CBasicViewport: Make member functions const where applicable
These don't modify member state. While we're at it, we can mark functions as override where applicable.
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@ -216,18 +216,18 @@ void CBasicViewport::SetCursorVisible(bool Visible)
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setCursor(Qt::BlankCursor);
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setCursor(Qt::BlankCursor);
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}
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}
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bool CBasicViewport::IsCursorVisible()
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bool CBasicViewport::IsCursorVisible() const
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{
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{
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return mCursorVisible;
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return mCursorVisible;
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}
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}
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bool CBasicViewport::IsMouseInputActive()
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bool CBasicViewport::IsMouseInputActive() const
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{
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{
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static const FMouseInputs skMoveButtons = EMouseInput::MiddleButton | EMouseInput::RightButton;
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static const FMouseInputs skMoveButtons = EMouseInput::MiddleButton | EMouseInput::RightButton;
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return ((mButtonsPressed & skMoveButtons) != 0);
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return ((mButtonsPressed & skMoveButtons) != 0);
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}
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}
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bool CBasicViewport::IsKeyboardInputActive()
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bool CBasicViewport::IsKeyboardInputActive() const
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{
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{
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static const FKeyInputs skMoveKeys = EKeyInput::Q | EKeyInput::W | EKeyInput::E |
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static const FKeyInputs skMoveKeys = EKeyInput::Q | EKeyInput::W | EKeyInput::E |
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EKeyInput::A | EKeyInput::S | EKeyInput::D;
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EKeyInput::A | EKeyInput::S | EKeyInput::D;
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@ -239,13 +239,18 @@ CCamera& CBasicViewport::Camera()
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return mCamera;
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return mCamera;
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}
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}
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CRay CBasicViewport::CastRay()
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const CCamera& CBasicViewport::Camera() const
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{
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return mCamera;
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}
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CRay CBasicViewport::CastRay() const
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{
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{
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CVector2f MouseCoords = MouseDeviceCoordinates();
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CVector2f MouseCoords = MouseDeviceCoordinates();
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return mCamera.CastRay(MouseCoords);
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return mCamera.CastRay(MouseCoords);
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}
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}
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CVector2f CBasicViewport::MouseDeviceCoordinates()
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CVector2f CBasicViewport::MouseDeviceCoordinates() const
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{
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{
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QPoint MousePos = mapFromGlobal(QCursor::pos());
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QPoint MousePos = mapFromGlobal(QCursor::pos());
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@ -36,33 +36,35 @@ protected:
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FKeyInputs mKeysPressed;
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FKeyInputs mKeysPressed;
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public:
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public:
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explicit CBasicViewport(QWidget *pParent = 0);
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explicit CBasicViewport(QWidget *pParent = nullptr);
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~CBasicViewport();
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~CBasicViewport() override;
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void initializeGL();
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void initializeGL() override;
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void paintGL();
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void paintGL() override;
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void resizeGL(int Width, int Height);
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void resizeGL(int Width, int Height) override;
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void mousePressEvent(QMouseEvent *pEvent);
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void mousePressEvent(QMouseEvent *pEvent) override;
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void mouseReleaseEvent(QMouseEvent *pEvent);
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void mouseReleaseEvent(QMouseEvent *pEvent) override;
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void mouseMoveEvent(QMouseEvent *pEvent);
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void mouseMoveEvent(QMouseEvent *pEvent) override;
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void wheelEvent(QWheelEvent *pEvent);
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void wheelEvent(QWheelEvent *pEvent) override;
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virtual void keyPressEvent(QKeyEvent *pEvent);
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void keyPressEvent(QKeyEvent *pEvent) override;
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virtual void keyReleaseEvent(QKeyEvent *pEvent);
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void keyReleaseEvent(QKeyEvent *pEvent) override;
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void focusOutEvent(QFocusEvent *pEvent);
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void focusOutEvent(QFocusEvent *pEvent) override;
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void contextMenuEvent(QContextMenuEvent *pEvent);
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void contextMenuEvent(QContextMenuEvent *pEvent) override;
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void SetShowFlag(EShowFlag Flag, bool Visible);
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void SetShowFlag(EShowFlag Flag, bool Visible);
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void SetGameMode(bool Enabled);
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void SetGameMode(bool Enabled);
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void SetCursorState(const QCursor& rkCursor);
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void SetCursorState(const QCursor& rkCursor);
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void SetCursorVisible(bool Visible);
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void SetCursorVisible(bool Visible);
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bool IsCursorVisible();
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bool IsCursorVisible() const;
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bool IsMouseInputActive();
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bool IsMouseInputActive() const;
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bool IsKeyboardInputActive();
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bool IsKeyboardInputActive() const;
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CCamera& Camera();
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CCamera& Camera();
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CRay CastRay();
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const CCamera& Camera() const;
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CVector2f MouseDeviceCoordinates();
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CRay CastRay() const;
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CVector2f MouseDeviceCoordinates() const;
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double LastRenderDuration();
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double LastRenderDuration();
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inline SCollisionRenderSettings& CollisionRenderSettings() { return mViewInfo.CollisionSettings; }
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SCollisionRenderSettings& CollisionRenderSettings() { return mViewInfo.CollisionSettings; }
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const SCollisionRenderSettings& CollisionRenderSettings() const { return mViewInfo.CollisionSettings; }
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public slots:
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public slots:
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void ProcessInput();
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void ProcessInput();
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void Render();
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void Render();
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