예제 #1
0
ccViewer::ccViewer(QWidget *parent, Qt::WindowFlags flags)
	: QMainWindow(parent, flags)
	, m_glWindow(0)
	, m_selectedObject(0)
{
	ui.setupUi(this);

	//insert GL window in a vertical layout
	QVBoxLayout* verticalLayout_2 = new QVBoxLayout(ui.GLframe);
	verticalLayout_2->setSpacing(0);
	const int margin = 10;
    verticalLayout_2->setContentsMargins(margin,margin,margin,margin);
    QGLFormat format;
    format.setSwapInterval(0);
	m_glWindow = new ccGLWindow(ui.GLframe,format);
	verticalLayout_2->addWidget(m_glWindow);

	updateGLFrameGradient();

	//UI/display synchronization
	ui.actionToggleSunLight->setChecked(m_glWindow->sunLightEnabled());
	ui.actionToggleCustomLight->setChecked(m_glWindow->customLightEnabled());
	bool perspective,centered;
	perspective = m_glWindow->getPerspectiveState(centered);
	ui.actionDisablePerspective->setChecked(!perspective);
	ui.actionToggleCenteredPerspective->setChecked(perspective && centered);
	ui.actionToggleViewerBasedPerspective->setChecked(perspective && !centered);
	ui.actionFullScreen->setChecked(false);

	ui.menuSelected->setEnabled(false);

	//Signals & slots connection
	connect(m_glWindow,								SIGNAL(filesDropped(const QStringList&)),	this,	SLOT(addToDB(const QStringList&)));
	connect(m_glWindow,								SIGNAL(entitySelectionChanged(int)),		this,	SLOT(selectEntity(int)));
	//connect(m_glWindow,								SIGNAL(newLabel(ccHObject*),				this,	SLOT(handleNewEntity(ccHObject*))); //nothing to do in ccViewer!

	//"Options" menu
	connect(ui.actionDisplayParameters,				SIGNAL(triggered()),						this,	SLOT(showDisplayParameters()));
    connect(ui.actionEditCamera,					SIGNAL(triggered()),    					this,	SLOT(doActionEditCamera()));
    //"Display > Standard views" menu
    connect(ui.actionSetViewTop,					SIGNAL(triggered()),						this,	SLOT(setTopView()));
    connect(ui.actionSetViewBottom,					SIGNAL(triggered()),						this,	SLOT(setBottomView()));
    connect(ui.actionSetViewFront,					SIGNAL(triggered()),						this,	SLOT(setFrontView()));
    connect(ui.actionSetViewBack,					SIGNAL(triggered()),						this,	SLOT(setBackView()));
    connect(ui.actionSetViewLeft,					SIGNAL(triggered()),						this,	SLOT(setLeftView()));
    connect(ui.actionSetViewRight,					SIGNAL(triggered()),						this,	SLOT(setRightView()));
    //"Display > Lights & Materials" menu
    connect(ui.actionToggleSunLight,				SIGNAL(toggled(bool)),    					this,	SLOT(toggleSunLight(bool)));
    connect(ui.actionToggleCustomLight,				SIGNAL(toggled(bool)),    					this,	SLOT(toggleCustomLight(bool)));
	//"Options > Selected" menu
	connect(ui.actionShowColors,					SIGNAL(toggled(bool)),    					this,	SLOT(toggleColorsShown(bool)));
	connect(ui.actionShowNormals,					SIGNAL(toggled(bool)),    					this,	SLOT(toggleNormalsShown(bool)));
	connect(ui.actionShowScalarField,				SIGNAL(toggled(bool)),    					this,	SLOT(toggleScalarShown(bool)));
	connect(ui.actionShowColorRamp,					SIGNAL(toggled(bool)),    					this,	SLOT(toggleColorbarShown(bool)));
    connect(ui.actionDelete,						SIGNAL(triggered()),						this,	SLOT(doActionDeleteSelectedEntity()));
	//"Options > Perspective" menu
    connect(ui.actionDisablePerspective,			SIGNAL(toggled(bool)),						this,	SLOT(togglePerspectiveOff(bool)));
    connect(ui.actionToggleCenteredPerspective,		SIGNAL(toggled(bool)),						this,	SLOT(toggleCenteredPerspective(bool)));
    connect(ui.actionToggleViewerBasedPerspective,	SIGNAL(toggled(bool)),						this,	SLOT(toggleViewerBasedPerspective(bool)));
	//"Options" menu
	connect(ui.actionFullScreen,					SIGNAL(toggled(bool)),						this,	SLOT(toggleFullScreen(bool)));

