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openrw/rwviewer/ViewerWidget.hpp

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#ifndef _RWVIEWER_VIEWERWIDGET_HPP_
#define _RWVIEWER_VIEWERWIDGET_HPP_
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#include <QTimer>
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#include <data/Clump.hpp>
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#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
#include <gl/DrawBuffer.hpp>
#include <gl/GeometryBuffer.hpp>
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#include <glm/glm.hpp>
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#include <loaders/LoaderIFP.hpp>
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// Prevent Qt from conflicting with glLoadGen on macOS
#include "OpenGLCompat.h"
#include <QOpenGLWindow>
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class GameRenderer;
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class Clump;
class ViewerWidget : public QWindow {
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Q_OBJECT
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public:
enum class Mode {
//! View an Object, \see showObject
Object,
//! View a DFF model, \see showModel
Model,
//! View loaded instances, \see showWorld();
World,
};
ViewerWidget(QOpenGLContext* context, QWindow* parent);
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void initGL();
void paintGL();
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void renderNow();
bool event(QEvent*) override;
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void exposeEvent(QExposeEvent*) override;
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ClumpPtr currentModel() const;
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GameObject* currentObject() const;
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GameWorld* world();
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void setMode(Mode m) {
_viewMode = m;
}
Mode currentMode() const {
return _viewMode;
}
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public slots:
void showObject(quint16 item);
void showModel(ClumpPtr model);
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void selectFrame(ModelFrame* frame);
void exportModel();
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void gameLoaded(GameWorld* world, GameRenderer* renderer);
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signals:
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void fileOpened(const QString& file);
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void modelChanged(ClumpPtr model);
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protected:
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void keyPressEvent(QKeyEvent*) override;
void keyReleaseEvent(QKeyEvent*) override;
void mousePressEvent(QMouseEvent*) override;
void mouseReleaseEvent(QMouseEvent*) override;
void mouseMoveEvent(QMouseEvent*) override;
void wheelEvent(QWheelEvent*) override;
Mode _viewMode = Mode::World;
QOpenGLContext* context;
GameWorld* _world = nullptr;
GameRenderer* _renderer = nullptr;
ClumpPtr _model;
ModelFrame* selectedFrame = nullptr;
GameObject* _object = nullptr;
quint16 _objectID = 0;
float viewDistance;
glm::vec2 viewAngles{};
glm::vec3 viewPosition{};
bool dragging;
QPointF dstart;
glm::vec2 dastart{};
bool moveFast;
DrawBuffer* _frameWidgetDraw;
GeometryBuffer* _frameWidgetGeom;
GLuint whiteTex;
void drawFrameWidget(ModelFrame* f, const glm::mat4& = glm::mat4(1.f));
bool initialised = false;
void drawModel(GameRenderer& r, ClumpPtr& model);
void drawObject(GameRenderer& r, GameObject* object);
void drawWorld(GameRenderer& r);
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};
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#endif