+ unify DLL export defines to namespace names

git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
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wmayer
2011-10-10 13:44:52 +00:00
commit 120ca87015
4155 changed files with 2965978 additions and 0 deletions

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/***************************************************************************
* Copyright (c) 2009 Werner Mayer <wmayer@users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "PreCompiled.h"
#ifndef _PreComp_
# include <QGLWidget>
# include <Inventor/actions/SoAction.h>
# include <Inventor/elements/SoModelMatrixElement.h>
# include <Inventor/elements/SoViewVolumeElement.h>
# include <Inventor/elements/SoViewportRegionElement.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/SbLinear.h>
#endif
#include "Workbench.h"
#include <Gui/MenuManager.h>
#include <Gui/ToolBarManager.h>
using namespace SandboxGui;
/// @namespace SandboxGui @class Workbench
TYPESYSTEM_SOURCE(SandboxGui::Workbench, Gui::StdWorkbench)
Workbench::Workbench()
{
}
Workbench::~Workbench()
{
}
Gui::MenuItem* Workbench::setupMenuBar() const
{
Gui::MenuItem* root = StdWorkbench::setupMenuBar();
Gui::MenuItem* item = root->findItem("&Windows");
Gui::MenuItem* test = new Gui::MenuItem;
root->insertItem(item, test);
Gui::MenuItem* threads = new Gui::MenuItem;
threads->setCommand("Python Threads");
*threads << "Sandbox_PythonLockThread" << "Sandbox_NolockPython"
<< "Sandbox_PyQtThread" << "Sandbox_PythonThread" << "Sandbox_PythonMainThread";
test->setCommand("Threads");
*test << "Sandbox_Thread" << "Sandbox_TestThread" << "Sandbox_WorkerThread" << "Sandbox_SeqThread"
<< "Sandbox_BlockThread" << "Sandbox_NoThread" << threads << "Separator"
<< "Sandbox_Dialog" << "Sandbox_FileDialog";
Gui::MenuItem* misc = new Gui::MenuItem;
root->insertItem(item, misc);
misc->setCommand("Misc");
*misc << "Sandbox_EventLoop" << "Sandbox_MeshLoad"
<< "Sandbox_MeshLoaderBoost"
<< "Sandbox_MeshLoaderFuture"
<< "Sandbox_MeshTestJob"
<< "Sandbox_MeshTestRef"
<< "Sandbox_CryptographicHash";
Gui::MenuItem* widg = new Gui::MenuItem;
root->insertItem(item, widg);
widg->setCommand("Widgets");
*widg << "Std_GrabWidget"
<< "Std_ImageNode"
<< "Sandbox_WidgetShape"
<< "Sandbox_GDIWidget"
<< "Sandbox_RedirectPaint";
Gui::MenuItem* viewer = new Gui::MenuItem;
root->insertItem(item, viewer);
viewer->setCommand("Viewer");
*viewer << "Sandbox_PlaneViewer"
<< "Sandbox_ExaminerViewer"
<< "Sandbox_FlyViewer";
return root;
}
Gui::ToolBarItem* Workbench::setupToolBars() const
{
Gui::ToolBarItem* root = StdWorkbench::setupToolBars();
Gui::ToolBarItem* test = new Gui::ToolBarItem(root);
test->setCommand( "Sandbox Tools" );
*test << "Sandbox_Thread" << "Sandbox_WorkerThread" << "Sandbox_SeqThread"
<< "Sandbox_BlockThread" << "Sandbox_NoThread"
<< "Sandbox_Dialog" << "Sandbox_FileDialog";
return root;
}
Gui::ToolBarItem* Workbench::setupCommandBars() const
{
return 0;
}
// ----------------------------------------------------
SO_NODE_SOURCE(SoWidgetShape);
void SoWidgetShape::initClass()
{
SO_NODE_INIT_CLASS(SoWidgetShape, SoShape, "Shape");
}
SoWidgetShape::SoWidgetShape()
{
SO_NODE_CONSTRUCTOR(SoWidgetShape);
}
void SoWidgetShape::GLRender(SoGLRenderAction *action)
{
#if 1
this->image = QPixmap::grabWidget(w, w->rect()).toImage();
this->image = QGLWidget::convertToGLFormat(this->image);
#endif
glRasterPos2d(10,10);
glDrawPixels(this->image.width(),this->image.height(),GL_RGBA,GL_UNSIGNED_BYTE,this->image.bits());
}
void SoWidgetShape::computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
{
// ignore if node is empty
if (this->image.isNull()) return;
SbVec3f v0, v1, v2, v3;
// this will cause a cache dependency on the view volume,
// model matrix and viewport.
