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/****************************************************************************
**
** Copyright (C) 1993-2009 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:FDL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
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** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
** $QT_END_LICENSE$
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****************************************************************************/

/*!

\title Studio: Toolbar
\page studio-toolbar.html
\ingroup qt3dstudio-studio

\section1 Selection Modes

\image Studio-Toolbar-Selection.png

The Selection Mode buttons control what item is selected in the Timeline
palette when you click on items within the rendered scene.

\list
\li
  Clicking on an item using \b{Group Select} mode (dark arrow;
  keyboard shortcut: \c{A}) will select the highest group or
  component owning the item you clicked on. This mode is useful when you
  want to move a group of items at once.
\li
  Clicking on an item using \b{Item Select} mode (white arrow;
  keyboard shortcut: \c{V}) will select the item you clicked on. If
  the item is not present in the Timeline palette (if it is inside a
  component) then the component is selected instead.
\endlist

With either tool, if you \b{double-click} on an item in the
rendered scene then the item itself will be selected (changing which
component is displayed in the Timeline palette as necessary).

\section1 Manipulator Modes

\image Studio-Toolbar-Transform.png

The Manipulator Mode buttons control what manipulator is shown in the
rendered scene when an item is selected, and what happens when you drag
on the selected item (or on the matte area surrounding the rendered
scene).

\list
\li
  The \b{Position} mode (keyboard shortcut: \c{W}) adjusts the
  Position of the selected item. Left-dragging on the item/matte will
  adjust the selected item's position in the plane of the render camera;
  right-dragging will adjust the selected item's position along the view
  axis of the camera.
\li
  The \b{Scale} mode (keyboard shortcut: \c{E}) adjusts the
  Scale of the selected item. Left-dragging on the item/matte will
  uniformly scale the selected item; right-dragging will adjust only the
  local Z scale of the item.
\li
  The \b{Rotation} mode (keyboard shortcut: \c{R}) adjusts the
  Rotation of the selected item. Left-dragging on the item/matte will
  tumble the selected item; right-dragging rotate the item around the
  view axis of the camera.
\endlist
By default the manipulators affect the local transformation of the item.
For example, selecting an unrotated cube inside a rotated group with the
Position manipulator mode active will show rotated axes. Dragging on the
red arrow of the manipulator will affect only the X position of the
item.

The \b{Local/Global Manipulators} mode (last icon above) changes
this behavior to affect the global transform of the selected item
instead. In Global mode, the manipulators always transform with respect
to the global space. In the example above, turning on Global mode will
show the red arrow for the position manipulator aligned with the screen
(assuming an unrotated camera). Dragging on the red arrow may affect two
or three of the position values for the selected item in order to move
it in global space.

\section1 Keyframing

\image Studio-Toolbar-Animation.png

The \b{Autoset Keyframes} toggle (keyboard shortcut: \c{K})
controls whether keyframes are automatically created at the current
playhead time in the timeline whenever a value with animation enabled
has its value changed.

The following example illustrates the use of this toggle:

\list
\li
  Create an object positioned at 0,0,0
\li
  Move the playhead to time 0.
\li
  Turn on the animation toggle for the Position property in the
  Inspector palette.
\endlist

\list
\li
  \e{A keyframe is created at time 0 by default.}
\endlist

\list
\li
  Move the playhead to a new time (e.g.~1 second).
\li
  Turn off the \c{Autoset Keyframes} toggle.
\li
  Adjust the position to 100,200,0.
\endlist

\list
\li
  \e{The object moves in the rendered scene, but no keyframe is
  created.}
\endlist

\list
\li
  Drag the playhead to a new time (e.g.~2 seconds).
\endlist
\list
\li
  \e{The object snaps back to position 0,0,0, since no new keyframe
  was created for the new position.}
\endlist

\list
\li
  Turn on the \c{Autoset Keyframes} toggle.
\li
  Adjust the position to 100,200,0.
\endlist

\list
\li
  \e{As soon as you stop editing one of the position values a new
  keyframe is created. Each time you change a value at this time the
  keyframe is updated.}
\endlist
Without the \c{Autoset Keyframes} mode you must use the Set Changed
Keyframes command from the Timeline menu to create a new keyframe, such
as after the second-last example above.

