PrimeWorldEditor/UI/CWorldEditorWindow.h

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#ifndef CWORLDEDITORWINDOW_H
#define CWORLDEDITORWINDOW_H
#include <QMainWindow>
#include "ui_CWorldEditorWindow.h"
#include <Core/CRenderer.h>
#include <Core/CSceneManager.h>
#include <Core/CResCache.h>
namespace Ui {
class CWorldEditorWindow;
}
class CWorldEditorWindow : public QMainWindow
{
Q_OBJECT
CRenderer *mpRenderer;
CSceneManager *mpSceneManager;
CWorld *mpActiveWorld;
CToken mWorldToken;
CGameArea *mpActiveArea;
CToken mAreaToken;
bool mRendererInitialized;
CCamera mCamera;
ECameraMoveMode mCameraMode;
float mViewportAspectRatio;
int mViewportKeysPressed;
bool mShouldDrawSky;
void LoadScriptableLayerUI();
public:
CWorldEditorWindow(QWidget *parent);
~CWorldEditorWindow();
void InitializeWorld(CWorld *pWorld, CGameArea *pArea);
public slots:
void PaintViewport(double DeltaTime);
void SetViewportSize(int Width, int Height);
void OnViewportMouseMove(QMouseEvent *pEvent, float XMovement, float YMovement);
void OnViewportRayCast(QMouseEvent *pEvent);
void OnViewportKeyPress(QKeyEvent *pEvent);
void OnViewportKeyRelease(QKeyEvent *pEvent);
void OnViewportWheelScroll(int ScrollAmount);
private slots:
void on_actionExit_triggered();
void on_actionBackface_culling_triggered();
void on_actionWorld_triggered();
void on_actionCollision_triggered();
void on_actionObjects_triggered();
void on_actionMaterial_Animations_triggered();
void on_actionLights_triggered();
void on_actionLightingNone_triggered();
void on_actionLightingBasic_triggered();
void on_actionLightingWorld_triggered();
void on_actionSky_triggered();
void on_actionOccluder_meshes_triggered();
void on_actionDisableBloom_triggered();
void on_actionEnableBloom_triggered();
void on_actionShowBloomMaps_triggered();
signals:
void Closed();
private:
Ui::CWorldEditorWindow *ui;
void setupInstanceViewLayers();
void clearInstanceView();
void closeEvent(QCloseEvent *);
};
#endif // CWORLDEDITORWINDOW_H