30 #ifndef RIOENGINE_EDITOR_EDITORWINDOW_H_
31 #define RIOENGINE_EDITOR_EDITORWINDOW_H_
35 #include <QMainWindow>
55 value = oldValue = QVariant();
97 void loadScene(QString filename);
100 void setUpBulletToolbar();
101 void deployOrRemoveGameObjInDynamicsWorld(
CGameObject* game_obj,
bool deploy);
102 void createActionForDebugModeMenu(QMenu* menu, QString text,
int bitmask,
int option);
103 void regenerateBodyIfNeeded(
CGameObject* game_object, QString property_name);
104 void addDefaultPlane();
106 void showCreateGameObjectMenu();
107 void updateMemoryLeaksDetectionStatus();
108 void loadResources();
110 std::string m_currentSceneFilename;
112 Ui::EditorWindow *ui;
119 QList<CGameObject> m_previousSceneGameObjects;
120 QStack<QString> m_recentScenes;
122 QTimer* m_tmrBulletProfiler;
124 bool m_isInitialized;
125 bool m_isEditingProperty;
126 bool m_ignoreOnInspectorActionPerformed;
128 bool m_memoryLeaksDetection;
132 void propertyChanged(QObject * obj, QString property_name, QVariant value, QVariant old_value);
142 void on_actionNewScene_triggered();
143 void on_actionSave_Scene_2_triggered();
144 void on_actionExit_triggered();
145 void on_actionSave_As_triggered();
146 void on_actionAbout_triggered();
147 void on_actionReset_Camera_triggered();
148 void on_actionPlay_triggered();
149 void on_actionStop_triggered();
150 void on_actionCreate_new_triggered();
151 void on_actionDuplicate_triggered();
152 void on_actionRecalc_AABB_triggered();
153 void on_actionToggleCameraSpeed_triggered();
154 void on_menuRecent_scenes_aboutToShow();
155 void on_menuEdit_aboutToShow();
156 void on_actionUndo_triggered();
157 void on_actionRedo_triggered();
158 void on_actionShader_Designer_triggered();
159 void on_actionScale_triggered();
160 void on_actionTranslate_triggered();
161 void on_actionRotate_triggered();
162 void on_actionNone_triggered();
163 void on_actionUniform_Scale_triggered();
164 void on_actionMenuGlobal_triggered();
165 void on_actionMenuLocal_triggered();
166 void on_menuGAME_OBJECT_aboutToShow();
167 void on_actionAutoRecalc_AABB_on_resize_triggered(
bool);
168 void on_actionMemory_Leaks_detection_triggered();
169 void on_actionDelete_triggered();
170 void on_actionQuery_bullet_profiler_triggered();
171 void on_actionOpen_triggered();
174 void onBulletProfilerTimeout();
175 void onInspectorActionPeformed(QObject* obj, QString property_name, QVariant value, QVariant old_value);
176 void onChangeBulletProfilerInterval(
int value);
177 void onNewGameObjectSelected(uint selected_gameobj_uid);
178 void onModeButtonTriggered();
180 void onRecentSceneSelected();
183 #endif // RIOENGINE_EDITOR_EDITORWINDOW_H_
void selectMostRecentGameObject()
void setSelectedTransformMode(Transform::TransformMode transform_mode)
bool areResourcesLoaded()
void repopulatePropertyBrowser()
void selectGameObject(CGameObject *game_object)
void onEditPropertyBegin()
void onGameWindowDestroyedCallback(QObject *obj=0)
EditorWindow(QWidget *parent=0)
void setSelectedManipulatorType(QGLGameEditorViewport::ManipulatorTypes manipulator_type)
void loadResourcesIfNeeded()
static EditorWindow * currentInstance
void removeChildFromInspector(QString child_name)
void selectGameObjectHavingUID(uint gameobj_uid)
void addSceneFilenameToRecentSceneList(QString scene_filename)
State currentState() const
void propertyChanged(QObject *obj, QString property_name, QVariant value, QVariant old_value)
virtual void closeEvent(QCloseEvent *event)