\section1 Edit Cameras

\image Studio-Toolbar-EditCameras.png

By default the rendered scene looks through the camera in each layer and
shows the composited result. Sometimes you want to instead move around
the 3D space of your scene without adjusting the final rendered view.
Studio calls this concept \e {Edit Cameras}, and it is controlled by the
section of the toolbar displayed above.

Note that when Edit Camera is in use it only makes sense to show the
contents of one layer at a time. To control which layer's items you are
viewing, select any item inside the desired layer in the Timeline
palette.

\list
\li
  The \b{Edit Camera Mode} drop-down menu controls the view.
\li
  The \b{Perspective View} and \b{Orthographic} view are
  free-form cameras that you can use to rotate around the scene.
\li
  The
  \b{Top}/\b{Bottom}/\b{Left}/\b{Right}/\b{Front}/\b{Back}
  axis-aligned presets are orthographic cameras that may be panned and
  zoomed, but not orbited.
\li
  The \b{Scene Camera View} entry at the bottom of the menu
  switches out of edit camera mode and returns to displaying the final
  composited result from the cameras in each layer of the presentation.
\li
  \target fit-selected
  The \b{Fit Selected} command (keyboard
  shortcut: \c{F}) will ensure that whatever is selected fills the
  view of the active edit camera. If no item is selected, this command
  ensures that the contents of the active layer are all visible in the
  edit camera.

  \list
  \li
  \b Tip: if you want to drop your selection, but cannot find
     any empty space in the view to click on, you can click on empty
     space in the Slides palette to cause no items to be selected.
     This may seem a little weird, but it is effective.)
  \li
    When not using an Edit Camera - when using the default
    \c{Scene Camera View} mode- this command will instead
    downscale the appearance of the presentation to fit within the
    available space in Studio.
  \endlist
\li
  With the \b{Pan} mode active (shortcut: middle-button mouse drag)
  clicking and dragging anywhere in the rendered view for the edit
  camera will slide the view around.
\li
  With the \b{Zoom} mode active (shortcut: roll the mouse wheel)
  clicking and dragging anywhere in the rendered view for the edit
  camera will zoom the view in/out as you drag up/down.
\li
  With the \b{Orbit} mode active (shortcut: alt+middle-button mouse
  drag) clicking and dragging anywhere in the rendered view for the edit
  camera will rotate the view. (This is not available for the
  predefined, axis-aligned orthographic views.)
\li
  The \b{Shading Mode} toggle (shortcut: \c{F3}) toggles a
  `headlamp' attached to your edit camera. When enabled (the default)
  items are lit by the edit camera such that they are always easy to
  see. When disabled, the lighting from the final rendering is used. If
  you have a black ambient lighting in your scene (the default) then
  objects viewed from behind may not be visible without turning on your
  headlamp.
\li
  The show or hide \b{Wireframe} toggles wireframe visibility (for tessellated meshes only).
\endlist

\section1 Playback Control

\image Studio-Toolbar-Playback.png

These commands control the playhead, making it easier to preview
animations and slide transitions without leaving Studio.

\list
\li
  The \b{Rewind} command sets the playhead to time 0.
\li
  The \b{Stop} command stops any playback.
\li
  The \b{Play} command starts advancing the playhead in realtime,
  previewing animations on elements. The \b{Play Mode} for the
  current slide is honored, possibly looping or ping-ponging playback,
  or causing Studio to switch to an new slide when the end time for the
  current slide is reached.
\li
  Holding down the space bar temporarily enables playback while held
  down. Releasing the spacebar returns the playhead to its previous
  time, allowing you to repeatedly hold down space to preview an
  animation.
\li
  Pressing the Enter key will start playback. Press Enter again to stop
  playback.
\endlist

\section1 Preview

\image Studio-Toolbar-Preview.png

Invoking the \b{Preview} command (keyboard shortcut: \c{F5})
will launch the Qt 3D Studio Viewer application and preview the
application for the presentation. If there is no \c{.uia} file in
the folder for this presentation, then the presentation will be
previewed by itself (no sub-presentations).

*/