qt 6.5.1 original

This commit is contained in:
kleuter
2023-10-29 23:33:08 +01:00
parent 71d22ab6b0
commit 85d238dfda
21202 changed files with 5499099 additions and 0 deletions

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(hellogl2 LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/hellogl2")
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL OpenGLWidgets Widgets)
qt_standard_project_setup()
qt_add_executable(hellogl2
glwidget.cpp glwidget.h
logo.cpp logo.h
main.cpp
mainwindow.cpp mainwindow.h
window.cpp window.h
)
set_target_properties(hellogl2 PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(hellogl2 PRIVATE
Qt6::Core
Qt6::Gui
Qt6::OpenGL
Qt6::OpenGLWidgets
Qt6::Widgets
)
install(TARGETS hellogl2
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwidget.h"
#include <QMouseEvent>
#include <QOpenGLShaderProgram>
#include <QCoreApplication>
#include <math.h>
bool GLWidget::m_transparent = false;
GLWidget::GLWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
// --transparent causes the clear color to be transparent. Therefore, on systems that
// support it, the widget will become transparent apart from the logo.
if (m_transparent) {
QSurfaceFormat fmt = format();
fmt.setAlphaBufferSize(8);
setFormat(fmt);
}
}
GLWidget::~GLWidget()
{
cleanup();
}
QSize GLWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize GLWidget::sizeHint() const
{
return QSize(400, 400);
}
static void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 * 16;
while (angle > 360 * 16)
angle -= 360 * 16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_xRot) {
m_xRot = angle;
emit xRotationChanged(angle);
update();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_yRot) {
m_yRot = angle;
emit yRotationChanged(angle);
update();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_zRot) {
m_zRot = angle;
emit zRotationChanged(angle);
update();
}
}
void GLWidget::cleanup()
{
if (m_program == nullptr)
return;
makeCurrent();
m_logoVbo.destroy();
delete m_program;
m_program = nullptr;
doneCurrent();
QObject::disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
}
static const char *vertexShaderSourceCore =
"#version 150\n"
"in vec4 vertex;\n"
"in vec3 normal;\n"
"out vec3 vert;\n"
"out vec3 vertNormal;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSourceCore =
"#version 150\n"
"in highp vec3 vert;\n"
"in highp vec3 vertNormal;\n"
"out highp vec4 fragColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" fragColor = vec4(col, 1.0);\n"
"}\n";
static const char *vertexShaderSource =
"attribute vec4 vertex;\n"
"attribute vec3 normal;\n"
"varying vec3 vert;\n"
"varying vec3 vertNormal;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSource =
"varying highp vec3 vert;\n"
"varying highp vec3 vertNormal;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" gl_FragColor = vec4(col, 1.0);\n"
"}\n";
void GLWidget::initializeGL()
{
// In this example the widget's corresponding top-level window can change
// several times during the widget's lifetime. Whenever this happens, the
// QOpenGLWidget's associated context is destroyed and a new one is created.
// Therefore we have to be prepared to clean up the resources on the
// aboutToBeDestroyed() signal, instead of the destructor. The emission of
// the signal will be followed by an invocation of initializeGL() where we
// can recreate all resources.
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
initializeOpenGLFunctions();
glClearColor(0, 0, 0, m_transparent ? 0 : 1);
m_program = new QOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("normal", 1);
m_program->link();
m_program->bind();
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
// implementations this is optional and support may not be present
// at all. Nonetheless the below code works in all cases and makes
// sure there is a VAO when one is needed.
m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
// Setup our vertex buffer object.
m_logoVbo.create();
m_logoVbo.bind();
m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
// Store the vertex attribute bindings for the program.
setupVertexAttribs();
// Our camera never changes in this example.
m_camera.setToIdentity();
m_camera.translate(0, 0, -1);
// Light position is fixed.
