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Merge pull request #3024 from Barnold1953/OculusOverlay
Exposed sixense mouse options and oculus UI angle to prefs
This commit is contained in:
commit
0084c36cd0
10 changed files with 526 additions and 233 deletions
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interface/resources/images/sixense-reticle.png
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interface/resources/images/sixense-reticle.png
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@ -45,6 +45,7 @@
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#include "ui/ModelsBrowser.h"
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#include "ui/LoginDialog.h"
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#include "ui/NodeBounds.h"
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#include "devices/OculusManager.h"
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Menu* Menu::_instance = NULL;
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@ -83,6 +84,7 @@ Menu::Menu() :
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_audioJitterBufferSamples(0),
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_bandwidthDialog(NULL),
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_fieldOfView(DEFAULT_FIELD_OF_VIEW_DEGREES),
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_realWorldFieldOfView(DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
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_faceshiftEyeDeflection(DEFAULT_FACESHIFT_EYE_DEFLECTION),
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_frustumDrawMode(FRUSTUM_DRAW_MODE_ALL),
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_viewFrustumOffset(DEFAULT_FRUSTUM_OFFSET),
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@ -91,6 +93,9 @@ Menu::Menu() :
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_lodToolsDialog(NULL),
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_maxVoxels(DEFAULT_MAX_VOXELS_PER_SYSTEM),
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_voxelSizeScale(DEFAULT_OCTREE_SIZE_SCALE),
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_oculusUIAngularSize(DEFAULT_OCULUS_UI_ANGULAR_SIZE),
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_sixenseReticleMoveSpeed(DEFAULT_SIXENSE_RETICLE_MOVE_SPEED),
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_invertSixenseButtons(DEFAULT_INVERT_SIXENSE_MOUSE_BUTTONS),
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_automaticAvatarLOD(true),
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_avatarLODDecreaseFPS(DEFAULT_ADJUST_AVATAR_LOD_DOWN_FPS),
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_avatarLODIncreaseFPS(ADJUST_LOD_UP_FPS),
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@ -389,7 +394,6 @@ Menu::Menu() :
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QMenu* sixenseOptionsMenu = developerMenu->addMenu("Sixense Options");
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addCheckableActionToQMenuAndActionHash(sixenseOptionsMenu, MenuOption::SixenseMouseInput, 0, true);
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addCheckableActionToQMenuAndActionHash(sixenseOptionsMenu, MenuOption::SixenseInvertInputButtons, 0, false);
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QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
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@ -90,6 +90,12 @@ public:
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void setFieldOfView(float fieldOfView) { _fieldOfView = fieldOfView; }
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float getRealWorldFieldOfView() const { return _realWorldFieldOfView; }
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void setRealWorldFieldOfView(float realWorldFieldOfView) { _realWorldFieldOfView = realWorldFieldOfView; }
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float getOculusUIAngularSize() const { return _oculusUIAngularSize; }
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void setOculusUIAngularSize(float oculusUIAngularSize) { _oculusUIAngularSize = oculusUIAngularSize; }
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float getSixenseReticleMoveSpeed() const { return _sixenseReticleMoveSpeed; }
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void setSixenseReticleMoveSpeed(float sixenseReticleMoveSpeed) { _sixenseReticleMoveSpeed = sixenseReticleMoveSpeed; }
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bool getInvertSixenseButtons() const { return _invertSixenseButtons; }
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void setInvertSixenseButtons(bool invertSixenseButtons) { _invertSixenseButtons = invertSixenseButtons; }
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float getFaceshiftEyeDeflection() const { return _faceshiftEyeDeflection; }
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void setFaceshiftEyeDeflection(float faceshiftEyeDeflection) { _faceshiftEyeDeflection = faceshiftEyeDeflection; }
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@ -255,6 +261,9 @@ private:
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LodToolsDialog* _lodToolsDialog;
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int _maxVoxels;
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float _voxelSizeScale;
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float _oculusUIAngularSize;
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float _sixenseReticleMoveSpeed;
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bool _invertSixenseButtons;
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bool _automaticAvatarLOD;
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float _avatarLODDecreaseFPS;
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float _avatarLODIncreaseFPS;
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@ -400,7 +409,6 @@ namespace MenuOption {
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const QString SettingsExport = "Export Settings";
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const QString SettingsImport = "Import Settings";
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const QString SimpleShadows = "Simple";
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const QString SixenseInvertInputButtons = "Invert Sixense Mouse Input Buttons";
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const QString SixenseMouseInput = "Enable Sixense Mouse Input";
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const QString ShowBordersVoxelNodes = "Show Voxel Nodes";
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const QString ShowBordersModelNodes = "Show Model Nodes";
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@ -20,6 +20,8 @@
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#include "renderer/ProgramObject.h"
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const float DEFAULT_OCULUS_UI_ANGULAR_SIZE = 72.0f;
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class Camera;
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/// Handles interaction with the Oculus Rift.
