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window.h
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/**
* Atlas - Volumetric terrain editor
* Copyright (C) 2012-2015 Ondřej Záruba
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU 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 General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef WINDOW_H
#define WINDOW_H
#include <QQuickView>
#include <QQmlContext>
#include <QQmlApplicationEngine>
#include <QStandardItemModel>
#include <QOpenGLDebugLogger>
#include "canvas.h"
#include "welcome.h"
#include "dialog/environmentdialog.h"
#include "dialog/optionsdialog.h"
#include "dialog/newprojectdialog.h"
#include "dialog/help.h"
#include "dialog/about.h"
#include "dialog/projectdialog.h"
#include "project.h"
#include "globalsettings.h"
#include "lib/tools/shell.h"
#include "assets/assettexturedialog.h"
#include "workspace.h"
#include "projectloader.h"
//http://www.ics.com/blog/qt-and-opengl-part-1-loading-3d-model-open-asset-import-library-assimp#.U6F03f7ZJUQ
//http://pandoramapper.googlecode.com/svn-history/r212/experimental/threadrenderer.cpp
//http://xanm.blogspot.cz/2014/03/admob-in-qt.html
class Window: public QObject
{
Q_OBJECT
Q_PROPERTY(bool projectOpen READ isProjectOpen WRITE setProjectOpen NOTIFY projectOpenChanged)
Q_PROPERTY(bool gamepad READ isGamepad WRITE setGamepad NOTIFY gamepadChanged)
Q_PROPERTY(bool wireframe READ isWireframe WRITE setWireframe NOTIFY wireframeChanged)
Q_PROPERTY(bool fullscreen READ isFullscreen WRITE setFullscreen NOTIFY fullscreenChanged)
Q_PROPERTY(bool lightVisible READ isLightVisible WRITE setLightVisible NOTIFY lightVisibleChanged)
Q_PROPERTY(bool shadow READ isShadow WRITE setShadow NOTIFY shadowChanged)
Q_PROPERTY(bool renderVr READ renderVr WRITE setRenderVr NOTIFY renderVrChanged)
Q_PROPERTY(QUrl homeFolder READ homeFolder CONSTANT)
Q_PROPERTY(Project* project READ project NOTIFY projectChanged)
Q_PROPERTY(Workspace* workspace READ workspace WRITE setWorkspace NOTIFY workspaceChanged)
Q_PROPERTY(Welcome* welcome READ welcome WRITE setWelcome NOTIFY welcomeChanged)
Q_PROPERTY(ProjectLoader* projectLoader READ projectLoader WRITE setProjectLoader NOTIFY projectLoaderChanged)
Q_PROPERTY(bool terrainVisible READ terrainVisible WRITE setTerrainVisible NOTIFY terrainVisibleChanged)
Q_PROPERTY(bool modelVisible READ modelVisible WRITE setModelVisible NOTIFY modelVisibleChanged)
Q_PROPERTY(bool oceanVisible READ oceanVisible WRITE setOceanVisible NOTIFY oceanVisibleChanged)
public:
Window(QObject *parent = 0);
~Window();
bool init(QQuickWindow *window, QOpenGLContext * main_context, Assets *assets);
/**
* @brief isProjectOpen
* @return If a project is loaded in to program.x
*/
bool isProjectOpen() const;
bool isGamepad() const;
bool isWireframe() const;
bool isFullscreen() const;
bool isLightVisible() const;
bool isShadow() const;
QUrl homeFolder() const;
Project* project() const;
Workspace* workspace() const;
Welcome* welcome() const;
ProjectLoader* projectLoader() const;
bool renderVr() const;
bool terrainVisible() const;
bool modelVisible() const;
bool oceanVisible() const;
public slots:
/**
* @brief openProject OpenProject with given name.
* @param file_name
* @return
*/
void openProject(const QString & file_name);
void openProject(const QUrl& file_path);
void closeProject();
void createProject(const QString &path, const QString &name, const QString &author, int width, int height, int depth);
void undo();
void redo();
void saveAll();
void saveAs(const QUrl & save_url);
void action_map_export();
void setProjectOpen(bool arg);
void setGamepad(bool arg);
void setWireframe(bool arg);
void setFullscreen(bool arg);
void setLightVisible(bool arg);
void setShadow(bool arg);
void setWorkspace(Workspace* arg);
void setWelcome(Welcome* arg);
void setProjectLoader(ProjectLoader* arg);
void setRenderVr(bool arg);
void setTerrainVisible(bool arg);
void setModelVisible(bool arg);
void setOceanVisible(bool arg);
signals:
void projectOpenChanged(bool arg);
void gamepadChanged(bool arg);
void wireframeChanged(bool arg);
void fullscreenChanged(bool arg);
void lightVisibleChanged(bool arg);
void shadowChanged(bool arg);
void projectChanged(Project* arg);
void workspaceChanged(Workspace* arg);
void welcomeChanged(Welcome* arg);
void projectLoaderChanged(ProjectLoader* arg);
void renderVrChanged(bool arg);
void terrainVisibleChanged(bool arg);
void modelVisibleChanged(bool arg);
void oceanVisibleChanged(bool arg);
private slots:
void projectLoaded(Project* project);
void close(QQuickCloseEvent *);
private:
void setProject(Project* arg);
void showWorkspace();
void showWelcome();
void showLoading();
Assets * assets;
QQuickWindow *window;
QOpenGLContext *main_context;
bool m_projectOpen;
bool m_gamepad;
bool m_wireframe;
bool m_fullscreen;
bool m_lightVisible;
bool m_shadow;
QUrl m_homeFolder;
Project* m_project;
Workspace* m_workspace;
Welcome* m_welcome;
ProjectLoader* m_projectLoader;
bool m_renderVr;
bool m_terrainVisible;
bool m_modelVisible;
bool m_oceanVisible;
};
#endif // WINDOW_H