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
m_program->release();
}
void GLWidget::setupVertexAttribs()
{
m_logoVbo.bind();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
nullptr);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
m_logoVbo.release();
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_world.setToIdentity();
m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_program->bind();
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
QMatrix3x3 normalMatrix = m_world.normalMatrix();
m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
m_program->release();
}
void GLWidget::resizeGL(int w, int h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
m_lastPos = event->position().toPoint();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->position().toPoint().x() - m_lastPos.x();
int dy = event->position().toPoint().y() - m_lastPos.y();
if (event->buttons() & Qt::LeftButton) {
setXRotation(m_xRot + 8 * dy);
setYRotation(m_yRot + 8 * dx);
} else if (event->buttons() & Qt::RightButton) {
setXRotation(m_xRot + 8 * dy);
setZRotation(m_zRot + 8 * dx);
}
m_lastPos = event->position().toPoint();
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QMatrix4x4>
#include "logo.h"
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
GLWidget(QWidget *parent = nullptr);
~GLWidget();
static bool isTransparent() { return m_transparent; }
static void setTransparent(bool t) { m_transparent = t; }
QSize minimumSizeHint() const override;
QSize sizeHint() const override;
public slots:
void setXRotation(int angle);
void setYRotation(int angle);
void setZRotation(int angle);
void cleanup();
signals:
void xRotationChanged(int angle);
void yRotationChanged(int angle);
void zRotationChanged(int angle);
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
void mousePressEvent(QMouseEvent *event) override;
void mouseMoveEvent(QMouseEvent *event) override;
private:
void setupVertexAttribs();
bool m_core;
int m_xRot = 0;
int m_yRot = 0;
int m_zRot = 0;
QPoint m_lastPos;
Logo m_logo;
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_logoVbo;
QOpenGLShaderProgram *m_program = nullptr;
int m_projMatrixLoc = 0;
int m_mvMatrixLoc = 0;
int m_normalMatrixLoc = 0;
int m_lightPosLoc = 0;
QMatrix4x4 m_proj;
QMatrix4x4 m_camera;
QMatrix4x4 m_world;
static bool m_transparent;
};
#endif

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HEADERS = glwidget.h \
window.h \
mainwindow.h \
logo.h
SOURCES = glwidget.cpp \
main.cpp \
window.cpp \
mainwindow.cpp \
logo.cpp
QT += widgets opengl openglwidgets
# install
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/hellogl2
INSTALLS += target

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "logo.h"
#include <qmath.h>
Logo::Logo()
{
m_data.resize(2500 * 6);
const GLfloat x1 = +0.06f;
const GLfloat y1 = -0.14f;
const GLfloat x2 = +0.14f;
const GLfloat y2 = -0.06f;
const GLfloat x3 = +0.08f;
const GLfloat y3 = +0.00f;
const GLfloat x4 = +0.30f;
const GLfloat y4 = +0.22f;
quad(x1, y1, x2, y2, y2, x2, y1, x1);
quad(x3, y3, x4, y4, y4, x4, y3, x3);
extrude(x1, y1, x2, y2);
extrude(x2, y2, y2, x2);
extrude(y2, x2, y1, x1);
extrude(y1, x1, x1, y1);
extrude(x3, y3, x4, y4);
extrude(x4, y4, y4, x4);
extrude(y4, x4, y3, x3);
const int NumSectors = 100;
for (int i = 0; i < NumSectors; ++i) {
GLfloat angle = (i * 2 * M_PI) / NumSectors;
GLfloat angleSin = qSin(angle);
GLfloat angleCos = qCos(angle);
const GLfloat x5 = 0.30f * angleSin;
const GLfloat y5 = 0.30f * angleCos;
const GLfloat x6 = 0.20f * angleSin;
const GLfloat y6 = 0.20f * angleCos;
angle = ((i + 1) * 2 * M_PI) / NumSectors;
angleSin = qSin(angle);
angleCos = qCos(angle);
const GLfloat x7 = 0.20f * angleSin;
const GLfloat y7 = 0.20f * angleCos;
const GLfloat x8 = 0.30f * angleSin;