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@ -185,6 +185,17 @@ void SixenseManager::update(float deltaTime) {
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#endif // HAVE_SIXENSE
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}
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//Constants for getCursorPixelRangeMultiplier()
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const float MIN_PIXEL_RANGE_MULT = 0.4f;
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const float MAX_PIXEL_RANGE_MULT = 2.0f;
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const float RANGE_MULT = (MAX_PIXEL_RANGE_MULT - MIN_PIXEL_RANGE_MULT) * 0.01;
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//Returns a multiplier to be applied to the cursor range for the controllers
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float SixenseManager::getCursorPixelRangeMult() const {
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//scales (0,100) to (MINIMUM_PIXEL_RANGE_MULT, MAXIMUM_PIXEL_RANGE_MULT)
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return Menu::getInstance()->getSixenseReticleMoveSpeed() * RANGE_MULT + MIN_PIXEL_RANGE_MULT;
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}
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#ifdef HAVE_SIXENSE
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// the calibration sequence is:
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@ -339,7 +350,7 @@ void SixenseManager::emulateMouse(PalmData* palm, int index) {
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Qt::MouseButton bumperButton;
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Qt::MouseButton triggerButton;
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if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseInvertInputButtons)) {
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if (Menu::getInstance()->getInvertSixenseButtons()) {
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bumperButton = Qt::LeftButton;
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triggerButton = Qt::RightButton;
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} else {
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@ -347,14 +358,15 @@ void SixenseManager::emulateMouse(PalmData* palm, int index) {
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triggerButton = Qt::LeftButton;
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}
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// Get the angles, scaled between 0-1
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float xAngle = (atan2(direction.z, direction.x) + M_PI_2) + 0.5f;
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float yAngle = 1.0f - ((atan2(direction.z, direction.y) + M_PI_2) + 0.5f);
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// Get the angles, scaled between (-0.5,0.5)
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float xAngle = (atan2(direction.z, direction.x) + M_PI_2);
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float yAngle = 0.5f - ((atan2(direction.z, direction.y) + M_PI_2));
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float cursorRange = widget->width();
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// Get the pixel range over which the xAngle and yAngle are scaled
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float cursorRange = widget->width() * getCursorPixelRangeMult();
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pos.setX(cursorRange * xAngle);
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pos.setY(cursorRange * yAngle);
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pos.setX(widget->width() / 2.0f + cursorRange * xAngle);
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pos.setY(widget->height() / 2.0f + cursorRange * yAngle);
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//If we are off screen then we should stop processing, and if a trigger or bumper is pressed,
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//we should unpress them.
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@ -30,6 +30,9 @@ const unsigned int BUTTON_FWD = 1U << 7;
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// Event type that represents moving the controller
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const unsigned int CONTROLLER_MOVE_EVENT = 1500U;
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const float DEFAULT_SIXENSE_RETICLE_MOVE_SPEED = 37.5f;
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const bool DEFAULT_INVERT_SIXENSE_MOUSE_BUTTONS = false;
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/// Handles interaction with the Sixense SDK (e.g., Razer Hydra).
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class SixenseManager : public QObject {
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Q_OBJECT
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@ -39,6 +42,7 @@ public:
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~SixenseManager();
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void update(float deltaTime);
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float getCursorPixelRangeMult() const;
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public slots:
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@ -33,8 +33,8 @@ ApplicationOverlay::ApplicationOverlay() :
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_framebufferObject(NULL),
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_oculusAngle(65.0f * RADIANS_PER_DEGREE),
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_distance(0.5f),
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_textureFov(PI / 2.5f),
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_uiType(HEMISPHERE) {
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_textureFov(DEFAULT_OCULUS_UI_ANGULAR_SIZE * RADIANS_PER_DEGREE),
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_crosshairTexture(0) {
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}
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@ -46,10 +46,14 @@ ApplicationOverlay::~ApplicationOverlay() {
