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Missed some comments in transferring from main.cpp to Application.h; trying to
preserve original formatting.
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parent
31b94203ff
commit
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2 changed files with 25 additions and 23 deletions
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@ -489,6 +489,8 @@ void Application::keyPressEvent(QKeyEvent* event) {
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return;
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}
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qDebug() << QKeySequence(event->key());
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bool shifted = event->modifiers().testFlag(Qt::ShiftModifier);
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switch (event->key()) {
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case Qt::Key_BracketLeft:
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@ -121,18 +121,18 @@ private:
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QMainWindow* _window;
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QGLWidget* _glWidget;
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QAction* _lookingInMirror;
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QAction* _gyroLook;
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QAction* _renderVoxels;
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QAction* _renderStarsOn;
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QAction* _renderAtmosphereOn;
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QAction* _renderAvatarsOn;
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QAction* _oculusOn;
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QAction* _renderStatsOn;
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QAction* _logOn;
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QAction* _frustumOn;
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QAction* _viewFrustumFromOffset;
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QAction* _cameraFrustum;
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QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _renderVoxels; // Whether to render voxels
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QAction* _renderStarsOn; // Whether to display the stars
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QAction* _renderAtmosphereOn; // Whether to display the atmosphere
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QAction* _renderAvatarsOn; // Whether to render avatars
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QAction* _oculusOn; // Whether to configure the display for the Oculus Rift
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QAction* _renderStatsOn; // Whether to show onscreen text overlay with stats
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QAction* _logOn; // Whether to show on-screen log
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QAction* _frustumOn; // Whether or not to display the debug view frustum
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QAction* _viewFrustumFromOffset; // Whether or not to offset the view of the frustum
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QAction* _cameraFrustum; // which frustum to look at
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QAction* _frustumRenderModeAction;
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SerialInterface _serialPort;
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@ -191,18 +191,18 @@ private:
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VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
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float _mouseVoxelScale; // the scale for adding/removing voxels
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bool _paintOn;
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unsigned char _dominantColor;
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VoxelDetail _paintingVoxel;
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bool _paintOn; // Whether to paint voxels as you fly around
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unsigned char _dominantColor; // The dominant color of the voxel we're painting
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VoxelDetail _paintingVoxel; // The voxel we're painting if we're painting
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bool _perfStatsOn;
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bool _perfStatsOn; // Do we want to display perfStats?
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ChatEntry _chatEntry;
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bool _chatEntryOn;
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ChatEntry _chatEntry; // chat entry field
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bool _chatEntryOn; // Whether to show the chat entry
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GLuint _oculusTextureID;
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ProgramObject* _oculusProgram;
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float _oculusDistortionScale;
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GLuint _oculusTextureID; // The texture to which we render for Oculus distortion
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ProgramObject* _oculusProgram; // The GLSL program containing the distortion shader
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float _oculusDistortionScale; // Controls the Oculus field of view
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int _textureLocation;
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int _lensCenterLocation;
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int _screenCenterLocation;
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