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110 lines
2.5 KiB
C++
110 lines
2.5 KiB
C++
#ifndef _RWVIEWER_VIEWERWIDGET_HPP_
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#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>
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#include <engine/GameWorld.hpp>
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#include <gl/DrawBuffer.hpp>
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#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
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#include "OpenGLCompat.h"
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#include <QOpenGLWindow>
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class GameRenderer;
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class Clump;
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class ViewerWidget : public QWindow {
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Q_OBJECT
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public:
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enum class Mode {
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//! View an Object, \see showObject
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Object,
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//! View a DFF model, \see showModel
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Model,
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//! View loaded instances, \see showWorld();
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World,
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};
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ViewerWidget(QOpenGLContext* context, QWindow* parent);
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void initGL();
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void paintGL();
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void renderNow();
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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) {
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_viewMode = m;
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}
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Mode currentMode() const {
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return _viewMode;
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}
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public slots:
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void showObject(quint16 item);
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void showModel(ClumpPtr model);
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void selectFrame(ModelFrame* frame);
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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;
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void keyReleaseEvent(QKeyEvent*) override;
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void mousePressEvent(QMouseEvent*) override;
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void mouseReleaseEvent(QMouseEvent*) override;
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void mouseMoveEvent(QMouseEvent*) override;
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void wheelEvent(QWheelEvent*) override;
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Mode _viewMode = Mode::World;
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QOpenGLContext* context;
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GameWorld* _world = nullptr;
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GameRenderer* _renderer = nullptr;
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ClumpPtr _model;
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ModelFrame* selectedFrame = nullptr;
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GameObject* _object = nullptr;
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quint16 _objectID = 0;
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float viewDistance;
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glm::vec2 viewAngles{};
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glm::vec3 viewPosition{};
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bool dragging;
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QPointF dstart;
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glm::vec2 dastart{};
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bool moveFast;
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DrawBuffer* _frameWidgetDraw;
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GeometryBuffer* _frameWidgetGeom;
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GLuint whiteTex;
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void drawFrameWidget(ModelFrame* f, const glm::mat4& = glm::mat4(1.f));
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bool initialised = false;
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void drawModel(GameRenderer& r, ClumpPtr& model);
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void drawObject(GameRenderer& r, GameObject* object);
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void drawWorld(GameRenderer& r);
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};
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#endif
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