185 lines
5.9 KiB
C++
185 lines
5.9 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _MODELRIGHTMENU_HH_
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#define _MODELRIGHTMENU_HH_
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#include <map>
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#include <vector>
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#include <string>
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#include "gazebo/common/KeyEvent.hh"
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#include "gazebo/gui/qt.h"
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#include "gazebo/gui/ApplyWrenchDialog.hh"
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#include "gazebo/msgs/msgs.hh"
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#include "gazebo/transport/TransportTypes.hh"
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#include "gazebo/util/system.hh"
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namespace gazebo
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{
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namespace gui
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{
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class ViewState;
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/// \class ModelRightMenu ModelRightMenu.hh gui/gui.hh
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/// \brief Displays a menu when the right mouse button has been pressed.
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class GZ_GUI_VISIBLE ModelRightMenu : public QObject
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{
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Q_OBJECT
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/// \enum EntityTypes
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/// \brief Unique identifiers for the type of entity this menu is
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/// attached to.
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public: enum EntityTypes {
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/// \brief Model
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MODEL,
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/// \brief Light
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LIGHT,
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/// \brief Link
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LINK
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};
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/// \brief Constructor
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public: ModelRightMenu();
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/// \brief Destructor
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public: virtual ~ModelRightMenu();
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/// \brief Initialize the right menu.
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/// \return True on success.
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public: bool Init();
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/// \brief Show the right menu.
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/// \param[in] _entityName Name of the entity that is active.
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/// \param[in] _pt Point on the GUI that has received the right-click
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/// request.
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/// \param[in] _type Type of the entity clicked.
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public: void Run(const std::string &_entityName, const QPoint &_pt,
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EntityTypes _type = MODEL);
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/// \brief QT callback when move to has been selected.
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private slots: void OnMoveTo();
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/// \brief QT callback when follow has been selected.
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private slots: void OnFollow();
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/// \brief QT callback when edit has been selected.
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private slots: void OnEdit();
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/// \brief QT callback when apply force/torque has been selected.
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private slots: void OnApplyWrench();
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/// \brief QT callback when delete has been selected.
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/// \param[in] _name Name of the entity to delete.
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private slots: void OnDelete(const std::string &_name="");
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/// \brief QT callback when snap below has been selected.
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// private slots: void OnSnapBelow();
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// private slots: void OnSkeleton();
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/// \brief Key release callback.
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/// \param[in] _event The key event.
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/// \return True if the key press was handled.
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private: bool OnKeyRelease(const common::KeyEvent &_event);
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/// \brief Request callback.
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/// \param[in] _msg Request message to process.
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private: void OnRequest(ConstRequestPtr &_msg);
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/// \brief Callback when window mode has changed.
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/// \param[in] _mode Window mode, such as "Simulation", "LogPlayback"...
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private: void OnWindowMode(const std::string &_mode);
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/// \brief Node for communication.
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private: transport::NodePtr node;
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/// \brief Subscriber to request messages.
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private: transport::SubscriberPtr requestSub;
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/// \brief Name of the active entity.
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private: std::string entityName;
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/// \brief Action for moving the camera to an object.
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private: QAction *moveToAct;
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/// \brief Action for attaching the camera to an entity.
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private: QAction *followAct;
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/// \brief Action for opening entity on Model Editor.
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private: QAction *editAct;
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/// \brief Action for applying force and torque to a model.
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private: QAction *applyWrenchAct;
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/// \brief All event connections.
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private: std::vector<event::ConnectionPtr> connections;
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/// \brief The current window mode, such as "Simulation" or "LogPlayback".
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private: std::string windowMode;
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/// \brief Action for snapping an object to another object below the
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/// first.
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// private: QAction *snapBelowAct;
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// private: QAction *skeletonAct;
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/// \brief The various view states
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private: std::vector<ViewState*> viewStates;
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// The view state class is a friend for convenience
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private: friend class ViewState;
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};
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/// \class ViewState ViewState.hh gui/gui.hh
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/// \brief A class for managing view visualization states.
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/// Used by ModelRightMenu.
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class GZ_GUI_VISIBLE ViewState : public QObject
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{
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Q_OBJECT
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/// \brief Constructor
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/// \param[in] _parent Pointer to the MOdelRightMenu
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/// \param[in] _checkRequest Name of the request to send when checked.
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/// \param[in] _uncheckRequest Name of the request to send when unchecked.
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public: ViewState(ModelRightMenu *_parent,
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const std::string &_checkRequest,
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const std::string &_uncheckRequest);
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/// \brief State of all the models for this view.
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public: std::map<std::string, bool> modelStates;
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/// \brief Action for this view.
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public: QAction *action;
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/// \brief True if the view visualization is enabled globally.
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public: bool globalEnable;
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/// \brief Pointer to the ModelRightMenu.
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public: ModelRightMenu *parent;
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/// \brief Name of the request to send when checked.
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public: std::string checkRequest;
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/// \brief Name of the request to send when unchecked.
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public: std::string uncheckRequest;
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/// \brief QT callback for the QAction.
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public slots: void Callback();
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};
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}
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}
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#endif
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