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/**************************************************************************/
/* Copyright 2009 Tim Day */
/* */
/* This file is part of Fracplanet */
/* */
/* Fracplanet 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. */
/* */
/* Fracplanet 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 Fracplanet. If not, see <http://www.gnu.org/licenses/>. */
/**************************************************************************/
#include "precompiled.h"
#include "control_save.h"
#include "fracplanet_main.h"
ControlSave::ControlSave(FracplanetMain* save_target,ParametersSave* param)
:Control()
,parameters(param)
{
QTabWidget*const tabs=new QTabWidget();
layout()->addWidget(tabs);
QWidget*const tab_pov=new QWidget();
tabs->addTab(tab_pov,"POV-Ray");
tab_pov->setLayout(new QVBoxLayout());
QCheckBox*const atmosphere_checkbox=new QCheckBox("Add atmosphere");
tab_pov->layout()->addWidget(atmosphere_checkbox);
atmosphere_checkbox->setChecked(parameters->pov_atmosphere);
atmosphere_checkbox->setToolTip("Select to add an atmosphere");
connect(
atmosphere_checkbox,SIGNAL(stateChanged(int)),
this,SLOT(setAtmosphere(int))
);
QCheckBox*const sea_object_checkbox=new QCheckBox("Sea as single object");
tab_pov->layout()->addWidget(sea_object_checkbox);
sea_object_checkbox->setChecked(parameters->pov_sea_object);
sea_object_checkbox->setToolTip("Select to emit a single object (instead of multiple triangles) for the sea surface");
connect(
sea_object_checkbox,SIGNAL(stateChanged(int)),
this,SLOT(setSeaSphere(int))
);
QPushButton*const save_pov=new QPushButton("Save for POV-Ray");
tab_pov->layout()->addWidget(save_pov);
save_pov->setToolTip("Press to save object for POV-Ray");
connect(
save_pov,SIGNAL(clicked()),
save_target,SLOT(save_pov())
);
QWidget*const tab_blender=new QWidget();
tabs->addTab(tab_blender,"Blender");
tab_blender->setLayout(new QVBoxLayout());
QCheckBox*const per_vertex_alpha=new QCheckBox("Use per-vertex alpha (for clouds)");
tab_blender->layout()->addWidget(per_vertex_alpha);
per_vertex_alpha->setChecked(parameters->blender_per_vertex_alpha);
per_vertex_alpha->setToolTip("Unfortunately Blender seems to ignore alpha components supplied with per-vertex\ncolours so a workround is normally used.\nCheck this box to save as if per-vertex alpha worked.");
connect(
per_vertex_alpha,SIGNAL(stateChanged(int)),
this,SLOT(setPerVertexAlpha(int))
);
QPushButton*const save_blender=new QPushButton("Save for Blender");
tab_blender->layout()->addWidget(save_blender);
save_blender->setToolTip("Press to save object for Blender");
connect(
save_blender,SIGNAL(clicked()),
save_target,SLOT(save_blender())
);
QWidget*const tab_texture=new QWidget();
tabs->addTab(tab_texture,"Texture");
tab_texture->setLayout(new QVBoxLayout());
QCheckBox*const shaded_checkbox=new QCheckBox("Shaded texture");
tab_texture->layout()->addWidget(shaded_checkbox);
shaded_checkbox->setChecked(parameters->texture_shaded);
shaded_checkbox->setToolTip("Check to have the texture include relief shading");
connect(
shaded_checkbox,SIGNAL(stateChanged(int)),
this,SLOT(setTextureShaded(int))
);
QWidget*const grid_texture=new QWidget();
tab_texture->layout()->addWidget(grid_texture);
QGridLayout* grid_layout=new QGridLayout();
grid_texture->setLayout(grid_layout);
grid_layout->addWidget(new QLabel("Texture height",grid_texture),0,0);
QSpinBox* texture_height_spinbox=new QSpinBox();
grid_layout->addWidget(texture_height_spinbox,0,1);
texture_height_spinbox->setMinimum(1);
texture_height_spinbox->setMaximum(0x7fffffff);
texture_height_spinbox->setValue(1024);
texture_height_spinbox->setToolTip("Texture height in pixels; the texture width is the same as the height\nexcept for spherical geometry (planets) when it is double.");
connect(
texture_height_spinbox,SIGNAL(valueChanged(int)),
this,SLOT(setTextureHeight(int))
);
QPushButton*const save_texture=new QPushButton("Save as texture");
tab_texture->layout()->addWidget(save_texture);
save_texture->setToolTip("Press to save object as textures");
connect(
save_texture,SIGNAL(clicked()),
save_target,SLOT(save_texture())
);
}
ControlSave::~ControlSave()
{}
void ControlSave::setAtmosphere(int v)
{
parameters->pov_atmosphere=(v==2);
}
void ControlSave::setSeaSphere(int v)
{
parameters->pov_sea_object=(v==2);
}
void ControlSave::setPerVertexAlpha(int v)
{
parameters->blender_per_vertex_alpha=(v==2);
}
void ControlSave::setTextureShaded(int v)
{
parameters->texture_shaded=(v==2);
}
void ControlSave::setTextureHeight(int v)
{
parameters->texture_height=v;
}
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