelApp::getInstance().getSettings();
	if (conf->value("init_location/location", "auto").toString() != ("auto"))
	{
		updateDefaultLocationControls(b);
		ui->pushButtonReturnToDefault->setEnabled(!b);
	}

	const QString& key1 = currentLocation.getID();
	const QString& key2 = locationFromFields().getID();
	if (key1!=key2)
	{
		setFieldsFromLocation(currentLocation);
	}

	LandscapeMgr *lmgr = GETSTELMODULE(LandscapeMgr);
	if (lmgr->getFlagUseLightPollutionFromDatabase())
	{
		int bidx = currentLocation.bortleScaleIndex;
		if (!currentLocation.planetName.contains("Earth")) // location not on Earth...
			bidx = 1;
		if (bidx<1) // ...or it observatory, or it unknown location
			bidx = currentLocation.DEFAULT_BORTLE_SCALE_INDEX;
		stelCore->getSkyDrawer()->setBortleScaleIndex(bidx);
		lmgr->setAtmosphereBortleLightPollution(bidx);
	}
}
コード例 #7
0
void StelCore::moveObserverToSelected()
{
	StelObjectMgr* objmgr = GETSTELMODULE(StelObjectMgr);
	Q_ASSERT(objmgr);
	if (objmgr->getWasSelected())
	{
		Planet* pl = dynamic_cast<Planet*>(objmgr->getSelectedObject()[0].data());
		if (pl)
		{
			// We need to move to the selected planet. Try to generate a location from the current one
			StelLocation loc = getCurrentLocation();
			if (loc.planetName != pl->getEnglishName())
			{
				loc.planetName = pl->getEnglishName();
				loc.name = "-";
				loc.state = "";
				moveObserverTo(loc);

				LandscapeMgr* landscapeMgr = GETSTELMODULE(LandscapeMgr);
				if (pl->getEnglishName() == "Solar System Observer")
				{
					landscapeMgr->setFlagAtmosphere(false);
					landscapeMgr->setFlagFog(false);
					landscapeMgr->setFlagLandscape(false);
				}
				else
				{
					landscapeMgr->setFlagAtmosphere(pl->hasAtmosphere());
					landscapeMgr->setFlagFog(pl->hasAtmosphere());
					landscapeMgr->setFlagLandscape(true);
				}
			}
		}
	}
	StelMovementMgr* mmgr = GETSTELMODULE(StelMovementMgr);
	Q_ASSERT(mmgr);
	mmgr->setFlagTracking(false);
}
コード例 #8
0
void StelApp::init(QSettings* conf)
{
	confSettings = conf;

	devicePixelsPerPixel = QOpenGLContext::currentContext()->screen()->devicePixelRatio();

	setBaseFontSize(confSettings->value("gui/base_font_size", 13).toInt());
	
	core = new StelCore();
	if (saveProjW!=-1 && saveProjH!=-1)
		core->windowHasBeenResized(0, 0, saveProjW, saveProjH);

	// Initialize AFTER creation of openGL context
	textureMgr = new StelTextureMgr();
	textureMgr->init();

	networkAccessManager = new QNetworkAccessManager(this);
	// Activate http cache if Qt version >= 4.5
	QNetworkDiskCache* cache = new QNetworkDiskCache(networkAccessManager);
	QString cachePath = StelFileMgr::getCacheDir();

	qDebug() << "Cache directory is: " << QDir::toNativeSeparators(cachePath);
	cache->setCacheDirectory(cachePath);
	networkAccessManager->setCache(cache);
	connect(networkAccessManager, SIGNAL(finished(QNetworkReply*)), this, SLOT(reportFileDownloadFinished(QNetworkReply*)));

	// Stel Object Data Base manager
	stelObjectMgr = new StelObjectMgr();
	stelObjectMgr->init();
	getModuleMgr().registerModule(stelObjectMgr);

	localeMgr = new StelLocaleMgr();
	skyCultureMgr = new StelSkyCultureMgr();
	planetLocationMgr = new StelLocationMgr();
	actionMgr = new StelActionMgr();

	localeMgr->init();

	// Init the solar system first
	SolarSystem* ssystem = new SolarSystem();
	ssystem->init();
	getModuleMgr().registerModule(ssystem);

	// Load hipparcos stars & names
	StarMgr* hip_stars = new StarMgr();
	hip_stars->init();
	getModuleMgr().registerModule(hip_stars);

	core->init();

	// Init nebulas
	NebulaMgr* nebulas = new NebulaMgr();
	nebulas->init();
	getModuleMgr().registerModule(nebulas);

	// Init milky way
	MilkyWay* milky_way = new MilkyWay();
	milky_way->init();
	getModuleMgr().registerModule(milky_way);

	// Init zodiacal light
	ZodiacalLight* zodiacal_light = new ZodiacalLight();
	zodiacal_light->init();
	getModuleMgr().registerModule(zodiacal_light);

