mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
200 lines
3.5 KiB
C++
200 lines
3.5 KiB
C++
#include "lc_global.h"
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#include <stdlib.h>
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#include "project.h"
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#include "camera.h"
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#include "view.h"
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#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())
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SetCamera(project->GetActiveView()->mCamera, false);
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else
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SetDefaultCamera();
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}
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View::~View()
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{
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if (m_Project != NULL)
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m_Project->RemoveView(this);
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if (mCamera && mCamera->IsSimple())
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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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{
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if (!mCamera || !mCamera->IsSimple())
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mCamera = new Camera(true);
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mCamera->CopyPosition(camera);
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}
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else
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{
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if (mCamera && mCamera->IsSimple())
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delete mCamera;
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mCamera = camera;
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}
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}
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void View::SetDefaultCamera()
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{
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if (!mCamera || !mCamera->IsSimple())
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mCamera = new Camera(true);
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mCamera->SetViewpoint(LC_VIEWPOINT_HOME, 1, false);
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}
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LC_CURSOR_TYPE View::GetCursor() const
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{
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// TODO: check if we're the focused window and return just the default arrow if we aren't.
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switch (m_Project->GetAction())
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{
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case LC_ACTION_SELECT:
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if (mInputState.Control)
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return LC_CURSOR_SELECT_GROUP;
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else
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return LC_CURSOR_SELECT;
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case LC_ACTION_INSERT:
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return LC_CURSOR_BRICK;
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case LC_ACTION_LIGHT:
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return LC_CURSOR_LIGHT;
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case LC_ACTION_SPOTLIGHT:
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return LC_CURSOR_SPOTLIGHT;
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case LC_ACTION_CAMERA:
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return LC_CURSOR_CAMERA;
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case LC_ACTION_MOVE:
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return LC_CURSOR_MOVE;
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case LC_ACTION_ROTATE:
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return LC_CURSOR_ROTATE;
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case LC_ACTION_ERASER:
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return LC_CURSOR_DELETE;
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case LC_ACTION_PAINT:
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return LC_CURSOR_PAINT;
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case LC_ACTION_ZOOM:
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return LC_CURSOR_ZOOM;
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case LC_ACTION_ZOOM_REGION:
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return LC_CURSOR_ZOOM_REGION;
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case LC_ACTION_PAN:
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return LC_CURSOR_PAN;
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case LC_ACTION_ROTATE_VIEW:
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switch (m_Project->GetOverlayMode())
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{
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case LC_OVERLAY_ROTATE_VIEW_X:
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return LC_CURSOR_ROTATEX;
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case LC_OVERLAY_ROTATE_VIEW_Y:
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return LC_CURSOR_ROTATEY;
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case LC_OVERLAY_ROTATE_VIEW_Z:
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return LC_CURSOR_ROLL;
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case LC_OVERLAY_ROTATE_VIEW_XYZ:
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default:
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return LC_CURSOR_ROTATE_VIEW;
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}
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case LC_ACTION_ROLL:
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return LC_CURSOR_ROLL;
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default:
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LC_ASSERT_FALSE("Unknown cursor type.");
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return LC_CURSOR_DEFAULT;
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}
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}
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// Call this once before using a view during a callback in order
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// to pick up any changes to the view or its camera.
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const lcProjection& View::UpdateProjection()
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{
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mProjection.SetView(mCamera, mWidth, mHeight);
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mCamera->LoadProjection(mProjection);
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return mProjection;
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}
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void View::SetProjectionType(lcProjection::Type type)
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{
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mProjection.SetType(type);
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}
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lcProjection::Type View::GetProjectionType() const
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{
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return mProjection.GetType();
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}
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void View::OnDraw()
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{
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m_Project->Render(this, false);
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}
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void View::OnInitialUpdate()
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{
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m_Project->AddView(this);
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}
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void View::OnUpdateCursor()
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{
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SetCursor(GetCursor());
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}
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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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{
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m_Project->OnMiddleButtonDown(this);
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}
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void View::OnMiddleButtonUp()
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{
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m_Project->OnMiddleButtonUp(this);
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}
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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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}
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