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const float WHITE_TEXT[] = { 0.93f, 0.93f, 0.93f };
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const float RETICLE_COLOR[] = { 0.0f, 198.0f / 255.0f, 244.0f / 255.0f };
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// Renders the overlays either to a texture or to the screen
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void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
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_textureFov = Menu::getInstance()->getOculusUIAngularSize() * RADIANS_PER_DEGREE;
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Application* application = Application::getInstance();
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Overlays& overlays = application->getOverlays();
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@ -154,27 +158,6 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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MyAvatar* myAvatar = application->getAvatar();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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// Get vertical FoV of the displayed overlay texture
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const float halfVerticalAngle = _oculusAngle / 2.0f;
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const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
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const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
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const float overlayHeight = halfOverlayHeight * 2.0f;
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// The more vertices, the better the curve
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const int numHorizontalVertices = 20;
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const int numVerticalVertices = 20;
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// U texture coordinate width at each quad
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const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
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const float quadTexHeight = 1.0f / (numVerticalVertices - 1);
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// Get horizontal angle and angle increment from vertical angle and aspect ratio
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const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
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const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
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const float halfHorizontalAngle = horizontalAngle / 2;
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const float verticalAngleIncrement = _oculusAngle / (numVerticalVertices - 1);
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glActiveTexture(GL_TEXTURE0);
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@ -210,8 +193,6 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.01f);
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float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
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//Draw the magnifiers
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for (int i = 0; i < _numMagnifiers; i++) {
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renderMagnifier(_mouseX[i], _mouseY[i]);
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@ -220,41 +201,9 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glDepthMask(GL_FALSE);
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glDisable(GL_ALPHA_TEST);
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//TODO: Remove immediate mode in favor of VBO
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if (_uiType == HEMISPHERE) {
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renderTexturedHemisphere();
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} else{
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glBegin(GL_QUADS);
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// Place the vertices in a semicircle curve around the camera
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for (int i = 0; i < numHorizontalVertices - 1; i++) {
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for (int j = 0; j < numVerticalVertices - 1; j++) {
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// Calculate the X and Z coordinates from the angles and radius from camera
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leftX = sin(angleIncrement * i - halfHorizontalAngle) * _distance;
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rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
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rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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if (_uiType == 2) {
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topZ = -cos((verticalAngleIncrement * (j + 1) - halfVerticalAngle) * overlayAspectRatio) * _distance;
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bottomZ = -cos((verticalAngleIncrement * j - halfVerticalAngle) * overlayAspectRatio) * _distance;
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} else {
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topZ = -99999;
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bottomZ = -99999;
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}
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glTexCoord2f(quadTexWidth * i, (j + 1) * quadTexHeight);
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glVertex3f(leftX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, leftZ));
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glTexCoord2f(quadTexWidth * (i + 1), (j + 1) * quadTexHeight);
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glVertex3f(rightX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, rightZ));
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glTexCoord2f(quadTexWidth * (i + 1), j * quadTexHeight);
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glVertex3f(rightX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, rightZ));
