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Merge pull request #9083 from huffman/feat/menu-docs
Add jsdoc comments to Menu and Overlays
This commit is contained in:
commit
5ccfe3f6e8
6 changed files with 316 additions and 40 deletions
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@ -17,6 +17,30 @@
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class MenuItemProperties;
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/**jsdoc
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* The `Menu` provides access to the menu that is shown at the top of the window
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* shown on a user's desktop and the right click menu that is accessible
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* in both Desktop and HMD mode.
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*
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* <h3>Groupings</h3>
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* A `grouping` is a way to group a set of menus and/or menu items together
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* so that they can all be set visible or invisible as a group. There are
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* 2 available groups: "Advanced" and "Developer"
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* These groupings can be toggled in the "Settings" menu.
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*
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* @namespace Menu
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*/
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/**
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* CURRENTLY NOT WORKING:
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*
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* <h3>Action groups</h3>
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* When 1+ menu items are checkable and in the same action group, only 1 can be
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* selected at any one time. If another item in the action group is selected, the
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* previous will be deselected. This feature provides the ability to create
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* "radio-button"-like menus.
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*/
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class MenuScriptingInterface : public QObject {
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Q_OBJECT
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MenuScriptingInterface() { };
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@ -28,33 +52,142 @@ private slots:
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void menuItemTriggered();
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public slots:
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/**jsdoc
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* Add a new top-level menu.
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* @function Menu.addMenu
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* @param {string} menuName Name that will be shown in the menu.
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* @param {string} grouping Name of the grouping to add this menu to.
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*/
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void addMenu(const QString& menuName, const QString& grouping = QString());
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/**jsdoc
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* Remove a top-level menu.
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* @function Menu.removeMenu
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* @param {string} menuName Name of the menu to remove.
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*/
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void removeMenu(const QString& menuName);
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/**jsdoc
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* Check whether a top-level menu exists.
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* @function Menu.menuExists
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* @param {string} menuName Name of the menu to check for existence.
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* @return {bool} `true` if the menu exists, otherwise `false`.
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*/
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bool menuExists(const QString& menuName);
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/**jsdoc
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* Add a separator with an unclickable label below it.
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* The line will be placed at the bottom of the menu.
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* @function Menu.addSeparator
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* @param {string} menuName Name of the menu to add a separator to.
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* @param {string} separatorName Name of the separator that will be shown (but unclickable) below the separator line.
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*/
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void addSeparator(const QString& menuName, const QString& separatorName);
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/**jsdoc
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* Remove a separator and its label from a menu.
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* @function Menu.removeSeparator
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* @param {string} menuName Name of the menu to remove a separator from.
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* @param {string} separatorName Name of the separator to remove.
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*/
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void removeSeparator(const QString& menuName, const QString& separatorName);
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/**jsdoc
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* Add a new menu item to a menu.
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* @function Menu.addMenuItem
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* @param {Menu.MenuItemProperties} properties
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*/
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void addMenuItem(const MenuItemProperties& properties);
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/**jsdoc
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* Add a new menu item to a menu.
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* @function Menu.addMenuItem
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* @param {string} menuName Name of the menu to add a menu item to.
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* @param {string} menuItem Name of the menu item. This is what will be displayed in the menu.
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* @param {string} shortcutKey A shortcut key that can be used to trigger the menu item.
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*/
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void addMenuItem(const QString& menuName, const QString& menuitem, const QString& shortcutKey);
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/**jsdoc
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* Add a new menu item to a menu.
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* @function Menu.addMenuItem
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* @param {string} menuName Name of the menu to add a menu item to.
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* @param {string} menuItem Name of the menu item. This is what will be displayed in the menu.
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*/
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void addMenuItem(const QString& menuName, const QString& menuitem);
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/**jsdoc
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* Remove a menu item from a menu.
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* @function Menu.removeMenuItem
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* @param {string} menuName Name of the menu to remove a menu item from.
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* @param {string} menuItem Name of the menu item to remove.
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*/
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void removeMenuItem(const QString& menuName, const QString& menuitem);
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/**jsdoc
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* Check if a menu item exists.
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* @function Menu.menuItemExists
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* @param {string} menuName Name of the menu that the menu item is in.
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* @param {string} menuItem Name of the menu item to check for existence of.
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* @return {bool} `true` if the menu item exists, otherwise `false`.
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*/
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bool menuItemExists(const QString& menuName, const QString& menuitem);
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/**
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* Not working, will not document until fixed
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*/
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void addActionGroup(const QString& groupName, const QStringList& actionList,
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const QString& selected = QString());
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void removeActionGroup(const QString& groupName);
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/**jsdoc
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* Check whether a checkable menu item is checked.
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* @function Menu.isOptionChecked
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* @param {string} menuOption The name of the menu item.
