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"
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View::View(Project *project)
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{
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m_Project = project;
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mCamera = NULL;
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m_OverlayScale = 1.0f;
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if (project->GetActiveView())
SetCamera(project->GetActiveView()->mCamera, false);
else
SetDefaultCamera();
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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);
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mCamera->SetViewpoint(LC_VIEWPOINT_HOME, 1, false);
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}
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_TOOL_SELECT:
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if (mInputState.Control)
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return LC_CURSOR_SELECT_GROUP;
else
return LC_CURSOR_SELECT;
case LC_TOOL_INSERT:
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return LC_CURSOR_BRICK;
case LC_TOOL_LIGHT:
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return LC_CURSOR_LIGHT;
case LC_TOOL_SPOTLIGHT:
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return LC_CURSOR_SPOTLIGHT;
case LC_TOOL_CAMERA:
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return LC_CURSOR_CAMERA;
case LC_TOOL_MOVE:
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return LC_CURSOR_MOVE;
case LC_TOOL_ROTATE:
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return LC_CURSOR_ROTATE;
case LC_TOOL_ERASER:
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return LC_CURSOR_DELETE;
case LC_TOOL_PAINT:
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return LC_CURSOR_PAINT;
case LC_TOOL_ZOOM:
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return LC_CURSOR_ZOOM;
case LC_TOOL_ZOOM_REGION:
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return LC_CURSOR_ZOOM_REGION;
case LC_TOOL_PAN:
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return LC_CURSOR_PAN;
case LC_TOOL_ROTATE_VIEW:
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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_TOOL_ROLL:
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return LC_CURSOR_ROLL;
default:
LC_ASSERT_FALSE("Unknown cursor type.");
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return LC_CURSOR_DEFAULT;
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}
}
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// Call this once before using a view during a callback in order
// to pick up any changes to the view or its camera.
const lcProjection& View::UpdateProjection()
{
mProjection.SetView(mCamera, mWidth, mHeight);
mCamera->LoadProjection(mProjection);
return mProjection;
}
void View::SetProjectionType(lcProjection::Type type)
{
mProjection.SetType(type);
}
lcProjection::Type View::GetProjectionType() const
{
return mProjection.GetType();
}
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void View::OnDraw()
{
m_Project->Render(this, false);
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}
void View::OnInitialUpdate()
{
m_Project->AddView(this);
}
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void View::OnUpdateCursor()
{
SetCursor(GetCursor());
}
void View::OnLeftButtonDown()
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{
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m_Project->OnLeftButtonDown(this);
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}
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void View::OnLeftButtonUp()
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{
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m_Project->OnLeftButtonUp(this);
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}
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void View::OnLeftButtonDoubleClick()
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{
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m_Project->OnLeftButtonDoubleClick(this);
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}
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void View::OnMiddleButtonDown()
{
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m_Project->OnMiddleButtonDown(this);
}
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void View::OnMiddleButtonUp()
{
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m_Project->OnMiddleButtonUp(this);
}
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void View::OnRightButtonDown()
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{
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m_Project->OnRightButtonDown(this);
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}
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void View::OnRightButtonUp()
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{
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m_Project->OnRightButtonUp(this);
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}
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void View::OnMouseMove()
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{
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m_Project->OnMouseMove(this);
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}
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void View::OnMouseWheel(float Direction)
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{
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m_Project->OnMouseWheel(this, Direction);
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}