Files
qad/qglengine/widgets/scene_tree.h
2020-04-30 16:07:01 +03:00

101 lines
2.7 KiB
C++

/*
Stanley Designer
Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCENE_TREE_H
#define SCENE_TREE_H
#include <QWidget>
#include <QIcon>
#include "glscene.h"
class QTreeWidgetItem;
namespace Ui {
class SceneTree;
}
class SceneTree: public QWidget
{
Q_OBJECT
public:
SceneTree(QWidget * parent = 0);
~SceneTree();
void assignQGLView(QGLView * v);
QList<QAction*> actionsAdd();
QList<QAction*> actionsSelection();
private:
void changeEvent(QEvent * e);
void rememberExpanded(QTreeWidgetItem * ti);
void restoreExpanded(QTreeWidgetItem * ti);
void makeObjetTree(ObjectBase * o, QTreeWidgetItem * ti);
ObjectBase * itemObject(QTreeWidgetItem * item) const;
int itemType(QTreeWidgetItem * item) const;
bool filterTree(QTreeWidgetItem * ti, const QString & filter, int types);
void checkActions();
Ui::SceneTree * ui;
bool block_tree;
int hidden_by_filter, obj_count;
QIcon icon_empty, icon_geo, icon_camera, icon_light, icon_vis[2];
QSet<ObjectBase*> expanded_;
QList<QTreeWidgetItem*> geo_items, cam_items;
QGLView * view;
private slots:
void treeObjects_selectionCnahged();
void on_treeObjects_itemChanged(QTreeWidgetItem * item, int column);
void on_treeObjects_itemMoved (QTreeWidgetItem * item, QTreeWidgetItem * new_parent);
void on_actionAdd_node_triggered();
void on_actionAdd_light_triggered();
void on_actionAdd_camera_triggered();
void on_actionFocus_triggered() {focusObjects();}
void on_actionRemove_triggered() {removeObjects();}
void on_actionClone_triggered();
void on_actionGroup_triggered();
void on_actionTransfer_transform_to_children_triggered();
void on_actionActive_camera_triggered();
void on_actionDefault_camera_triggered();
void on_actionSelect_parent_triggered();
void on_actionSelect_by_mesh_triggered();
void on_actionSelect_by_material_triggered();
void removeObjects();
void focusObjects();
void objectsTreeChanged();
void selectionChanged();
void materialsChanged();
void cameraChanged();
void filter();
void __objectDeleted(ObjectBase * o);
public slots:
signals:
private:
};
#endif // SCENE_TREE_H