Missed some comments in transferring from main.cpp to Application.h; trying to

preserve original formatting.
This commit is contained in:
Andrzej Kapolka 2013-05-14 10:45:54 -07:00
parent 31b94203ff
commit 096421347e
2 changed files with 25 additions and 23 deletions

View file

@ -489,6 +489,8 @@ void Application::keyPressEvent(QKeyEvent* event) {
return;
}
qDebug() << QKeySequence(event->key());
bool shifted = event->modifiers().testFlag(Qt::ShiftModifier);
switch (event->key()) {
case Qt::Key_BracketLeft:

View file

@ -121,18 +121,18 @@ private:
QMainWindow* _window;
QGLWidget* _glWidget;
QAction* _lookingInMirror;
QAction* _gyroLook;
QAction* _renderVoxels;
QAction* _renderStarsOn;
QAction* _renderAtmosphereOn;
QAction* _renderAvatarsOn;
QAction* _oculusOn;
QAction* _renderStatsOn;
QAction* _logOn;
QAction* _frustumOn;
QAction* _viewFrustumFromOffset;
QAction* _cameraFrustum;
QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
QAction* _renderVoxels; // Whether to render voxels
QAction* _renderStarsOn; // Whether to display the stars
QAction* _renderAtmosphereOn; // Whether to display the atmosphere
QAction* _renderAvatarsOn; // Whether to render avatars
QAction* _oculusOn; // Whether to configure the display for the Oculus Rift
QAction* _renderStatsOn; // Whether to show onscreen text overlay with stats
QAction* _logOn; // Whether to show on-screen log
QAction* _frustumOn; // Whether or not to display the debug view frustum
QAction* _viewFrustumFromOffset; // Whether or not to offset the view of the frustum
QAction* _cameraFrustum; // which frustum to look at
QAction* _frustumRenderModeAction;
SerialInterface _serialPort;
@ -191,18 +191,18 @@ private:
VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
float _mouseVoxelScale; // the scale for adding/removing voxels
bool _paintOn;
unsigned char _dominantColor;
VoxelDetail _paintingVoxel;
bool _paintOn; // Whether to paint voxels as you fly around
unsigned char _dominantColor; // The dominant color of the voxel we're painting
VoxelDetail _paintingVoxel; // The voxel we're painting if we're painting
bool _perfStatsOn;
bool _perfStatsOn; // Do we want to display perfStats?
ChatEntry _chatEntry;
bool _chatEntryOn;
ChatEntry _chatEntry; // chat entry field
bool _chatEntryOn; // Whether to show the chat entry
GLuint _oculusTextureID;
ProgramObject* _oculusProgram;
float _oculusDistortionScale;
GLuint _oculusTextureID; // The texture to which we render for Oculus distortion
ProgramObject* _oculusProgram; // The GLSL program containing the distortion shader
float _oculusDistortionScale; // Controls the Oculus field of view
int _textureLocation;
int _lensCenterLocation;
int _screenCenterLocation;