	// Init sky image manager
	skyImageMgr = new StelSkyLayerMgr();
	skyImageMgr->init();
	getModuleMgr().registerModule(skyImageMgr);

	// Init audio manager
	audioMgr = new StelAudioMgr();

	// Init video manager
	videoMgr = new StelVideoMgr();

	// Constellations
	ConstellationMgr* asterisms = new ConstellationMgr(hip_stars);
	asterisms->init();
	getModuleMgr().registerModule(asterisms);

	// Landscape, atmosphere & cardinal points section
	LandscapeMgr* landscape = new LandscapeMgr();
	landscape->init();
	getModuleMgr().registerModule(landscape);

	GridLinesMgr* gridLines = new GridLinesMgr();
	gridLines->init();
	getModuleMgr().registerModule(gridLines);

	// Sporadic Meteors
	SporadicMeteorMgr* meteors = new SporadicMeteorMgr(10, 72);
	meteors->init();
	getModuleMgr().registerModule(meteors);

	// User labels
	LabelMgr* skyLabels = new LabelMgr();
	skyLabels->init();
	getModuleMgr().registerModule(skyLabels);

	skyCultureMgr->init();

	//Create the script manager here, maybe some modules/plugins may want to connect to it
	//It has to be initialized later after all modules have been loaded by calling initScriptMgr
#ifndef DISABLE_SCRIPTING
	scriptAPIProxy = new StelMainScriptAPIProxy(this);
	scriptMgr = new StelScriptMgr(this);
#endif

	// Initialisation of the color scheme
	emit colorSchemeChanged("color");
	setVisionModeNight(confSettings->value("viewing/flag_night").toBool());

	// Enable viewport effect at startup if he set
	setViewportEffect(confSettings->value("video/viewport_effect", "none").toString());

	// Proxy Initialisation
	setupNetworkProxy();
	updateI18n();

	// Init actions.
	actionMgr->addAction("actionShow_Night_Mode", N_("Display Options"), N_("Night mode"), this, "nightMode");

	setFlagShowDecimalDegrees(confSettings->value("gui/flag_show_decimal_degrees", false).toBool());
	setFlagOldAzimuthUsage(confSettings->value("gui/flag_use_azimuth_from_south", false).toBool());
	
	initialized = true;
}
コード例 #9
0
ファイル: Scenery3d.cpp プロジェクト: Stellarium/stellarium
void Scenery3d::loadSceneCompleted()
{
	S3DScene* result = currentLoadFuture.result();

	progressBar->setValue(100);
	StelApp::getInstance().removeProgressBar(progressBar);
	progressBar=Q_NULLPTR;

	if(!result)
	{
		showMessage(q_("Could not load scene, please check log for error messages!"));
		return;
	}
	else
		showMessage(q_("Scene successfully loaded."));

	//do stuff that requires the main thread
	const SceneInfo& info = result->getSceneInfo();

	//move to the location specified by the scene
	LandscapeMgr* lmgr = GETSTELMODULE(LandscapeMgr);
	bool landscapeSetsLocation=lmgr->getFlagLandscapeSetsLocation();
	lmgr->setFlagLandscapeSetsLocation(true);
	lmgr->setCurrentLandscapeName(info.landscapeName, 0.); // took a second, implicitly.
	// Switched to immediate landscape loading: Else,
	// Landscape and Navigator at this time have old coordinates! But it should be possible to
	// delay rot_z computation up to this point and live without an own location section even
	// with meridian_convergence=from_grid.
	lmgr->setFlagLandscapeSetsLocation(landscapeSetsLocation); // restore


	if (info.hasLocation())
	{
		qCDebug(scenery3d) << "Setting location to given coordinates";
		StelApp::getInstance().getCore()->moveObserverTo(*info.location, 0., 0.);
	}
	else qCDebug(scenery3d) << "No coordinates given in scenery3d.ini";

	if (info.hasLookAtFOV())
	{
		qCDebug(scenery3d) << "Setting orientation";
		Vec3f lookat=currentLoadScene.lookAt_fov;
		// This vector is (az_deg, alt_deg, fov_deg)
		Vec3d v;
		StelUtils::spheToRect(lookat[0]*M_PI/180.0, lookat[1]*M_PI/180.0, v);
		mvMgr->setViewDirectionJ2000(StelApp::getInstance().getCore()->altAzToJ2000(v, StelCore::RefractionOff));
		mvMgr->zoomTo(lookat[2]);
	} else qCDebug(scenery3d) << "No orientation given in scenery3d.ini";

	//clear loading scene
	currentLoadScene = SceneInfo();
	emit loadingSceneIDChanged(QString());

	//switch scenes
	delete currentScene;
	currentScene = result;

	//show the scene
	setEnableScene(true);

	emit currentSceneChanged(info);
	emit currentSceneIDChanged(info.id);
}