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* @return `true` if the option is checked, otherwise false.
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*/
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bool isOptionChecked(const QString& menuOption);
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/**jsdoc
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* Set a checkable menu item as checked or unchecked.
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* @function Menu.setIsOptionChecked
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* @param {string} menuOption The name of the menu item to modify.
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* @param {bool} isChecked If `true`, the menu item will be checked, otherwise it will not be checked.
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*/
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void setIsOptionChecked(const QString& menuOption, bool isChecked);
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/**jsdoc
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* Toggle the status of a checkable menu item. If it is checked, it will be unchecked.
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* If it is unchecked, it will be checked.
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* @function Menu.setIsOptionChecked
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* @param {string} menuOption The name of the menu item to toggle.
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*/
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void triggerOption(const QString& menuOption);
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/**jsdoc
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* Check whether a menu is enabled. If a menu is disabled it will be greyed out
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* and unselectable.
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* Menus are enabled by default.
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* @function Menu.isMenuEnabled
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* @param {string} menuName The name of the menu to check.
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* @return {bool} `true` if the menu is enabled, otherwise false.
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*/
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bool isMenuEnabled(const QString& menuName);
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/**jsdoc
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* Set a menu to be enabled or disabled.
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* @function Menu.setMenuEnabled
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* @param {string} menuName The name of the menu to modify.
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* @param {bool} isEnabled Whether the menu will be enabled or not.
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*/
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void setMenuEnabled(const QString& menuName, bool isEnabled);
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signals:
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/**jsdoc
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* This is a signal that is emitted when a menu item is clicked.
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* @function Menu.menuItemEvent
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* @param {string} menuItem Name of the menu item that was triggered.
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*/
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void menuItemEvent(const QString& menuItem);
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};
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@ -39,6 +39,14 @@ Q_DECLARE_METATYPE(OverlayPropertyResult);
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QScriptValue OverlayPropertyResultToScriptValue(QScriptEngine* engine, const OverlayPropertyResult& value);
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void OverlayPropertyResultFromScriptValue(const QScriptValue& object, OverlayPropertyResult& value);
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/**jsdoc
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* @typedef Overlays.RayToOverlayIntersectionResult
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* @property {bool} intersects True if the PickRay intersected with a 3D overlay.
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* @property {Overlays.OverlayID} overlayID The ID of the overlay that was intersected with.
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* @property {float} distance The distance from the PickRay origin to the intersection point.
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* @property {Vec3} surfaceNormal The normal of the surface that was intersected with.
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* @property {Vec3} intersection The point at which the PickRay intersected with the overlay.
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*/
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class RayToOverlayIntersectionResult {
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public:
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RayToOverlayIntersectionResult();
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@ -57,6 +65,16 @@ Q_DECLARE_METATYPE(RayToOverlayIntersectionResult);
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QScriptValue RayToOverlayIntersectionResultToScriptValue(QScriptEngine* engine, const RayToOverlayIntersectionResult& value);
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void RayToOverlayIntersectionResultFromScriptValue(const QScriptValue& object, RayToOverlayIntersectionResult& value);
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/**jsdoc
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* @typedef {int} Overlays.OverlayID
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*/
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/**jsdoc
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*
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* Overlays namespace...
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* @namespace Overlays
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*/
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class Overlays : public QObject {
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Q_OBJECT
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@ -72,57 +90,137 @@ public:
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Overlay::Pointer getOverlay(unsigned int id) const;
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OverlayPanel::Pointer getPanel(unsigned int id) const { return _panels[id]; }
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void cleanupAllOverlays();
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public slots:
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/// adds an overlay with the specific properties
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unsigned int addOverlay(const QString& type, const QVariant& properties);
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/// adds an overlay that's already been created
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unsigned int addOverlay(Overlay* overlay) { return addOverlay(Overlay::Pointer(overlay)); }
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unsigned int addOverlay(Overlay::Pointer overlay);
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/// clones an existing overlay
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void cleanupAllOverlays();
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public slots:
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/**jsdoc
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* Add an overlays to the scene. The properties specified will depend
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* on the type of overlay that is being created.
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*
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* @function Overlays.addOverlay
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* @param {string} type The type of the overlay to add.
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* @param {Overlays.OverlayProperties} The properties of the overlay that you want to add.
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* @return {Overlays.OverlayID} The ID of the newly created overlay.
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*/
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unsigned int addOverlay(const QString& type, const QVariant& properties);
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/**jsdoc
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* Create a clone of an existing overlay.
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*
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* @function Overlays.cloneOverlay
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* @param {Overlays.OverlayID} overlayID The ID of the overlay to clone.
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* @return {Overlays.OverlayID} The ID of the new overlay.
