Mon, 13 Jun 2022 02:18:25 +0300
Reworked grid program into a render layer
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2020 Teemu Piippo * * 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, see <http://www.gnu.org/licenses/>. */ #pragma once #include <memory> #include <QWidget> #include <QToolBar> #include "model.h" #include "vertexmap.h" enum EditingMode { SelectMode, DrawMode }; Q_DECLARE_METATYPE(EditingMode); struct DrawState { std::vector<glm::vec3> polygon; std::vector<glm::vec3> previewPolygon; glm::vec3 previewPoint; bool isconcave = false; EditingMode mode = SelectMode; }; struct AppendToModel { ModelElement newElement; }; struct DeleteFromModel { int position; }; using ModelAction = std::variant<AppendToModel, DeleteFromModel>; Q_DECLARE_METATYPE(ModelAction) class EditTools : public QObject { Q_OBJECT public: explicit EditTools( Model* model, const ColorTable& colorTable, QObject *parent = nullptr); ~EditTools() override; void applyToVertices(VertexMap::ApplyFunction fn) const; const QSet<ModelId> selectedObjects() const; const ColorTable& colorTable; Model* const model; EditingMode currentEditingMode() const; Q_SLOT void setEditMode(EditingMode mode); Q_SLOT void canvasMouseClick(QMouseEvent* event); Q_SLOT void canvasMouseMove(QMouseEvent* event); Q_SIGNALS: void newStatusText(const QString& newStatusText); void splitterChanged(); void modelAction(const ModelAction& action); void drawStateChanged(const DrawState& drawState); private: void closeShape(); DrawState drawState; VertexMap vertexMap; };