const GLfloat y8 = 0.30f * angleCos;
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
}
void Logo::add(const QVector3D &v, const QVector3D &n)
{
GLfloat *p = m_data.data() + m_count;
*p++ = v.x();
*p++ = v.y();
*p++ = v.z();
*p++ = n.x();
*p++ = n.y();
*p++ = n.z();
m_count += 6;
}
void Logo::quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4)
{
QVector3D n = QVector3D::normal(QVector3D(x4 - x1, y4 - y1, 0.0f), QVector3D(x2 - x1, y2 - y1, 0.0f));
add(QVector3D(x1, y1, -0.05f), n);
add(QVector3D(x4, y4, -0.05f), n);
add(QVector3D(x2, y2, -0.05f), n);
add(QVector3D(x3, y3, -0.05f), n);
add(QVector3D(x2, y2, -0.05f), n);
add(QVector3D(x4, y4, -0.05f), n);
n = QVector3D::normal(QVector3D(x1 - x4, y1 - y4, 0.0f), QVector3D(x2 - x4, y2 - y4, 0.0f));
add(QVector3D(x4, y4, 0.05f), n);
add(QVector3D(x1, y1, 0.05f), n);
add(QVector3D(x2, y2, 0.05f), n);
add(QVector3D(x2, y2, 0.05f), n);
add(QVector3D(x3, y3, 0.05f), n);
add(QVector3D(x4, y4, 0.05f), n);
}
void Logo::extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
QVector3D n = QVector3D::normal(QVector3D(0.0f, 0.0f, -0.1f), QVector3D(x2 - x1, y2 - y1, 0.0f));
add(QVector3D(x1, y1, +0.05f), n);
add(QVector3D(x1, y1, -0.05f), n);
add(QVector3D(x2, y2, +0.05f), n);
add(QVector3D(x2, y2, -0.05f), n);
add(QVector3D(x2, y2, +0.05f), n);
add(QVector3D(x1, y1, -0.05f), n);
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef LOGO_H
#define LOGO_H
#include <qopengl.h>
#include <QList>
#include <QVector3D>
class Logo
{
public:
Logo();
const GLfloat *constData() const { return m_data.constData(); }
int count() const { return m_count; }
int vertexCount() const { return m_count / 6; }
private:
void quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4);
void extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
void add(const QVector3D &v, const QVector3D &n);
QList<GLfloat> m_data;
int m_count = 0;
};
#endif // LOGO_H

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include <QApplication>
#include <QSurfaceFormat>
#include <QScreen>
#include <QCommandLineParser>
#include <QCommandLineOption>
#include "glwidget.h"
#include "mainwindow.h"
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QCoreApplication::setApplicationName("Qt Hello GL 2 Example");
QCoreApplication::setOrganizationName("QtProject");
QCoreApplication::setApplicationVersion(QT_VERSION_STR);
QCommandLineParser parser;
parser.setApplicationDescription(QCoreApplication::applicationName());
parser.addHelpOption();
parser.addVersionOption();
QCommandLineOption multipleSampleOption("multisample", "Multisampling");
parser.addOption(multipleSampleOption);
QCommandLineOption coreProfileOption("coreprofile", "Use core profile");
parser.addOption(coreProfileOption);
QCommandLineOption transparentOption("transparent", "Transparent window");
parser.addOption(transparentOption);
parser.process(app);
QSurfaceFormat fmt;
fmt.setDepthBufferSize(24);
if (parser.isSet(multipleSampleOption))
fmt.setSamples(4);
if (parser.isSet(coreProfileOption)) {
fmt.setVersion(3, 2);
fmt.setProfile(QSurfaceFormat::CoreProfile);
}
QSurfaceFormat::setDefaultFormat(fmt);
MainWindow mainWindow;
GLWidget::setTransparent(parser.isSet(transparentOption));
if (GLWidget::isTransparent()) {
mainWindow.setAttribute(Qt::WA_TranslucentBackground);
mainWindow.setAttribute(Qt::WA_NoSystemBackground, false);
}
mainWindow.resize(mainWindow.sizeHint());
int desktopArea = QGuiApplication::primaryScreen()->size().width() *
QGuiApplication::primaryScreen()->size().height();
int widgetArea = mainWindow.width() * mainWindow.height();
if (((float)widgetArea / (float)desktopArea) < 0.75f)
mainWindow.show();
else
mainWindow.showMaximized();
return app.exec();
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "mainwindow.h"
