view->addAction(m_view_set_bounds);
connect(m_view_set_bounds, SIGNAL(triggered()), this, SLOT(SetViewBounds()));
+ m_view_show_object_bounds = new QAction("&Show Object Bounds", this);
+ m_view_show_object_bounds->setCheckable(true);
+ view->addAction(m_view_show_object_bounds);
+ connect(m_view_show_object_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowObjectBounds()));
+
+ m_view_enable_shading = new QAction("&Enable Shading", this);
+ m_view_enable_shading->setCheckable(true);
+ view->addAction(m_view_enable_shading);
+ connect(m_view_enable_shading, SIGNAL(triggered()), this, SLOT(ToggleEnableShading()));
+
return view;
}
m_screen_cpu_rendering->setChecked(!using_gpu_rendering);
m_screen_show_debug->setChecked(m_screen.DebugFontShown());
+ m_view_show_object_bounds->setChecked(m_view.ShowingObjectBounds());
+ m_view_enable_shading->setChecked(m_view.PerformingShading());
+
// update things based on state
const char * title;
const char * tooltip;
setToolTip(tooltip);
}
+void ControlPanel::ToggleShowObjectBounds()
+{
+ bool state = m_view.ShowingObjectBounds();
+ m_view.ShowObjectBounds(!state);
+ UpdateAll();
+}
+
+void ControlPanel::ToggleEnableShading()
+{
+ bool state = m_view.PerformingShading();
+ m_view.PerformShading(!state);
+ UpdateAll();
+}
+
void ControlPanel::SetGPURendering()
{
m_view.SetGPURendering(true);