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*/
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unsigned int cloneOverlay(unsigned int id);
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/// edits an overlay updating only the included properties, will return the identified OverlayID in case of
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/// successful edit, if the input id is for an unknown overlay this function will have no effect
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/**jsdoc
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* Edit an overlay's properties.
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*
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* @function Overlays.editOverlay
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* @param {Overlays.OverlayID} overlayID The ID of the overlay to edit.
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* @return {bool} `true` if the overlay was found and edited, otherwise false.
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*/
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bool editOverlay(unsigned int id, const QVariant& properties);
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/// edits an overlay updating only the included properties, will return the identified OverlayID in case of
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/// successful edit, if the input id is for an unknown overlay this function will have no effect
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bool editOverlays(const QVariant& propertiesById);
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/// deletes an overlay
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/**jsdoc
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* Delete an overlay.
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*
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* @function Overlays.deleteOverlay
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* @param {Overlays.OverlayID} overlayID The ID of the overlay to delete.
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*/
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void deleteOverlay(unsigned int id);
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/// get the string type of the overlay used in addOverlay
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/**jsdoc
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* Get the type of an overlay.
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*
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* @function Overlays.getOverlayType
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* @param {Overlays.OverlayID} overlayID The ID of the overlay to get the type of.
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* @return {string} The type of the overlay if found, otherwise the empty string.
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*/
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QString getOverlayType(unsigned int overlayId) const;
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/**jsdoc
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* Get the ID of the overlay at a particular point on the HUD/screen.
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*
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* @function Overlays.getOverlayAtPoint
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* @param {Vec2} point The point to check for an overlay.
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* @return {Overlays.OverlayID} The ID of the overlay at the point specified.
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* If no overlay is found, `0` will be returned.
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*/
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unsigned int getOverlayAtPoint(const glm::vec2& point);
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/**jsdoc
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* Get the value of a an overlay's property.
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*
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* @function Overlays.getProperty
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* @param {Overlays.OverlayID} The ID of the overlay to get the property of.
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* @param {string} The name of the property to get the value of.
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* @return {Object} The value of the property. If the overlay or the property could
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* not be found, `undefined` will be returned.
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*/
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OverlayPropertyResult getProperty(unsigned int id, const QString& property);
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/*jsdoc
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* Find the closest 3D overlay hit by a pick ray.
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*
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* @function Overlays.findRayIntersection
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* @param {PickRay} The PickRay to use for finding overlays.
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* @return {Overlays.RayToOverlayIntersectionResult} The result of the ray cast.
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*/
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RayToOverlayIntersectionResult findRayIntersection(const PickRay& ray);
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/**jsdoc
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* Check whether an overlay's assets have been loaded. For example, if the
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* overlay is an "image" overlay, this will indicate whether the its image
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* has loaded.
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* @function Overlays.isLoaded
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* @param {Overlays.OverlayID} The ID of the overlay to check.
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* @return {bool} `true` if the overlay's assets have been loaded, otherwise `false`.
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*/
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bool isLoaded(unsigned int id);
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/**jsdoc
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* Calculates the size of the given text in the specified overlay if it is a text overlay.
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* If it is a 2D text overlay, the size will be in pixels.
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* If it is a 3D text overlay, the size will be in meters.
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*
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* @function Overlays.textSize
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* @param {Overlays.OverlayID} The ID of the overlay to measure.
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* @param {string} The string to measure.
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* @return {Vec2} The size of the text.
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*/
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QSizeF textSize(unsigned int id, const QString& text) const;
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/**jsdoc
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* Get the width of the virtual 2D HUD.
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*
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* @function Overlays.width
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* @return {float} The width of the 2D HUD.
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*/
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float width() const;
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/**jsdoc
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* Get the height of the virtual 2D HUD.
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*
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* @function Overlays.height
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* @return {float} The height of the 2D HUD.
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*/
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float height() const;
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/// return true if there is an overlay with that id else false
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bool isAddedOverlay(unsigned int id);
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unsigned int getParentPanel(unsigned int childId) const;
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void setParentPanel(unsigned int childId, unsigned int panelId);
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/// returns the top most 2D overlay at the screen point, or 0 if not overlay at that point
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unsigned int getOverlayAtPoint(const glm::vec2& point);
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/// returns the value of specified property, or null if there is no such property
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OverlayPropertyResult getProperty(unsigned int id, const QString& property);
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/// returns details about the closest 3D Overlay hit by the pick ray
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RayToOverlayIntersectionResult findRayIntersection(const PickRay& ray);
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/// returns whether the overlay's assets are loaded or not
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bool isLoaded(unsigned int id);
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/// returns the size of the given text in the specified overlay if it is a text overlay: in pixels if it is a 2D text
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/// overlay; in meters if it is a 3D text overlay
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QSizeF textSize(unsigned int id, const QString& text) const;
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// Return the size of the virtual screen
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float width() const;
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float height() const;
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/// adds a panel that has already been created
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unsigned int addPanel(OverlayPanel::Pointer panel);
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@ -138,13 +236,16 @@ public slots:
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/// deletes a panel and all child overlays
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void deletePanel(unsigned int panelId);
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/// return true if there is an overlay with that id else false
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bool isAddedOverlay(unsigned int id);
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/// return true if there is a panel with that id else false
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bool isAddedPanel(unsigned int id) { return _panels.contains(id); }
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signals:
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/**jsdoc
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* Emitted when an overlay is deleted
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*
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* @function Overlays.overlayDeleted
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* @param {OverlayID} The ID of the overlay that was deleted.