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glTexCoord2f(quadTexWidth * i, j * quadTexHeight);
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glVertex3f(leftX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, leftZ));
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}
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}
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glEnd();
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}
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renderTexturedHemisphere();
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renderControllerPointersOculus();
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glPopMatrix();
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@ -275,48 +224,36 @@ void ApplicationOverlay::renderPointers() {
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int mouseX = application->getMouseX();
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int mouseY = application->getMouseY();
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if (OculusManager::isConnected() && application->getLastMouseMoveType() == QEvent::MouseMove) {
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const float pointerWidth = 10;
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const float pointerHeight = 10;
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const float crossPad = 4;
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//lazily load crosshair texture
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if (_crosshairTexture == 0) {
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_crosshairTexture = Application::getInstance()->getGLWidget()->bindTexture(QImage(Application::resourcesPath() + "images/sixense-reticle.png"));
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}
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _crosshairTexture);
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if (OculusManager::isConnected() && application->getLastMouseMoveType() == QEvent::MouseMove) {
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//If we are in oculus, render reticle later
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_numMagnifiers = 1;
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_mouseX[0] = application->getMouseX();
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_mouseY[0] = application->getMouseY();
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mouseX -= pointerWidth / 2.0f;
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mouseY += pointerHeight / 2.0f;
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glBegin(GL_QUADS);
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glColor3f(1, 0, 0);
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//Horizontal crosshair
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glVertex2i(mouseX, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
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glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
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//Vertical crosshair
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glVertex2i(mouseX + crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
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glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
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glEnd();
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} else if (application->getLastMouseMoveType() == CONTROLLER_MOVE_EVENT && Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
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//only render controller pointer if we aren't already rendering a mouse pointer
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renderControllerPointer();
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renderControllerPointers();
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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}
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void ApplicationOverlay::renderControllerPointer() {
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void ApplicationOverlay::renderControllerPointers() {
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Application* application = Application::getInstance();
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QGLWidget* glWidget = application->getGLWidget();
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MyAvatar* myAvatar = application->getAvatar();
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const HandData* handData = Application::getInstance()->getAvatar()->getHandData();
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int numberOfPalms = handData->getNumPalms();
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for (unsigned int palmIndex = 2; palmIndex < 4; palmIndex++) {
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const PalmData* palmData = NULL;
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@ -334,14 +271,15 @@ void ApplicationOverlay::renderControllerPointer() {
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// Get directon relative to avatar orientation
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glm::vec3 direction = glm::inverse(myAvatar->getOrientation()) * palmData->getFingerDirection();
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// Get the angles, scaled between 0-1
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float xAngle = (atan2(direction.z, direction.x) + M_PI_2) + 0.5f;
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float yAngle = 1.0f - ((atan2(direction.z, direction.y) + M_PI_2) + 0.5f);
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// Get the angles, scaled between (-0.5,0.5)
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float xAngle = (atan2(direction.z, direction.x) + M_PI_2) ;
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float yAngle = 0.5f - ((atan2(direction.z, direction.y) + M_PI_2));
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float cursorRange = glWidget->width();
