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authorKeränen Pasi <pasi.keranen@digia.com>2013-09-13 11:13:16 +0300
committerPasi Keränen <pasi.keranen@digia.com>2013-09-19 12:11:33 +0300
commit802681d854d93a50547585570da3bcf7b6c41636 (patch)
tree2818f239df688f6ad5b91b2ac9d638ffae34e24a /src/datavisualization/engine/abstract3dcontroller.cpp
parent35a5a5302fdcf43bc571f51f03512e3df9d2c58c (diff)
Qdoc documentation for new scene and input classes.
Change-Id: I5d9680fcf2e49655c1b9bcdf961bbda02bf31968 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com> Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/abstract3dcontroller.cpp')
-rw-r--r--src/datavisualization/engine/abstract3dcontroller.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/datavisualization/engine/abstract3dcontroller.cpp b/src/datavisualization/engine/abstract3dcontroller.cpp
index e9ba1739..7c98f804 100644
--- a/src/datavisualization/engine/abstract3dcontroller.cpp
+++ b/src/datavisualization/engine/abstract3dcontroller.cpp
@@ -62,7 +62,7 @@ Abstract3DController::Abstract3DController(QRect boundRect, QObject *parent) :
m_theme.useColorTheme(QDataVis::ThemeSystem);
// Populate the scene
- m_scene->light()->setPosition(defaultLightPos);
+ m_scene->activeLight()->setPosition(defaultLightPos);
// Create initial default input handler
QAbstract3DInputHandler *inputHandler;
@@ -428,24 +428,24 @@ int Abstract3DController::y()
return m_boundingRect.y();
}
-QRect Abstract3DController::mainViewport() const
+QRect Abstract3DController::primarySubViewport() const
{
- return m_scene->mainViewport();
+ return m_scene->primarySubViewport();
}
-void Abstract3DController::setMainViewport(const QRect &mainViewport)
+void Abstract3DController::setPrimarySubViewport(const QRect &primarySubViewport)
{
- m_scene->setMainViewport(mainViewport);
+ m_scene->setPrimarySubViewport(primarySubViewport);
}
-QRect Abstract3DController::sliceViewport() const
+QRect Abstract3DController::secondarySubViewport() const
{
- return m_scene->sliceViewport();
+ return m_scene->secondarySubViewport();
}
-void Abstract3DController::setSliceViewport(const QRect &sliceViewport)
+void Abstract3DController::setSecondarySubViewport(const QRect &secondarySubViewport)
{
- m_scene->setSliceViewport(sliceViewport);
+ m_scene->setSecondarySubViewport(secondarySubViewport);
}
void Abstract3DController::setAxisX(Q3DAbstractAxis *axis)
@@ -636,12 +636,12 @@ QAbstract3DInputHandler* Abstract3DController::activeInputHandler()
int Abstract3DController::zoomLevel()
{
- return m_scene->camera()->zoomLevel();
+ return m_scene->activeCamera()->zoomLevel();
}
void Abstract3DController::setZoomLevel(int zoomLevel)
{
- m_scene->camera()->setZoomLevel(zoomLevel);
+ m_scene->activeCamera()->setZoomLevel(zoomLevel);
m_changeTracker.zoomLevelChanged = true;
emitNeedRender();
@@ -649,25 +649,25 @@ void Abstract3DController::setZoomLevel(int zoomLevel)
void Abstract3DController::setCameraPreset(QDataVis::CameraPreset preset)
{
- m_scene->camera()->setCameraPreset(preset);
+ m_scene->activeCamera()->setCameraPreset(preset);
emitNeedRender();
}
QDataVis::CameraPreset Abstract3DController::cameraPreset() const
{
- return m_scene->camera()->cameraPreset();
+ return m_scene->activeCamera()->cameraPreset();
}
void Abstract3DController::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance)
{
// disable camera movement if in slice view
- if (scene()->isSlicingActivated())
+ if (scene()->isSlicingActive())
return;
m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f);
m_verticalRotation = qBound(0.0f, vertical, 90.0f);
- m_scene->camera()->setZoomLevel(qBound(10, distance, 500));
- m_scene->camera()->setRotations(QPointF(m_horizontalRotation,
+ m_scene->activeCamera()->setZoomLevel(qBound(10, distance, 500));
+ m_scene->activeCamera()->setRotations(QPointF(m_horizontalRotation,
m_verticalRotation));
//qDebug() << "camera rotation set to" << m_horizontalRotation << m_verticalRotation;
emitNeedRender();
@@ -778,12 +778,12 @@ bool Abstract3DController::gridEnabled()
bool Abstract3DController::isSlicingActive()
{
- return m_scene->isSlicingActivated();
+ return m_scene->isSlicingActive();
}
void Abstract3DController::setSlicingActive(bool isSlicing)
{
- m_scene->setSlicingActivated(isSlicing);
+ m_scene->setSlicingActive(isSlicing);
emitNeedRender();
}