source-tree refactoring
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101
src/widgets/scene_tree.h
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101
src/widgets/scene_tree.h
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/*
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QGL SceneTree
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Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SCENE_TREE_H
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#define SCENE_TREE_H
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#include "glscene.h"
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#include <QIcon>
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#include <QWidget>
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class QTreeWidgetItem;
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namespace Ui {
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class SceneTree;
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}
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class SceneTree: public QWidget {
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Q_OBJECT
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public:
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SceneTree(QWidget * parent = 0);
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~SceneTree();
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void assignQGLView(QGLView * v);
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QList<QAction *> actionsAdd();
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QList<QAction *> actionsSelection();
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void expandItems();
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private:
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void changeEvent(QEvent * e);
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void rememberExpanded(QTreeWidgetItem * ti);
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void restoreExpanded(QTreeWidgetItem * ti);
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void makeObjetTree(ObjectBase * o, QTreeWidgetItem * ti);
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ObjectBase * itemObject(QTreeWidgetItem * item) const;
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int itemType(QTreeWidgetItem * item) const;
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bool filterTree(QTreeWidgetItem * ti, const QString & filter, int types);
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void checkActions();
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Ui::SceneTree * ui;
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bool block_tree;
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int hidden_by_filter, obj_count;
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QIcon icon_empty, icon_geo, icon_camera, icon_light, icon_vis[2];
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QSet<ObjectBase *> expanded_;
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QList<QTreeWidgetItem *> geo_items, cam_items;
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QGLView * view;
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private slots:
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void treeObjects_selectionCnahged();
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void on_treeObjects_itemChanged(QTreeWidgetItem * item, int column);
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void on_treeObjects_itemMoved(QTreeWidgetItem * item, QTreeWidgetItem * new_parent);
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void on_actionAdd_node_triggered();
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void on_actionAdd_light_triggered();
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void on_actionAdd_camera_triggered();
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void on_actionFocus_triggered() { focusObjects(); }
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void on_actionRemove_triggered() { removeObjects(); }
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void on_actionClone_triggered();
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void on_actionGroup_triggered();
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void on_actionTransfer_transform_to_children_triggered();
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void on_actionActive_camera_triggered();
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void on_actionDefault_camera_triggered();
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void on_actionSelect_parent_triggered();
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void on_actionSelect_by_mesh_triggered();
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void on_actionSelect_by_material_triggered();
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void removeObjects();
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void focusObjects();
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void objectsTreeChanged();
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void selectionChanged();
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void materialsChanged();
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void cameraChanged();
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void filter();
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void __objectDeleted(ObjectBase * o);
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public slots:
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signals:
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private:
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};
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#endif // SCENE_TREE_H
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