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// Get the pixel range over which the xAngle and yAngle are scaled
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float cursorRange = glWidget->width() * application->getSixenseManager()->getCursorPixelRangeMult();
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int mouseX = cursorRange * xAngle;
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int mouseY = cursorRange * yAngle;
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int mouseX = glWidget->width() / 2.0f + cursorRange * xAngle;
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int mouseY = glWidget->height() / 2.0f + cursorRange * yAngle;
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//If the cursor is out of the screen then don't render it
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if (mouseX < 0 || mouseX >= glWidget->width() || mouseY < 0 || mouseY >= glWidget->height()) {
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@ -350,18 +288,16 @@ void ApplicationOverlay::renderControllerPointer() {
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float pointerWidth = 40;
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float pointerHeight = 40;
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float crossPad = 16;
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//if we have the oculus, we should make the cursor smaller since it will be
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//magnified
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if (OculusManager::isConnected()) {
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pointerWidth /= 4;
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pointerHeight /= 4;
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crossPad /= 4;
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_mouseX[_numMagnifiers] = mouseX;
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_mouseY[_numMagnifiers] = mouseY;
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_numMagnifiers++;
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//If oculus is enabled, we draw the crosshairs later
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continue;
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}
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mouseX -= pointerWidth / 2.0f;
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@ -369,98 +305,41 @@ void ApplicationOverlay::renderControllerPointer() {
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glBegin(GL_QUADS);
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glColor3f(0.0f, 0.0f, 1.0f);
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glColor3f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2]);
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//Horizontal crosshair
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glVertex2i(mouseX, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
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glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
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//Vertical crosshair
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glVertex2i(mouseX + crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
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glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
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glTexCoord2d(0.0f, 0.0f); glVertex2i(mouseX, mouseY);
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glTexCoord2d(1.0f, 0.0f); glVertex2i(mouseX + pointerWidth, mouseY);
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glTexCoord2d(1.0f, 1.0f); glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight);
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glTexCoord2d(0.0f, 1.0f); glVertex2i(mouseX, mouseY - pointerHeight);
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glEnd();
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}
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}
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//Renders a small magnification of the currently bound texture at the coordinates
|
||||
void ApplicationOverlay::renderMagnifier(int mouseX, int mouseY)
|
||||
{
|
||||
void ApplicationOverlay::renderControllerPointersOculus() {
|
||||
Application* application = Application::getInstance();
|
||||
QGLWidget* glWidget = application->getGLWidget();
|
||||
MyAvatar* myAvatar = application->getAvatar();
|
||||
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
|
||||
|
||||
float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
|
||||
|
||||
const int widgetWidth = glWidget->width();
|
||||
const int widgetHeight = glWidget->height();
|
||||
const float magnification = 4.0f;
|
||||
|
||||
const float reticleSize = 50.0f;
|
||||
|
||||
// Get vertical FoV of the displayed overlay texture
|
||||
const float halfVerticalAngle = _oculusAngle / 2.0f;
|
||||
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
|
||||
const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
|
||||
|
||||
// Get horizontal angle and angle increment from vertical angle and aspect ratio
|
||||
const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
|
||||
const float halfHorizontalAngle = horizontalAngle / 2;
|
||||
|
||||
|
||||
float magnifyWidth = 80.0f;
|
||||
float magnifyHeight = 60.0f;
|
||||
|
||||
mouseX -= magnifyWidth / 2;
|
||||
mouseY -= magnifyHeight / 2;
|
||||
|
||||
//clamp the magnification
|
||||
if (mouseX < 0) {
|
||||
magnifyWidth += mouseX;
|
||||
mouseX = 0;
|
||||
} else if (mouseX + magnifyWidth > widgetWidth) {
|
||||
magnifyWidth = widgetWidth - mouseX;
|
||||
}
|
||||
if (mouseY < 0) {
|
||||
magnifyHeight += mouseY;
|
||||
mouseY = 0;
|
||||
} else if (mouseY + magnifyHeight > widgetHeight) {
|
||||
magnifyHeight = widgetHeight - mouseY;
|
||||
}
|
||||
|
||||
const float halfMagnifyHeight = magnifyHeight / 2.0f;
|
||||
|
||||
float newWidth = magnifyWidth * magnification;
|
||||
float newHeight = magnifyHeight * magnification;
|
||||
|
||||
// Magnification Texture Coordinates
|
||||