    //"Help" menu
    connect(ui.actionAbout,							SIGNAL(triggered()),						this,	SLOT(doActionAbout()));
    connect(ui.actionHelpShortctus,					SIGNAL(triggered()),						this,	SLOT(doActionDisplayShortcuts()));
}
예제 #2
0
파일: ccviewer.cpp 프로젝트: jebd/trunk
ccViewer::ccViewer(QWidget *parent, Qt::WindowFlags flags)
	: QMainWindow(parent, flags)
	, m_glWindow(0)
	, m_selectedObject(0)
	, m_3dMouseInput(0)
{
	ui.setupUi(this);

	//insert GL window in a vertical layout
	QVBoxLayout* verticalLayout_2 = new QVBoxLayout(ui.GLframe);
	verticalLayout_2->setSpacing(0);
	const int margin = 10;
    verticalLayout_2->setContentsMargins(margin,margin,margin,margin);
    QGLFormat format;
    format.setSwapInterval(0);
	m_glWindow = new ccGLWindow(ui.GLframe,format);
	verticalLayout_2->addWidget(m_glWindow);

	updateGLFrameGradient();

	m_glWindow->setRectangularPickingAllowed(false); //multiple entities picking not supported

	//UI/display synchronization
	ui.actionFullScreen->setChecked(false);
	ui.menuSelected->setEnabled(false);
	reflectLightsState();
	reflectPerspectiveState();
	reflectPivotVisibilityState();

#ifdef CC_3DXWARE_SUPPORT
	enable3DMouse(true,true);
#else
	ui.actionEnable3DMouse->setEnabled(false);
#endif

	//Signals & slots connection
	connect(m_glWindow,								SIGNAL(filesDropped(const QStringList&)),			this,		SLOT(addToDB(const QStringList&)));
	connect(m_glWindow,								SIGNAL(entitySelectionChanged(int)),				this,		SLOT(selectEntity(int)));
    //connect(m_glWindow,								SIGNAL(entitiesSelectionChanged(std::set<int>)),	this,		SLOT(selectEntities(std::set<int>))); //not supported!
	//connect(m_glWindow,								SIGNAL(newLabel(ccHObject*),					this,		SLOT(handleNewEntity(ccHObject*))); //nothing to do in ccViewer!

	//"Options" menu
	connect(ui.actionDisplayParameters,				SIGNAL(triggered()),						this,	SLOT(showDisplayParameters()));
    connect(ui.actionEditCamera,					SIGNAL(triggered()),    					this,	SLOT(doActionEditCamera()));
    //"Display > Standard views" menu
    connect(ui.actionSetViewTop,					SIGNAL(triggered()),						this,	SLOT(setTopView()));
    connect(ui.actionSetViewBottom,					SIGNAL(triggered()),						this,	SLOT(setBottomView()));
    connect(ui.actionSetViewFront,					SIGNAL(triggered()),						this,	SLOT(setFrontView()));
    connect(ui.actionSetViewBack,					SIGNAL(triggered()),						this,	SLOT(setBackView()));
    connect(ui.actionSetViewLeft,					SIGNAL(triggered()),						this,	SLOT(setLeftView()));
    connect(ui.actionSetViewRight,					SIGNAL(triggered()),						this,	SLOT(setRightView()));
    connect(ui.actionSetViewIso1,					SIGNAL(triggered()),						this,	SLOT(setIsoView1()));
    connect(ui.actionSetViewIso2,					SIGNAL(triggered()),						this,	SLOT(setIsoView2()));

	//"Options > Perspective" menu
	connect(ui.actionSetOrthoView,					SIGNAL(triggered()),						this,	SLOT(setOrthoView()));
	connect(ui.actionSetCenteredPerspectiveView,	SIGNAL(triggered()),						this,	SLOT(setCenteredPerspectiveView()));
	connect(ui.actionSetViewerPerspectiveView,		SIGNAL(triggered()),						this,	SLOT(setViewerPerspectiveView()));
	//"Options > Rotation symbol" menu
	connect(ui.actionSetPivotAlwaysOn,				SIGNAL(triggered()),						this,	SLOT(setPivotAlwaysOn()));
	connect(ui.actionSetPivotRotationOnly,			SIGNAL(triggered()),						this,	SLOT(setPivotRotationOnly()));
	connect(ui.actionSetPivotOff,					SIGNAL(triggered()),						this,	SLOT(setPivotOff()));
	//"Options > 3D mouse" menu
	connect(ui.actionEnable3DMouse,					SIGNAL(toggled(bool)),						this,	SLOT(setup3DMouse(bool)));
    //"Display > Lights & Materials" menu
    connect(ui.actionToggleSunLight,				SIGNAL(toggled(bool)),    					this,	SLOT(toggleSunLight(bool)));
    connect(ui.actionToggleCustomLight,				SIGNAL(toggled(bool)),    					this,	SLOT(toggleCustomLight(bool)));
	//"Options" menu
	connect(ui.actionGlobalZoom,					SIGNAL(triggered()),						this,	SLOT(setGlobalZoom()));
	connect(ui.actionFullScreen,					SIGNAL(toggled(bool)),						this,	SLOT(toggleFullScreen(bool)));

