overte/interface/src/Application.h
2013-05-27 15:54:32 -04:00

312 lines
11 KiB
C++

//
// Application.h
// interface
//
// Created by Andrzej Kapolka on 5/10/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Application__
#define __interface__Application__
#include <pthread.h>
#include <time.h>
#include <QApplication>
#include <AgentList.h>
#ifndef _WIN32
#include "Audio.h"
#endif
#include "Camera.h"
#include "Environment.h"
#include "HandControl.h"
#include "SerialInterface.h"
#include "Stars.h"
#include "ViewFrustum.h"
#include "VoxelSystem.h"
#include "ui/ChatEntry.h"
class QAction;
class QActionGroup;
class QGLWidget;
class QKeyEvent;
class QMainWindow;
class QMouseEvent;
class QWheelEvent;
class Agent;
class ProgramObject;
class Application : public QApplication {
Q_OBJECT
public:
static Application* getInstance() { return static_cast<Application*>(QCoreApplication::instance()); }
Application(int& argc, char** argv, timeval &startup_time);
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void keyPressEvent(QKeyEvent* event);
void keyReleaseEvent(QKeyEvent* event);
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
void mouseReleaseEvent(QMouseEvent* event);
void wheelEvent(QWheelEvent* event);
Avatar* getAvatar() { return &_myAvatar; }
VoxelSystem* getVoxels() { return &_voxels; }
Environment* getEnvironment() { return &_environment; }
/*!
@fn getSettingBool
@brief A function for getting boolean settings from the settings file.
@param settingName The desired setting to get the value for.
@param boolSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to false.
*/
bool getSettingBool(const char* settingName, bool &boolSetting, bool defaultSetting = false);
/*!
@fn getSettingFloat
@brief A function for getting float settings from the settings file.
@param settingName The desired setting to get the value for.
@param floatSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to 0.0f.
*/
bool getSettingFloat(const char* settingName, float &floatSetting, float defaultSetting = 0.0f);
/*!
@fn getSettingVec3
@brief A function for getting boolean settings from the settings file.
@param settingName The desired setting to get the value for.
@param vecSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to <0.0f, 0.0f, 0.0f>
*/
bool getSettingVec3(const char* settingName, glm::vec3 &vecSetting, glm::vec3 defaultSetting = glm::vec3(0.0f, 0.0f, 0.0f));
/*!
@fn setSettingBool
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param boolSetting The value to set.
*/
void setSettingBool(const char* settingName, bool boolSetting);
/*!
@fn setSettingFloat
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param floatSetting The value to set.
*/
void setSettingFloat(const char* settingName, float floatSetting);
/*!
@fn setSettingVec3
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param vecSetting The value to set.
*/
void setSettingVec3(const char* settingName, glm::vec3 vecSetting);
private slots:
void timer();
void idle();
void terminate();
void pair();
void setHead(bool head);
void setNoise(bool noise);
void setFullscreen(bool fullscreen);
void setRenderFirstPerson(bool firstPerson);
void setOculus(bool oculus);
void setFrustumOffset(bool frustumOffset);
void cycleFrustumRenderMode();
void setRenderWarnings(bool renderWarnings);
void doKillLocalVoxels();
void doRandomizeVoxelColors();
void doFalseRandomizeVoxelColors();
void doFalseRandomizeEveryOtherVoxelColors();
void doFalseColorizeByDistance();
void doFalseColorizeInView();
void doTrueVoxelColors();
void doTreeStats();
void setWantsMonochrome(bool wantsMonochrome);
void setWantsResIn(bool wantsResIn);
void setWantsDelta(bool wantsDelta);
void updateVoxelModeActions();
void addVoxelInFrontOfAvatar();
void decreaseVoxelSize();
void increaseVoxelSize();
void chooseVoxelPaintColor();
private:
void initMenu();
void updateFrustumRenderModeAction();
void initDisplay();
void init();
void updateAvatar(float deltaTime);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