float magnifyULeft = mouseX / (float)widgetWidth;
|
||||
float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
|
||||
float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
|
||||
float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
|
||||
|
||||
// Coordinates of magnification overlay
|
||||
float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
|
||||
float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
|
||||
|
||||
// Get angle on the UI
|
||||
float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
|
||||
float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
|
||||
|
||||
float bottomAngle = (newMouseY / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
|
||||
float topAngle = ((newMouseY - newHeight) / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
|
||||
|
||||
// Get position on hemisphere using angle
|
||||
if (_uiType == HEMISPHERE) {
|
||||
glBindTexture(GL_TEXTURE_2D, _crosshairTexture);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
for (int i = 0; i < _numMagnifiers; i++) {
|
||||
|
||||
float mouseX = (float)_mouseX[i];
|
||||
float mouseY = (float)_mouseY[i];
|
||||
mouseX -= reticleSize / 2;
|
||||
mouseY += reticleSize / 2;
|
||||
|
||||
//Get new UV coordinates from our magnification window
|
||||
float newULeft = newMouseX / widgetWidth;
|
||||
float newURight = (newMouseX + newWidth) / widgetWidth;
|
||||
float newVBottom = 1.0 - newMouseY / widgetHeight;
|
||||
float newVTop = 1.0 - (newMouseY - newHeight) / widgetHeight;
|
||||
float newULeft = mouseX / widgetWidth;
|
||||
float newURight = (mouseX + reticleSize) / widgetWidth;
|
||||
float newVBottom = 1.0 - mouseY / widgetHeight;
|
||||
float newVTop = 1.0 - (mouseY - reticleSize) / widgetHeight;
|
||||
|
||||
// Project our position onto the hemisphere using the UV coordinates
|
||||
float lX = sin((newULeft - 0.5f) * _textureFov);
|
||||
|
@ -484,40 +363,86 @@ void ApplicationOverlay::renderMagnifier(int mouseX, int mouseY)
|
|||
|
||||
glBegin(GL_QUADS);
|
||||
|
||||
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(lX, tY, -tlZ);
|
||||
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rX, tY, -trZ);
|
||||
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rX, bY, -brZ);
|
||||
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(lX, bY, -blZ);
|
||||
|
||||
glEnd();
|
||||
|
||||
} else {
|
||||
leftX = sin(leftAngle) * _distance;
|
||||
rightX = sin(rightAngle) * _distance;
|
||||
leftZ = -cos(leftAngle) * _distance;
|
||||
rightZ = -cos(rightAngle) * _distance;
|
||||
if (_uiType == CURVED_SEMICIRCLE) {
|
||||
topZ = -cos(topAngle * overlayAspectRatio) * _distance;
|
||||
bottomZ = -cos(bottomAngle * overlayAspectRatio) * _distance;
|
||||
} else {
|
||||
// Dont want to use topZ or bottomZ for SEMICIRCLE
|
||||
topZ = -99999;
|
||||
bottomZ = -99999;
|
||||
}
|
||||
|
||||
float bottomY = (1.0 - newMouseY / (float)widgetHeight) * halfOverlayHeight * 2.0f - halfOverlayHeight;
|
||||
float topY = bottomY + (newHeight / widgetHeight) * halfOverlayHeight * 2;
|
||||
|
||||
//TODO: Remove immediate mode in favor of VBO
|
||||
glBegin(GL_QUADS);
|
||||
|
||||
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, max(topZ, leftZ));
|
||||
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, max(topZ, rightZ));
|
||||
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, max(bottomZ, rightZ));
|
||||
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, max(bottomZ, leftZ));
|
||||
glColor3f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2]);
|
||||
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f(lX, tY, -tlZ);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f(rX, tY, -trZ);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(rX, bY, -brZ);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f(lX, bY, -blZ);
|
||||
|
||||
glEnd();
|
||||
|
||||
}
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
//Renders a small magnification of the currently bound texture at the coordinates
|
||||
void ApplicationOverlay::renderMagnifier(int mouseX, int mouseY)
|
||||
{
|
||||
Application* application = Application::getInstance();
|
||||
QGLWidget* glWidget = application->getGLWidget();
|
||||
|
||||
|
||||
const int widgetWidth = glWidget->width();
|
||||
const int widgetHeight = glWidget->height();
|
||||
const float magnification = 4.0f;
|
||||
|
||||
float magnifyWidth = 80.0f;
|
||||
float magnifyHeight = 60.0f;
|
||||
|
||||
mouseX -= magnifyWidth / 2;
|
||||
mouseY -= magnifyHeight / 2;
|
||||
|
||||
float newWidth = magnifyWidth * magnification;
|
||||
float newHeight = magnifyHeight * magnification;
|
||||
|
||||
// Magnification Texture Coordinates
|
||||
float magnifyULeft = mouseX / (float)widgetWidth;
|
||||
float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
|
||||
float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
|
||||
float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
|
||||
|
||||
// Coordinates of magnification overlay
|
||||
float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
|
||||
float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
|
||||
|
||||
// Get position on hemisphere using angle
|
||||
|
||||
//Get new UV coordinates from our magnification window
|
||||
float newULeft = newMouseX / widgetWidth;
|
||||
float newURight = (newMouseX + newWidth) / widgetWidth;
|
||||
float newVBottom = 1.0 - newMouseY / widgetHeight;
|
||||
float newVTop = 1.0 - (newMouseY - newHeight) / widgetHeight;
|
||||
|
||||
// Project our position onto the hemisphere using the UV coordinates
|
||||
float lX = sin((newULeft - 0.5f) * _textureFov);
|
||||
float rX = sin((newURight - 0.5f) * _textureFov);
|
||||
float bY = sin((newVBottom - 0.5f) * _textureFov);
|
||||
float tY = sin((newVTop - 0.5f) * _textureFov);
|
||||
|
||||
float dist;
|
||||
//Bottom Left
|
||||
dist = sqrt(lX * lX + bY * bY);
|
||||
float blZ = sqrt(1.0f - dist * dist);
|
||||
//Top Left
|
||||
dist = sqrt(lX * lX + tY * tY);
|
||||
float tlZ = sqrt(1.0f - dist * dist);
|
||||
//Bottom Right
|
||||
dist = sqrt(rX * rX + bY * bY);
|
||||
float brZ = sqrt(1.0f - dist * dist);
|
||||