	//"Options > Selected" menu
	connect(ui.actionShowColors,					SIGNAL(toggled(bool)),    					this,	SLOT(toggleColorsShown(bool)));
	connect(ui.actionShowNormals,					SIGNAL(toggled(bool)),    					this,	SLOT(toggleNormalsShown(bool)));
	connect(ui.actionShowScalarField,				SIGNAL(toggled(bool)),    					this,	SLOT(toggleScalarShown(bool)));
	connect(ui.actionShowColorRamp,					SIGNAL(toggled(bool)),    					this,	SLOT(toggleColorbarShown(bool)));
	connect(ui.actionZoomOnSelectedEntity,			SIGNAL(triggered()),						this,	SLOT(zoomOnSelectedEntity()));
    connect(ui.actionDelete,						SIGNAL(triggered()),						this,	SLOT(doActionDeleteSelectedEntity()));

	//"Help" menu
    connect(ui.actionAbout,							SIGNAL(triggered()),						this,	SLOT(doActionAbout()));
    connect(ui.actionHelpShortctus,					SIGNAL(triggered()),						this,	SLOT(doActionDisplayShortcuts()));
}
예제 #3
0
파일: ccviewer.cpp 프로젝트: NUAAXQ/trunk
ccViewer::ccViewer(QWidget *parent, Qt::WindowFlags flags)
	: QMainWindow(parent, flags)
	, m_glWindow(0)
	, m_selectedObject(0)
	, m_3dMouseInput(0)
{
	ui.setupUi(this);

#ifdef Q_OS_LINUX
	 //we reset the whole stylesheet but we keep the StatusBar style
	setStyleSheet("");	
	setStyleSheet("QStatusBar{background-color: qlineargradient(x1:0, y1:0, x2:0, y2:1,stop:0 rgb(200,200,200), stop:1 rgb(255,255,255));}");
#endif
	
	setWindowTitle(QString("ccViewer V%1").arg(CC_VIEWER_VERSION.title));

	//insert GL window in a vertical layout
	{
		QVBoxLayout* verticalLayout = new QVBoxLayout(ui.GLframe);
		verticalLayout->setSpacing(0);
		const int margin = 10;
		verticalLayout->setContentsMargins(margin, margin, margin, margin);

		bool stereoMode = QSurfaceFormat::defaultFormat().stereo();

		QWidget* glWidget = 0;
		CreateGLWindow(m_glWindow, glWidget, stereoMode);
		assert(m_glWindow && glWidget);

		verticalLayout->addWidget(glWidget);
	}

	updateGLFrameGradient();

	m_glWindow->setRectangularPickingAllowed(false); //multiple entities picking not supported

	//UI/display synchronization
	ui.actionFullScreen->setChecked(false);
	ui.menuSelected->setEnabled(false);
	reflectLightsState();
	reflectPerspectiveState();
	reflectPivotVisibilityState();

#ifdef CC_3DXWARE_SUPPORT
	enable3DMouse(true);
#else
	ui.actionEnable3DMouse->setEnabled(false);
#endif

	//Signals & slots connection
	connect(m_glWindow,								SIGNAL(filesDropped(QStringList)),			this,		SLOT(addToDB(QStringList)));
	connect(m_glWindow,								SIGNAL(entitySelectionChanged(ccHObject*)),	this,		SLOT(selectEntity(ccHObject*)));
	connect(m_glWindow,								SIGNAL(exclusiveFullScreenToggled(bool)),	this,		SLOT(onExclusiveFullScreenToggled(bool)));
	//connect(m_glWindow,							SIGNAL(entitiesSelectionChanged(std::unordered_set<int>)),	this,		SLOT(selectEntities(std::unordered_set<int>))); //not supported!
	//connect(m_glWindow,							SIGNAL(newLabel(ccHObject*),						this,		SLOT(handleNewEntity(ccHObject*))); //nothing to do in ccViewer!

