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_show_bezier_bounds = new QAction("&Show Bezier Bounds", this);
+ m_view_show_bezier_bounds->setCheckable(true);
+ view->addAction(m_view_show_bezier_bounds);
+ connect(m_view_show_bezier_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowBezierBounds()));
+
+ m_view_show_bezier_type = new QAction("&Show Bezier Type", this);
+ m_view_show_bezier_type->setCheckable(true);
+ view->addAction(m_view_show_bezier_type);
+ connect(m_view_show_bezier_type, SIGNAL(triggered()), this, SLOT(ToggleShowBezierType()));
+
+ m_view_show_fill_bounds = new QAction("&Show Fill Bounds", this);
+ m_view_show_fill_bounds->setCheckable(true);
+ view->addAction(m_view_show_fill_bounds);
+ connect(m_view_show_fill_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowFillBounds()));
+
+ m_view_show_fill_points = new QAction("&Show Fill Points", this);
+ m_view_show_fill_points->setCheckable(true);
+ view->addAction(m_view_show_fill_points);
+ connect(m_view_show_fill_bounds, SIGNAL(triggered()), this, SLOT(ToggleShowFillPoints()));
m_view_enable_shading = new QAction("&Enable Shading", this);
m_view_enable_shading->setCheckable(true);
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_show_bezier_bounds->setChecked(m_view.ShowingBezierBounds());
+ m_view_show_bezier_type->setChecked(m_view.ShowingBezierType());
+ m_view_show_fill_bounds->setChecked(m_view.ShowingFillBounds());
+ m_view_show_fill_points->setChecked(m_view.ShowingFillPoints());
m_view_enable_shading->setChecked(m_view.PerformingShading());
+
// update things based on state
const char * title;
const char * tooltip;
setToolTip(tooltip);
}
-void ControlPanel::ToggleShowObjectBounds()
+void ControlPanel::ToggleShowBezierBounds()
+{
+ bool state = m_view.ShowingBezierBounds();
+ m_view.ShowBezierBounds(!state);
+ UpdateAll();
+}
+void ControlPanel::ToggleShowBezierType()
+{
+ bool state = m_view.ShowingBezierType();
+ m_view.ShowBezierType(!state);
+ UpdateAll();
+}
+void ControlPanel::ToggleShowFillBounds()
+{
+ bool state = m_view.ShowingFillBounds();
+ m_view.ShowFillBounds(!state);
+ UpdateAll();
+}
+
+void ControlPanel::ToggleShowFillPoints()
{
- bool state = m_view.ShowingObjectBounds();
- m_view.ShowObjectBounds(!state);
+ bool state = m_view.ShowingFillPoints();
+ m_view.ShowFillPoints(!state);
UpdateAll();
}