//Top Right
|
||||
dist = sqrt(rX * rX + tY * tY);
|
||||
float trZ = sqrt(1.0f - dist * dist);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
|
||||
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(lX, tY, -tlZ);
|
||||
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rX, tY, -trZ);
|
||||
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rX, bY, -brZ);
|
||||
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(lX, bY, -blZ);
|
||||
|
||||
glEnd();
|
||||
|
||||
}
|
||||
|
||||
void ApplicationOverlay::renderAudioMeter() {
|
||||
|
@ -696,8 +621,11 @@ void ApplicationOverlay::renderTexturedHemisphere() {
|
|||
static VerticesIndices vbo(0, 0);
|
||||
int vertices = slices * (stacks - 1) + 1;
|
||||
int indices = slices * 2 * 3 * (stacks - 2) + slices * 3;
|
||||
//We only generate the VBO once
|
||||
if (vbo.first == 0) {
|
||||
|
||||
static float oldTextureFOV = _textureFov;
|
||||
//We only generate the VBO when the _textureFov changes
|
||||
if (vbo.first == 0 || oldTextureFOV != _textureFov) {
|
||||
oldTextureFOV = _textureFov;
|
||||
TextureVertex* vertexData = new TextureVertex[vertices];
|
||||
TextureVertex* vertex = vertexData;
|
||||
for (int i = 0; i < stacks - 1; i++) {
|
||||
|
@ -722,7 +650,9 @@ void ApplicationOverlay::renderTexturedHemisphere() {
|
|||
vertex->uv.y = 0.5f;
|
||||
vertex++;
|
||||
|
||||
glGenBuffers(1, &vbo.first);
|
||||
if (vbo.first == 0){
|
||||
glGenBuffers(1, &vbo.first);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
|
||||
const int BYTES_PER_VERTEX = sizeof(TextureVertex);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
|
||||
|
|
|
@ -19,8 +19,6 @@ class QOpenGLFramebufferObject;
|
|||
class ApplicationOverlay {
|
||||
public:
|
||||
|
||||
enum UIType { HEMISPHERE, SEMICIRCLE, CURVED_SEMICIRCLE };
|
||||
|
||||
ApplicationOverlay();
|
||||
~ApplicationOverlay();
|
||||
|
||||
|
@ -31,12 +29,7 @@ public:
|
|||
|
||||
// Getters
|
||||
QOpenGLFramebufferObject* getFramebufferObject();
|
||||
float getOculusAngle() const { return _oculusAngle; }
|
||||
|
||||
// Setters
|
||||
void setOculusAngle(float oculusAngle) { _oculusAngle = oculusAngle; }
|
||||
void setUIType(UIType uiType) { _uiType = uiType; }
|
||||
|
||||
|
||||
private:
|
||||
// Interleaved vertex data
|
||||
struct TextureVertex {
|
||||
|
@ -47,7 +40,8 @@ private:
|
|||
typedef QPair<GLuint, GLuint> VerticesIndices;
|
||||
|
||||
void renderPointers();
|
||||
void renderControllerPointer();
|
||||
void renderControllerPointers();
|
||||
void renderControllerPointersOculus();
|
||||
void renderMagnifier(int mouseX, int mouseY);
|
||||
void renderAudioMeter();
|
||||
void renderStatsAndLogs();
|
||||
|
@ -58,10 +52,11 @@ private:
|
|||
float _oculusAngle;
|
||||
float _distance;
|
||||
float _textureFov;
|
||||
UIType _uiType;
|
||||
int _mouseX[2];
|
||||
int _mouseY[2];
|
||||
int _numMagnifiers;
|
||||
|
||||
GLuint _crosshairTexture;
|
||||
};
|
||||
|
||||
#endif // hifi_ApplicationOverlay_h
|
|
@ -137,6 +137,13 @@ void PreferencesDialog::loadPreferences() {
|
|||
ui.maxVoxelsSpin->setValue(menuInstance->getMaxVoxels());
|
||||
|
||||
ui.maxVoxelsPPSSpin->setValue(menuInstance->getMaxVoxelPacketsPerSecond());
|
||||
|
||||
ui.oculusUIAngularSizeSpin->setValue(menuInstance->getOculusUIAngularSize());
|
||||
|
||||
ui.sixenseReticleMoveSpeedSpin->setValue(menuInstance->getSixenseReticleMoveSpeed());
|
||||
|
||||
ui.invertSixenseButtonsCheckBox->setChecked(menuInstance->getInvertSixenseButtons());
|
||||
|
||||
}
|
||||
|
||||
void PreferencesDialog::savePreferences() {
|
||||
|
@ -189,6 +196,12 @@ void PreferencesDialog::savePreferences() {
|
|||
(float)ui.faceshiftEyeDeflectionSider->maximum());
|
||||
Menu::getInstance()->setMaxVoxelPacketsPerSecond(ui.maxVoxelsPPSSpin->value());
|
||||
|
||||
Menu::getInstance()->setOculusUIAngularSize(ui.oculusUIAngularSizeSpin->value());
|
||||
|
||||
Menu::getInstance()->setSixenseReticleMoveSpeed(ui.sixenseReticleMoveSpeedSpin->value());
|
||||
|
||||
Menu::getInstance()->setInvertSixenseButtons(ui.invertSixenseButtonsCheckBox->isChecked());
|
||||
|
||||
Menu::getInstance()->setAudioJitterBufferSamples(ui.audioJitterSpin->value());
|
||||
Application::getInstance()->getAudio()->setJitterBufferSamples(ui.audioJitterSpin->value());
|
||||
|
||||
|
|
|
@ -154,9 +154,9 @@ color: #0e7077</string>
|
|||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>-204</y>
|
||||
<width>494</width>
|
||||
<height>1091</height>
|
||||
<y>-1002</y>
|
||||
<width>477</width>
|
||||
<height>1386</height>
|
||||
</rect>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout_2">
|
||||
|
@ -1605,6 +1605,331 @@ padding: 10px;margin-top:10px</string>
|
|||
</item>
|
||||
</layout>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QLabel" name="oculusRiftTitleLabel">
|
||||
<property name="sizePolicy">
|
||||
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
|
||||
<horstretch>0</horstretch>
|
||||
<verstretch>0</verstretch>
|
||||
</sizepolicy>
|
||||
</property>
|
||||
<property name="minimumSize">
|
||||
<size>
|
||||
<width>0</width>
|
||||
<height>40</height>
|
||||
</size>
|
||||
</property>
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
<pointsize>20</pointsize>
|
||||
<weight>50</weight>
|
||||
<bold>false</bold>
|
||||
</font>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: #0e7077</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Oculus Rift</string>
|
||||
</property>
|
||||
<property name="alignment">
|
||||
<set>Qt::AlignBottom|Qt::AlignLeading|Qt::AlignLeft</set>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<layout class="QHBoxLayout" name="horizontalLayout_15">
|
||||
<property name="spacing">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="topMargin">
|
||||
<number>10</number>
|
||||
</property>
|
||||
<property name="rightMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="bottomMargin">
|
||||
<number>10</number>
|
||||
</property>
|
||||
<item>
|
||||
<widget class="QLabel" name="label_12">
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: rgb(51, 51, 51)</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>User Interface Angular Size</string>
