#include "lc_global.h" #include #include "project.h" #include "camera.h" #include "view.h" #include "system.h" View::View(Project *pProject, GLWindow *share) : GLWindow(share) { m_Project = pProject; mCamera = NULL; m_OverlayScale = 1.0f; } View::~View() { if (m_Project != NULL) m_Project->RemoveView(this); if (mCamera && mCamera->IsSimple()) delete mCamera; } void View::SetCamera(Camera* camera, bool ForceCopy) { if (camera->IsSimple() || ForceCopy) { 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 { // 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: default: return LC_CURSOR_ROTATE_VIEW; } case LC_ACTION_ROLL: return LC_CURSOR_ROLL; case LC_ACTION_CURVE: default: LC_ASSERT_FALSE("Unknown cursor type."); return LC_CURSOR_DEFAULT; } } void View::OnDraw() { m_Project->Render(this, false); } void View::OnInitialUpdate() { GLWindow::OnInitialUpdate(); m_Project->AddView(this); } void View::OnLeftButtonDown(int x, int y, bool Control, bool Shift) { m_Project->OnLeftButtonDown(this, x, y, Control, Shift); } void View::OnLeftButtonUp(int x, int y, bool Control, bool Shift) { m_Project->OnLeftButtonUp(this, x, y, Control, Shift); } void View::OnLeftButtonDoubleClick(int x, int y, bool Control, bool Shift) { m_Project->OnLeftButtonDoubleClick(this, x, y, Control, Shift); } void View::OnMiddleButtonDown(int x, int y, bool Control, bool Shift) { m_Project->OnMiddleButtonDown(this, x, y, Control, Shift); } void View::OnMiddleButtonUp(int x, int y, bool Control, bool Shift) { m_Project->OnMiddleButtonUp(this, x, y, Control, Shift); } void View::OnRightButtonDown(int x, int y, bool Control, bool Shift) { m_Project->OnRightButtonDown(this, x, y, Control, Shift); } void View::OnRightButtonUp(int x, int y, bool Control, bool Shift) { m_Project->OnRightButtonUp(this, x, y, Control, Shift); } void View::OnMouseMove(int x, int y, bool Control, bool Shift) { 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); }