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*/
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void overlayDeleted(unsigned int id);
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void panelDeleted(unsigned int id);
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|
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@ -28,7 +28,7 @@ MenuItemProperties::MenuItemProperties(const QString& menuName, const QString& m
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{
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}
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MenuItemProperties::MenuItemProperties(const QString& menuName, const QString& menuItemName,
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MenuItemProperties::MenuItemProperties(const QString& menuName, const QString& menuItemName,
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const KeyEvent& shortcutKeyEvent, bool checkable, bool checked, bool separator) :
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menuName(menuName),
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menuItemName(menuItemName),
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@ -50,13 +50,31 @@ QScriptValue menuItemPropertiesToScriptValue(QScriptEngine* engine, const MenuIt
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return obj;
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}
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/**jsdoc
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* `MenuItemProperties` is a list of properties that can be passed to Menu.addMenuItem
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* to create a new menu item.
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*
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* If none of position, beforeItem, afterItem, or grouping are specified, the
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* menu item will be placed in the last position.
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*
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* @typedef {Object} Menu.MenuItemProperties
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* @property {string} menuName Name of the top-level menu
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* @property {string} menuItemName Name of the menu item
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* @property {bool} isCheckable Whether the menu item is checkable or not
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* @property {bool} isChecked Where the menu item is checked or not
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* @property {string} shortcutKey An optional shortcut key to trigger the menu item.
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* @property {int} position The position to place the new menu item. `0` is the first menu item.
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* @property {string} beforeItem The name of the menu item to place this menu item before.
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* @property {string} afterItem The name of the menu item to place this menu item after.
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* @property {string} grouping The name of grouping to add this menu item to.
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*/
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void menuItemPropertiesFromScriptValue(const QScriptValue& object, MenuItemProperties& properties) {
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properties.menuName = object.property("menuName").toVariant().toString();
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properties.menuItemName = object.property("menuItemName").toVariant().toString();
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properties.isCheckable = object.property("isCheckable").toVariant().toBool();
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properties.isChecked = object.property("isChecked").toVariant().toBool();
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properties.isSeparator = object.property("isSeparator").toVariant().toBool();
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// handle the shortcut key options in order...
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QScriptValue shortcutKeyValue = object.property("shortcutKey");
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if (shortcutKeyValue.isValid()) {
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|
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@ -20,6 +20,24 @@
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#include "GLMHelpers.h"
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|
||||
/**jsdoc
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||||
* A 2-dimensional vector.
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||||
*
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||||
* @typedef Vec2
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||||
* @property {float} x X-coordinate of the vector.
|
||||
* @property {float} y Y-coordinate of the vector.
|
||||
*/
|
||||
|
||||
/**jsdoc
|
||||
* A 3-dimensional vector.
|
||||
*
|
||||
* @typedef Vec3
|
||||
* @property {float} x X-coordinate of the vector.
|
||||
* @property {float} y Y-coordinate of the vector.
|
||||
* @property {float} z Z-coordinate of the vector.
|
||||
*/
|
||||
|
||||
|
||||
/// Scriptable interface a Vec3ernion helper class object. Used exclusively in the JavaScript API
|
||||
class Vec3 : public QObject {
|
||||
Q_OBJECT
|
||||
|
|
|
@ -16,6 +16,11 @@
|
|||
|
||||
#include "DependencyManager.h"
|
||||
|
||||
/**jsdoc
|
||||
* @namespace Paths
|
||||
* @readonly
|
||||
* @property {string} resources The path to the resources directory.
|
||||
*/
|
||||
class PathUtils : public QObject, public Dependency {
|
||||
Q_OBJECT
|
||||
SINGLETON_DEPENDENCY
|
||||
|
|
|
@ -16,6 +16,7 @@ exports.handlers = {
|
|||
var dirList = [
|
||||
'../../interface/src',
|
||||
'../../interface/src/scripting',
|
||||
'../../interface/src/ui/overlays',
|
||||
'../../libraries/script-engine/src',
|
||||
'../../libraries/networking/src',
|
||||
'../../libraries/animation/src',
|
||||
|
|
Loading…
Reference in a new issue