pxmlw6n2f/Gazebo_Distributed_MPI/gazebo/gui/ModelRightMenu.hh

185 lines
5.9 KiB
C++

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