void displayOculus(Camera& whichCamera);
void displaySide(Camera& whichCamera);
void displayOverlay();
void displayStats();
void renderViewFrustum(ViewFrustum& viewFrustum);
void setupPaintingVoxel();
void shiftPaintingColor();
void maybeEditVoxelUnderCursor();
void deleteVoxelUnderCursor();
void resetSensors();
void setMenuShortcutsEnabled(bool enabled);
QAction* checkedVoxelModeAction() const;
static void attachNewHeadToAgent(Agent *newAgent);
static void* networkReceive(void* args);
bool openSettingsFile(const char* mode);
void closeSettingsFile();
void saveSettings();
void readSettings();
QMainWindow* _window;
QGLWidget* _glWidget;
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* _mouseLook; // Whether the have the mouse near edge of screen move your view
QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
QAction* _renderVoxels; // Whether to render voxels
QAction* _renderVoxelTextures; // Whether to render noise textures on 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* _renderFrameTimerOn; // Whether to show onscreen text overlay with stats
QAction* _renderLookatOn; // Whether to show lookat vectors from avatar eyes if looking at something
QAction* _logOn; // Whether to show on-screen log
QActionGroup* _voxelModeActions; // The group of voxel edit mode actions
QAction* _addVoxelMode; // Whether add voxel mode is enabled
QAction* _deleteVoxelMode; // Whether delete voxel mode is enabled
QAction* _colorVoxelMode; // Whether color voxel mode is enabled
QAction* _voxelPaintColor; // The color with which to paint voxels
QAction* _destructiveAddVoxel; // when doing voxel editing do we want them to be destructive
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;
bool _displayLevels;
glm::vec3 _gravity;
// Frame Rate Measurement
int _frameCount;
float _fps;
timeval _applicationStartupTime;
timeval _timerStart, _timerEnd;
timeval _lastTimeIdle;
bool _justStarted;
Stars _stars;
VoxelSystem _voxels;
QByteArray _voxelsFilename;
bool _wantToKillLocalVoxels;
ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
enum FrustumDrawMode { FRUSTUM_DRAW_MODE_ALL, FRUSTUM_DRAW_MODE_VECTORS, FRUSTUM_DRAW_MODE_PLANES,
FRUSTUM_DRAW_MODE_NEAR_PLANE, FRUSTUM_DRAW_MODE_FAR_PLANE, FRUSTUM_DRAW_MODE_COUNT };
FrustumDrawMode _frustumDrawingMode;
float _viewFrustumOffsetYaw; // the following variables control yaw, pitch, roll and distance form regular
float _viewFrustumOffsetPitch; // camera to the offset camera
float _viewFrustumOffsetRoll;
float _viewFrustumOffsetDistance;
float _viewFrustumOffsetUp;
Oscilloscope _audioScope;
Avatar _myAvatar; // The rendered avatar of oneself
Transmitter _myTransmitter; // Gets UDP data from transmitter app used to animate the avatar
Camera _myCamera; // My view onto the world
Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
Environment _environment;
int _headMouseX, _headMouseY;
bool _manualFirstPerson;
HandControl _handControl;
int _mouseX;
int _mouseY;
bool _mousePressed; // true if mouse has been pressed (clear when finished)
VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
float _mouseVoxelScale; // the scale for adding/removing voxels
glm::vec3 _lastMouseVoxelPos; // the position of the last mouse voxel edit
bool _justEditedVoxel; // set when we've just added/deleted/colored a voxel
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; // Do we want to display perfStats?
ChatEntry _chatEntry; // chat entry field
bool _chatEntryOn; // Whether to show the chat entry
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;
int _scaleLocation;
int _scaleInLocation;
int _hmdWarpParamLocation;
#ifndef _WIN32
Audio _audio;
#endif
bool _enableNetworkThread;
pthread_t _networkReceiveThread;
bool _stopNetworkReceiveThread;
unsigned char _incomingPacket[MAX_PACKET_SIZE];
int _packetCount;
int _packetsPerSecond;
int _bytesPerSecond;
int _bytesCount;
FILE* _settingsFile;
};
#endif /* defined(__interface__Application__) */