leocad/common/view.cpp

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#include "lc_global.h"
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#include <stdlib.h>
#include "project.h"
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#include "camera.h"
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#include "view.h"
#include "system.h"
View::View(Project *pProject, GLWindow *share)
: GLWindow(share)
{
m_Project = pProject;
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mCamera = NULL;
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m_OverlayScale = 1.0f;
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}
View::~View()
{
if (m_Project != NULL)
m_Project->RemoveView(this);
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if (mCamera && mCamera->IsSimple())
delete mCamera;
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}
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void View::SetCamera(Camera* camera, bool ForceCopy)
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{
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if (camera->IsSimple() || ForceCopy)
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{
if (!mCamera || !mCamera->IsSimple())
mCamera = new Camera(true);
mCamera->CopyPosition(camera);
}
else
{
if (mCamera && mCamera->IsSimple())
delete mCamera;
mCamera = camera;
}
}
void View::SetDefaultCamera()
{
if (!mCamera || !mCamera->IsSimple())
mCamera = new Camera(true);
mCamera->SetViewpoint(LC_VIEWPOINT_HOME, 1, false, false);
}
LC_CURSOR_TYPE View::GetCursor() const
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{
// TODO: check if we're the focused window and return just the default arrow if we aren't.
switch (m_Project->GetAction())
{
case LC_ACTION_SELECT:
if (Sys_KeyDown(KEY_CONTROL))
return LC_CURSOR_SELECT_GROUP;
else
return LC_CURSOR_SELECT;
case LC_ACTION_INSERT:
return LC_CURSOR_BRICK;
case LC_ACTION_LIGHT:
return LC_CURSOR_LIGHT;
case LC_ACTION_SPOTLIGHT:
return LC_CURSOR_SPOTLIGHT;
case LC_ACTION_CAMERA:
return LC_CURSOR_CAMERA;
case LC_ACTION_MOVE:
return LC_CURSOR_MOVE;
case LC_ACTION_ROTATE:
return LC_CURSOR_ROTATE;
case LC_ACTION_ERASER:
return LC_CURSOR_DELETE;
case LC_ACTION_PAINT:
return LC_CURSOR_PAINT;
case LC_ACTION_ZOOM:
return LC_CURSOR_ZOOM;
case LC_ACTION_ZOOM_REGION:
return LC_CURSOR_ZOOM_REGION;
case LC_ACTION_PAN:
return LC_CURSOR_PAN;
case LC_ACTION_ROTATE_VIEW:
switch (m_Project->GetOverlayMode())
{
case LC_OVERLAY_ROTATE_VIEW_X:
return LC_CURSOR_ROTATEX;
case LC_OVERLAY_ROTATE_VIEW_Y:
return LC_CURSOR_ROTATEY;
case LC_OVERLAY_ROTATE_VIEW_Z:
return LC_CURSOR_ROLL;
case LC_OVERLAY_ROTATE_VIEW_XYZ:
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default:
return LC_CURSOR_ROTATE_VIEW;
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}
case LC_ACTION_ROLL:
return LC_CURSOR_ROLL;
case LC_ACTION_CURVE:
default:
LC_ASSERT_FALSE("Unknown cursor type.");
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return LC_CURSOR_DEFAULT;
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}
}
void View::OnDraw()
{
m_Project->Render(this, false);
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}
void View::OnInitialUpdate()
{
GLWindow::OnInitialUpdate();
m_Project->AddView(this);
}
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void View::OnLeftButtonDown(int x, int y, bool Control, bool Shift)
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{
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m_Project->OnLeftButtonDown(this, x, y, Control, Shift);
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}
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void View::OnLeftButtonUp(int x, int y, bool Control, bool Shift)
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{
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m_Project->OnLeftButtonUp(this, x, y, Control, Shift);
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}
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void View::OnLeftButtonDoubleClick(int x, int y, bool Control, bool Shift)
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{
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m_Project->OnLeftButtonDoubleClick(this, x, y, Control, Shift);
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}
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void View::OnMiddleButtonDown(int x, int y, bool Control, bool Shift)
{
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m_Project->OnMiddleButtonDown(this, x, y, Control, Shift);
}
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void View::OnMiddleButtonUp(int x, int y, bool Control, bool Shift)
{
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m_Project->OnMiddleButtonUp(this, x, y, Control, Shift);
}
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void View::OnRightButtonDown(int x, int y, bool Control, bool Shift)
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{
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m_Project->OnRightButtonDown(this, x, y, Control, Shift);
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}
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void View::OnRightButtonUp(int x, int y, bool Control, bool Shift)
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{
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m_Project->OnRightButtonUp(this, x, y, Control, Shift);
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}
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void View::OnMouseMove(int x, int y, bool Control, bool Shift)
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{
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m_Project->OnMouseMove(this, x, y, Control, Shift);
}
void View::OnMouseWheel(int x, int y, float Direction, bool Control, bool Shift)
{
m_Project->OnMouseWheel(this, x, y, Direction, Control, Shift);
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}