#include "window.h"
#include <QMenuBar>
#include <QMenu>
#include <QMessageBox>
MainWindow::MainWindow()
{
QMenuBar *menuBar = new QMenuBar;
QMenu *menuWindow = menuBar->addMenu(tr("&Window"));
QAction *addNew = new QAction(menuWindow);
addNew->setText(tr("Add new"));
menuWindow->addAction(addNew);
connect(addNew, &QAction::triggered, this, &MainWindow::onAddNew);
setMenuBar(menuBar);
onAddNew();
}
void MainWindow::onAddNew()
{
if (!centralWidget())
setCentralWidget(new Window(this));
else
QMessageBox::information(nullptr, tr("Cannot add new window"),
tr("Already occupied. Undock first."));
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow();
private slots:
void onAddNew();
};
#endif

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwidget.h"
#include "window.h"
#include "mainwindow.h"
#include <QSlider>
#include <QVBoxLayout>
#include <QHBoxLayout>
#include <QKeyEvent>
#include <QPushButton>
#include <QApplication>
#include <QMessageBox>
Window::Window(MainWindow *mw)
: mainWindow(mw)
{
glWidget = new GLWidget;
xSlider = createSlider();
ySlider = createSlider();
zSlider = createSlider();
connect(xSlider, &QSlider::valueChanged, glWidget, &GLWidget::setXRotation);
connect(glWidget, &GLWidget::xRotationChanged, xSlider, &QSlider::setValue);
connect(ySlider, &QSlider::valueChanged, glWidget, &GLWidget::setYRotation);
connect(glWidget, &GLWidget::yRotationChanged, ySlider, &QSlider::setValue);
connect(zSlider, &QSlider::valueChanged, glWidget, &GLWidget::setZRotation);
connect(glWidget, &GLWidget::zRotationChanged, zSlider, &QSlider::setValue);
QVBoxLayout *mainLayout = new QVBoxLayout;
QHBoxLayout *container = new QHBoxLayout;
container->addWidget(glWidget);
container->addWidget(xSlider);
container->addWidget(ySlider);
container->addWidget(zSlider);
QWidget *w = new QWidget;
w->setLayout(container);
mainLayout->addWidget(w);
dockBtn = new QPushButton(tr("Undock"), this);
connect(dockBtn, &QPushButton::clicked, this, &Window::dockUndock);
mainLayout->addWidget(dockBtn);
setLayout(mainLayout);
xSlider->setValue(15 * 16);
ySlider->setValue(345 * 16);
zSlider->setValue(0 * 16);
setWindowTitle(tr("Hello GL"));
}
QSlider *Window::createSlider()
{
QSlider *slider = new QSlider(Qt::Vertical);
slider->setRange(0, 360 * 16);
slider->setSingleStep(16);
slider->setPageStep(15 * 16);
slider->setTickInterval(15 * 16);
slider->setTickPosition(QSlider::TicksRight);
return slider;
}
void Window::keyPressEvent(QKeyEvent *e)
{
if (e->key() == Qt::Key_Escape)
close();
else
QWidget::keyPressEvent(e);
}
void Window::dockUndock()
{
if (parent()) {
setParent(nullptr);
setAttribute(Qt::WA_DeleteOnClose);
move(QGuiApplication::primaryScreen()->size().width() / 2 - width() / 2,
QGuiApplication::primaryScreen()->size().height() / 2 - height() / 2);
dockBtn->setText(tr("Dock"));
show();
} else {
if (!mainWindow->centralWidget()) {
if (mainWindow->isVisible()) {
setAttribute(Qt::WA_DeleteOnClose, false);
dockBtn->setText(tr("Undock"));
mainWindow->setCentralWidget(this);
} else {
QMessageBox::information(nullptr, tr("Cannot dock"),
tr("Main window already closed"));
}
} else {
QMessageBox::information(nullptr, tr("Cannot dock"),
tr("Main window already occupied"));
}
}
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef WINDOW_H
#define WINDOW_H
#include <QWidget>
QT_BEGIN_NAMESPACE
class QSlider;
class QPushButton;
QT_END_NAMESPACE
class GLWidget;
class MainWindow;
class Window : public QWidget
{
Q_OBJECT
public:
Window(MainWindow *mw);
protected:
void keyPressEvent(QKeyEvent *event) override;
private slots:
void dockUndock();
private:
QSlider *createSlider();
GLWidget *glWidget;
QSlider *xSlider;
QSlider *ySlider;
QSlider *zSlider;
QPushButton *dockBtn;
MainWindow *mainWindow;
};
#endif