	//"Options" menu
	connect(ui.actionDisplayParameters,				SIGNAL(triggered()),						this,	SLOT(showDisplayParameters()));
	connect(ui.actionEditCamera,					SIGNAL(triggered()),						this,	SLOT(doActionEditCamera()));
	//"Display > Standard views" menu
	connect(ui.actionSetViewTop,					SIGNAL(triggered()),						this,	SLOT(setTopView()));
	connect(ui.actionSetViewBottom,					SIGNAL(triggered()),						this,	SLOT(setBottomView()));
	connect(ui.actionSetViewFront,					SIGNAL(triggered()),						this,	SLOT(setFrontView()));
	connect(ui.actionSetViewBack,					SIGNAL(triggered()),						this,	SLOT(setBackView()));
	connect(ui.actionSetViewLeft,					SIGNAL(triggered()),						this,	SLOT(setLeftView()));
	connect(ui.actionSetViewRight,					SIGNAL(triggered()),						this,	SLOT(setRightView()));
	connect(ui.actionSetViewIso1,					SIGNAL(triggered()),						this,	SLOT(setIsoView1()));
	connect(ui.actionSetViewIso2,					SIGNAL(triggered()),						this,	SLOT(setIsoView2()));

	//"Options > Perspective" menu
	connect(ui.actionSetOrthoView,					SIGNAL(triggered()),						this,	SLOT(setOrthoView()));
	connect(ui.actionSetCenteredPerspectiveView,	SIGNAL(triggered()),						this,	SLOT(setCenteredPerspectiveView()));
	connect(ui.actionSetViewerPerspectiveView,		SIGNAL(triggered()),						this,	SLOT(setViewerPerspectiveView()));
	//"Options > Rotation symbol" menu
	connect(ui.actionSetPivotAlwaysOn,				SIGNAL(triggered()),						this,	SLOT(setPivotAlwaysOn()));
	connect(ui.actionSetPivotRotationOnly,			SIGNAL(triggered()),						this,	SLOT(setPivotRotationOnly()));
	connect(ui.actionSetPivotOff,					SIGNAL(triggered()),						this,	SLOT(setPivotOff()));
	//"Options > 3D mouse" menu
	connect(ui.actionEnable3DMouse,					SIGNAL(toggled(bool)),						this,	SLOT(enable3DMouse(bool)));
	//"Display > Lights & Materials" menu
	connect(ui.actionToggleSunLight,				SIGNAL(toggled(bool)),						this,	SLOT(toggleSunLight(bool)));
	connect(ui.actionToggleCustomLight,				SIGNAL(toggled(bool)),						this,	SLOT(toggleCustomLight(bool)));
	//"Options" menu
	connect(ui.actionGlobalZoom,					SIGNAL(triggered()),						this,	SLOT(setGlobalZoom()));
	connect(ui.actionEnableStereo,					SIGNAL(toggled(bool)),						this,	SLOT(toggleStereoMode(bool)));
	connect(ui.actionFullScreen,					SIGNAL(toggled(bool)),						this,	SLOT(toggleFullScreen(bool)));
	connect(ui.actionLockRotationVertAxis,			SIGNAL(triggered()),						this,	SLOT(toggleRotationAboutVertAxis()));

	//"Options > Selected" menu
	connect(ui.actionShowColors,					SIGNAL(toggled(bool)),						this,	SLOT(toggleColorsShown(bool)));
	connect(ui.actionShowNormals,					SIGNAL(toggled(bool)),						this,	SLOT(toggleNormalsShown(bool)));
	connect(ui.actionShowMaterials,					SIGNAL(toggled(bool)),						this,	SLOT(toggleMaterialsShown(bool)));
	connect(ui.actionShowScalarField,				SIGNAL(toggled(bool)),						this,	SLOT(toggleScalarShown(bool)));
	connect(ui.actionShowColorRamp,					SIGNAL(toggled(bool)),						this,	SLOT(toggleColorbarShown(bool)));
	connect(ui.actionZoomOnSelectedEntity,			SIGNAL(triggered()),						this,	SLOT(zoomOnSelectedEntity()));
	connect(ui.actionDelete,						SIGNAL(triggered()),						this,	SLOT(doActionDeleteSelectedEntity()));


	//"Shaders" menu
	connect(ui.actionNoFilter,						SIGNAL(triggered()),						this,	SLOT(doDisableGLFilter()));

	//"Help" menu
	connect(ui.actionAbout,							SIGNAL(triggered()),						this,	SLOT(doActionAbout()));
	connect(ui.actionHelpShortctus,					SIGNAL(triggered()),						this,	SLOT(doActionDisplayShortcuts()));

	loadPlugins();
}