--Code changes

-Convert all enums to class enum to be consistent with C++11 style.
 -Convert some if/else statements in filter classes to case statements.
 -Add overloaded stream operators to print various enums.
This commit is contained in:
mfeemster
2016-01-04 16:50:15 -08:00
parent c8e2355ec2
commit f5d0be5e5d
40 changed files with 1483 additions and 2041 deletions

View File

@ -13,9 +13,9 @@ GLEmberControllerBase::GLEmberControllerBase(Fractorium* fractorium, GLWidget* g
{
m_Fractorium = fractorium;
m_GL = glWidget;
m_AffineType = AffinePre;
m_HoverType = HoverNone;
m_DragState = DragNone;
m_AffineType = eAffineType::AffinePre;
m_HoverType = eHoverType::HoverNone;
m_DragState = eDragState::DragNone;
m_DragModifier = 0;
}
@ -37,7 +37,6 @@ GLEmberController<T>::GLEmberController(Fractorium* fractorium, GLWidget* glWidg
{
GridStep = T(1.0 / 8.0);
m_FractoriumEmberController = controller;
m_HoverXform = nullptr;
m_SelectedXform = nullptr;
m_CenterDownX = 0;
@ -68,7 +67,7 @@ bool GLEmberController<T>::CheckForSizeMismatch(int w, int h)
template <typename T>
void GLEmberController<T>::ResetMouseState()
{
m_HoverType = HoverNone;
m_HoverType = eHoverType::HoverNone;
m_HoverXform = nullptr;
m_SelectedXform = nullptr;
}
@ -86,10 +85,8 @@ T GLEmberController<T>::CalcScale()
v2T windowCenter(T(m_GL->width()) / T(2), T(m_GL->height()) / T(2));
v2T windowMousePosDistanceFromCenter(m_MousePos.x - windowCenter.x, m_MousePos.y - windowCenter.y);
v2T windowMouseDownDistanceFromCenter(m_MouseDownPos.x - windowCenter.x, m_MouseDownPos.y - windowCenter.y);
T lengthMousePosFromCenterInPixels = glm::length(windowMousePosDistanceFromCenter);
T lengthMouseDownFromCenterInPixels = glm::length(windowMouseDownDistanceFromCenter);
return lengthMousePosFromCenterInPixels - lengthMouseDownFromCenterInPixels;
}
@ -103,7 +100,6 @@ T GLEmberController<T>::CalcRotation()
{
T rotStart = NormalizeDeg180<T>(T(90) - (atan2(-m_MouseDownWorldPos.y, m_MouseDownWorldPos.x) * RAD_2_DEG_T));
T rot = NormalizeDeg180<T>(T(90) - (atan2(-m_MouseWorldPos.y, m_MouseWorldPos.x) * RAD_2_DEG_T));
return rotStart - rot;
}
@ -116,10 +112,8 @@ template <typename T>
typename v3T GLEmberController<T>::SnapToGrid(v3T& vec)
{
v3T ret;
ret.x = glm::round(vec.x / GridStep) * GridStep;
ret.y = glm::round(vec.y / GridStep) * GridStep;
return ret;
}
@ -135,7 +129,6 @@ typename v3T GLEmberController<T>::SnapToNormalizedAngle(v3T& vec, uint division
T rsq, theta;
T bestRsq = numeric_limits<T>::max();
v3T c, best;
best.x = 1;
best.y = 0;
@ -167,7 +160,6 @@ typename v3T GLEmberController<T>::WindowToWorld(v3T& v, bool flip)
{
v3T mouse(v.x, flip ? m_Viewport[3] - v.y : v.y, 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
v3T newCoords = glm::unProject(mouse, m_Modelview, m_Projection, m_Viewport);//Perform the calculation.
newCoords.z = 0;//For some reason, unProject() always comes back with the z coordinate as something other than 0. It should be 0 at all times.
return newCoords;
}
@ -234,7 +226,6 @@ void GLEmberController<T>::QueryMatrices(bool print)
{
double unitX = fabs(renderer->UpperRightX(false) - renderer->LowerLeftX(false)) / 2.0;
double unitY = fabs(renderer->UpperRightY(false) - renderer->LowerLeftY(false)) / 2.0;
m_GL->glMatrixMode(GL_PROJECTION);
m_GL->glPushMatrix();
m_GL->glLoadIdentity();
@ -242,9 +233,7 @@ void GLEmberController<T>::QueryMatrices(bool print)
m_GL->glMatrixMode(GL_MODELVIEW);
m_GL->glPushMatrix();
m_GL->glLoadIdentity();
QueryVMP();
m_GL->glMatrixMode(GL_PROJECTION);
m_GL->glPopMatrix();
m_GL->glMatrixMode(GL_MODELVIEW);