|
||||
</property>
|
||||
<property name="indent">
|
||||
<number>15</number>
|
||||
</property>
|
||||
<property name="buddy">
|
||||
<cstring>maxVoxelsSpin</cstring>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<spacer name="horizontalSpacer_15">
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="orientation">
|
||||
<enum>Qt::Horizontal</enum>
|
||||
</property>
|
||||
<property name="sizeHint" stdset="0">
|
||||
<size>
|
||||
<width>40</width>
|
||||
<height>20</height>
|
||||
</size>
|
||||
</property>
|
||||
</spacer>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QSpinBox" name="oculusUIAngularSizeSpin">
|
||||
<property name="sizePolicy">
|
||||
<sizepolicy hsizetype="Minimum" vsizetype="Fixed">
|
||||
<horstretch>0</horstretch>
|
||||
<verstretch>0</verstretch>
|
||||
</sizepolicy>
|
||||
</property>
|
||||
<property name="minimumSize">
|
||||
<size>
|
||||
<width>125</width>
|
||||
<height>36</height>
|
||||
</size>
|
||||
</property>
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="minimum">
|
||||
<number>30</number>
|
||||
</property>
|
||||
<property name="maximum">
|
||||
<number>160</number>
|
||||
</property>
|
||||
<property name="singleStep">
|
||||
<number>1</number>
|
||||
</property>
|
||||
<property name="value">
|
||||
<number>72</number>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QLabel" name="sixenseControllersTitleLabel">
|
||||
<property name="sizePolicy">
|
||||
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
|
||||
<horstretch>0</horstretch>
|
||||
<verstretch>0</verstretch>
|
||||
</sizepolicy>
|
||||
</property>
|
||||
<property name="minimumSize">
|
||||
<size>
|
||||
<width>0</width>
|
||||
<height>40</height>
|
||||
</size>
|
||||
</property>
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
<pointsize>20</pointsize>
|
||||
<weight>50</weight>
|
||||
<bold>false</bold>
|
||||
</font>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: #0e7077</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Sixense Controllers</string>
|
||||
</property>
|
||||
<property name="alignment">
|
||||
<set>Qt::AlignBottom|Qt::AlignLeading|Qt::AlignLeft</set>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<layout class="QHBoxLayout" name="horizontalLayout_17">
|
||||
<property name="spacing">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="topMargin">
|
||||
<number>10</number>
|
||||
</property>
|
||||
<property name="rightMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="bottomMargin">
|
||||
<number>10</number>
|
||||
</property>
|
||||
<item>
|
||||
<widget class="QLabel" name="label_14">
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: rgb(51, 51, 51)</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Invert Mouse Buttons</string>
|
||||
</property>
|
||||
<property name="indent">
|
||||
<number>15</number>
|
||||
</property>
|
||||
<property name="buddy">
|
||||
<cstring>maxVoxelsSpin</cstring>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<spacer name="horizontalSpacer_17">
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="orientation">
|
||||
<enum>Qt::Horizontal</enum>
|
||||
</property>
|
||||
<property name="sizeHint" stdset="0">
|
||||
<size>
|
||||
<width>40</width>
|
||||
<height>20</height>
|
||||
</size>
|
||||
</property>
|
||||
</spacer>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="invertSixenseButtonsCheckBox">
|
||||
<property name="sizePolicy">
|
||||
<sizepolicy hsizetype="Minimum" vsizetype="Fixed">
|
||||
<horstretch>0</horstretch>
|
||||
<verstretch>0</verstretch>
|
||||
</sizepolicy>
|
||||
</property>
|
||||
<property name="minimumSize">
|
||||
<size>
|
||||
<width>32</width>
|
||||
<height>0</height>
|
||||
</size>
|
||||
</property>
|
||||
<property name="baseSize">
|
||||
<size>
|
||||
<width>0</width>
|
||||
<height>0</height>
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string/>
|
||||
</property>
|
||||
<property name="iconSize">
|
||||
<size>
|
||||
<width>32</width>
|
||||
<height>32</height>
|
||||
</size>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</item>
|
||||
<item>
|
||||
<layout class="QHBoxLayout" name="horizontalLayout_16">
|
||||
<property name="spacing">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="topMargin">
|
||||
<number>10</number>
|
||||
</property>
|
||||
<property name="rightMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="bottomMargin">
|
||||
<number>10</number>
|
||||
</property>
|
||||
<item>
|
||||
<widget class="QLabel" name="label_13">
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: rgb(51, 51, 51)</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Reticle Movement Speed</string>
|
||||
</property>
|
||||
<property name="indent">
|
||||
<number>15</number>
|
||||
</property>
|
||||
<property name="buddy">
|
||||
<cstring>maxVoxelsSpin</cstring>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<spacer name="horizontalSpacer_16">
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="orientation">
|
||||
<enum>Qt::Horizontal</enum>
|
||||
</property>
|
||||
<property name="sizeHint" stdset="0">
|
||||
<size>
|
||||
<width>40</width>
|
||||
<height>20</height>
|
||||
</size>
|
||||
</property>
|
||||
</spacer>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QSpinBox" name="sixenseReticleMoveSpeedSpin">
|
||||
<property name="sizePolicy">
|
||||
<sizepolicy hsizetype="Minimum" vsizetype="Fixed">
|
||||
<horstretch>0</horstretch>
|
||||
<verstretch>0</verstretch>
|
||||
</sizepolicy>
|
||||
</property>
|
||||
<property name="minimumSize">
|
||||
<size>
|
||||
<width>125</width>
|
||||
<height>36</height>
|
||||
</size>
|
||||
</property>
|
||||
<property name="font">
|
||||
<font>
|
||||
<family>Arial</family>
|
||||
</font>
|
||||
</property>
|
||||
<property name="maximum">
|
||||
<number>100</number>
|
||||
</property>
|
||||
<property name="singleStep">
|
||||
<number>1</number>
|
||||
</property>
|
||||
<property name="value">
|
||||
<number>50</number>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</widget>
|
||||
|
|
Loading…
Reference in a new issue