paysages3d/src/editing/terrain/mainterrainform.cpp

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#include "mainterrainform.h"
#include "ui_mainterrainform.h"
#include "dialogterrainpainting.h"
#include "previewterrainshape.h"
#include "tools.h"
#include "rendering/scenery.h"
MainTerrainForm::MainTerrainForm(QWidget *parent) :
QWidget(parent),
ui(new Ui::MainTerrainForm)
{
_terrain = (TerrainDefinition*)TerrainDefinitionClass.create();
ui->setupUi(this);
_form_helper = new FreeFormHelper(this);
_renderer_shape = new PreviewTerrainShape(_terrain);
_form_helper->addPreview("preview_shape", _renderer_shape);
_form_helper->addDoubleInputSlider("input_scaling", &_terrain->scaling, 0.1, 3.0, 0.03, 0.3);
_form_helper->addDoubleInputSlider("input_height", &_terrain->height, 1.0, 45.0, 0.3, 3.0);
_form_helper->addDoubleInputSlider("input_shadow_smoothing", &_terrain->shadow_smoothing, 0.0, 0.3, 0.003, 0.03);
_form_helper->addDoubleInputSlider("input_water_height", &_terrain->water_height, -2.0, 2.0, 0.01, 0.1);
_form_helper->setApplyButton("button_apply");
_form_helper->setRevertButton("button_revert");
connect(findChild<QPushButton*>("button_dialog_painting"), SIGNAL(clicked()), this, SLOT(buttonPaintingPressed()));
connect(findChild<QPushButton*>("button_goto_textures"), SIGNAL(clicked()), this, SLOT(buttonTexturesPressed()));
_form_helper->startManaging();
}
MainTerrainForm::~MainTerrainForm()
{
delete _form_helper;
delete ui;
delete _renderer_shape;
TerrainDefinitionClass.destroy(_terrain);
}
void MainTerrainForm::refreshFromLocalData()
{
qint64 memused = terrainGetMemoryStats(_terrain);
if (memused > 0)
{
_form_helper->setLabelText("label_painting_info", tr("Memory used by sculpted data: %1").arg(getHumanMemory(memused)));
}
else
{
_form_helper->setLabelText("label_painting_info", tr("No manual scuplting done"));
}
}
void MainTerrainForm::refreshFromFellowData()
{
// TODO Refresh texture info
}
void MainTerrainForm::updateLocalDataFromScenery()
{
sceneryGetTerrain(_terrain);
}
void MainTerrainForm::commitLocalDataToScenery()
{
scenerySetTerrain(_terrain);
}
void MainTerrainForm::buttonPaintingPressed()
{
DialogTerrainPainting dialog(this, _terrain);
_form_helper->openDialog(&dialog);
}
void MainTerrainForm::buttonTexturesPressed()
{
// TODO Switch to textures tab
}