this->getQuad(action->getState(), v0, v1, v2, v3);
box.makeEmpty();
box.extendBy(v0);
box.extendBy(v1);
box.extendBy(v2);
box.extendBy(v3);
center = box.getCenter();
}
// Calculates the quad in 3D.
void
SoWidgetShape::getQuad(SoState * state, SbVec3f & v0, SbVec3f & v1,
SbVec3f & v2, SbVec3f & v3)
{
SbVec3f nilpoint(0.0f, 0.0f, 0.0f);
const SbMatrix & mat = SoModelMatrixElement::get(state);
mat.multVecMatrix(nilpoint, nilpoint);
const SbViewVolume &vv = SoViewVolumeElement::get(state);
SbVec3f screenpoint;
vv.projectToScreen(nilpoint, screenpoint);
const SbViewportRegion & vp = SoViewportRegionElement::get(state);
SbVec2s vpsize = vp.getViewportSizePixels();
// find normalized width and height of image
float nw = (float)this->image.width();
nw /= (float)vpsize[0];
float nh = (float)this->image.height();
nh /= (float)vpsize[1];
// need only half the width
nw *= 0.5f;
nh *= 0.5f;
SbVec2f n0, n1, n2, n3;
n0 = SbVec2f(screenpoint[0]-nw, screenpoint[1]-nh);
n1 = SbVec2f(screenpoint[0]+nw, screenpoint[1]-nh);
n2 = SbVec2f(screenpoint[0]+nw, screenpoint[1]+nh);
n3 = SbVec2f(screenpoint[0]-nw, screenpoint[1]+nh);
// get distance from nilpoint to camera plane
float dist = -vv.getPlane(0.0f).getDistance(nilpoint);
// find the four image points in the plane
v0 = vv.getPlanePoint(dist, n0);
v1 = vv.getPlanePoint(dist, n1);
v2 = vv.getPlanePoint(dist, n2);
v3 = vv.getPlanePoint(dist, n3);
// transform back to object space
SbMatrix inv = mat.inverse();
inv.multVecMatrix(v0, v0);
inv.multVecMatrix(v1, v1);
inv.multVecMatrix(v2, v2);
inv.multVecMatrix(v3, v3);
}
void SoWidgetShape::generatePrimitives(SoAction *action)
{
if (this->image.isNull()) return;
SoState *state = action->getState();
state->push();
SbVec2s size;
SbVec3f v0, v1, v2, v3;
this->getQuad(action->getState(), v0, v1, v2, v3);
SbVec3f n = (v1-v0).cross(v2-v0);
n.normalize();
this->beginShape(action, SoShape::QUADS);
SoPrimitiveVertex vertex;
vertex.setNormal(n);
vertex.setTextureCoords(SbVec2f(0,0));
vertex.setPoint(v0);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(1,0));
vertex.setPoint(v1);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(1,1));
vertex.setPoint(v2);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(0,1));
vertex.setPoint(v3);
this->shapeVertex(&vertex);
this->endShape();
state->pop();
}
void SoWidgetShape::setWidget(QWidget* w)
{
this->w = w;
this->w->show();
QPainter::setRedirected(this->w, &this->image);
this->image = QPixmap::grabWidget(w, w->rect()).toImage();
this->image = QGLWidget::convertToGLFormat(this->image);
}