meshlab/src/fgt/edit_texture/textureeditor.cpp
2008-04-27 10:09:22 +00:00

194 lines
5.1 KiB
C++

#include <QTabBar>
#include "textureeditor.h"
#include<vcg/complex/trimesh/textcoord_optimization.h>
static int countPage = 1; // Number of Tab in the texture's TabWidgets
TextureEditor::TextureEditor(QWidget *parent) : QWidget(parent)
{
ui.setupUi(this);
}
TextureEditor::~TextureEditor()
{
Reset();
}
void TextureEditor::Reset()
{
for (int i = 1; i < countPage; i++) ui.tabWidget->removeTab(i);
countPage = 1;
first = 0;
}
void TextureEditor::AddRenderArea(QString texture, MeshModel *m, unsigned index)
{
// Add a RenderArea widget to the TabWidget
int id = area->mm()->glw.TMId.back();
QTabBar *t = new QTabBar(ui.tabWidget);
RenderArea *ra= new RenderArea(t, texture, m, index);
ra->setGeometry(MARGIN,MARGIN,MAXW,MAXH);
ui.tabWidget->addTab(t, texture);
if (countPage == 1)
{
ui.tabWidget->removeTab(0);
first = ra;
ra->show();
}
countPage++;
QObject::connect(ra, SIGNAL(UpdateModel()),this, SLOT(UpdateModel()));
}
void TextureEditor::AddEmptyRenderArea()
{
// Add an empty render area (the model doesn't has any texture)
RenderArea *ra= new RenderArea(ui.tabWidget->widget(0));
first = ra;
ra->setGeometry(MARGIN,MARGIN,400,400);
ra->show();
}
void TextureEditor::SelectFromModel()
{
// Update the Render Area according to the select faces from the model
for (int i = 0; i < countPage-1; i++)
((RenderArea*)ui.tabWidget->widget(i)->childAt(MARGIN,MARGIN))->ImportSelection();
ResetLayout();
ui.selectButton->setChecked(true);
}
void TextureEditor::UpdateModel()
{
// Update the mesh after an edit
area->update();
}
void TextureEditor::SetProgress(int val)
{
// Change the value of the progress bar
ui.progressBar->setValue(val);
ui.progressBar->update();
}
void TextureEditor::SetProgressMax(int val)
{
// Set the max of progress bar
ui.progressBar->setMaximum(val);
}
void TextureEditor::ResetLayout()
{
// uncheck all the buttons
ui.connectedButton->setChecked(false);
ui.moveButton->setChecked(false);
ui.selectButton->setChecked(false);
ui.vertexButton->setChecked(false);
}
void TextureEditor::SmoothTextureCoordinates()
{
// <-------
//vcg::tri::SmoothTextureCoords(model->cm);
}
// Buttons
void TextureEditor::on_moveButton_clicked()
{
ResetLayout();
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeMode(0);
ui.moveButton->setChecked(true);
}
void TextureEditor::on_connectedButton_clicked()
{
ResetLayout();
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeSelectMode(1);
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeMode(2);
ui.connectedButton->setChecked(true);
}
void TextureEditor::on_selectButton_clicked()
{
ResetLayout();
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeSelectMode(0);
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeMode(2);
ui.selectButton->setChecked(true);
}
void TextureEditor::on_vertexButton_clicked()
{
ResetLayout();
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeSelectMode(2);
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeMode(2);
ui.vertexButton->setChecked(true);
}
void TextureEditor::on_clampButton_clicked()
{
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->RemapClamp();
}
void TextureEditor::on_modulusButton_clicked()
{
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->RemapMod();
}
void TextureEditor::on_invertButton_clicked()
{
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->InvertSelection();
}
void TextureEditor::on_cancelButton_clicked()
{
ResetLayout();
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ClearSelection();
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ChangeMode(0);
ui.cancelButton->setChecked(false);
ui.moveButton->setChecked(true);
}
void TextureEditor::on_flipHButton_clicked()
{
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->Flip(true);
}
void TextureEditor::on_flipVButton_clicked()
{
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->Flip(false);
}
void TextureEditor::on_unify2Button_clicked()
{
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->UnifyCouple();
}
void TextureEditor::on_unifySetButton_clicked()
{
((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->UnifySet();
}
void TextureEditor::on_smoothButton_clicked()
{
// Apply the smooth
SmoothTextureCoordinates();
}
void TextureEditor::keyPressEvent(QKeyEvent *e)
{
if (e->key() == Qt::Key_H) ((RenderArea*)ui.tabWidget->currentWidget()->childAt(MARGIN,MARGIN))->ResetPosition();
else e->ignore();
}
void TextureEditor::on_tabWidget_currentChanged(int index)
{
int button = 0, mode = -1;
if (ui.selectButton->isChecked()) {button = 2; mode = 0;}
else if (ui.connectedButton->isChecked()) {button = 2; mode = 1;}
else if (ui.vertexButton->isChecked()) {button = 2; mode = 2;}
((RenderArea*)ui.tabWidget->widget(index)->childAt(MARGIN,MARGIN))->ChangeMode(button);
if (mode != -1) ((RenderArea*)ui.tabWidget->widget(index)->childAt(MARGIN,MARGIN))->ChangeSelectMode(mode);
}