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/*===========================================================================*\
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*                                                                            *
*                              OpenFlipper                                   *
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*      Copyright (C) 2001-2011 by Computer Graphics Group, RWTH Aachen       *
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*                           www.openflipper.org                              *
*                                                                            *
*--------------------------------------------------------------------------- *
*  This file is part of OpenFlipper.                                         *
*                                                                            *
*  OpenFlipper is free software: you can redistribute it and/or modify       *
*  it under the terms of the GNU Lesser General Public License as            *
*  published by the Free Software Foundation, either version 3 of            *
*  the License, or (at your option) any later version with the               *
*  following exceptions:                                                     *
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*  If other files instantiate templates or use macros                        *
*  or inline functions from this file, or you compile this file and          *
*  link it with other files to produce an executable, this file does         *
*  not by itself cause the resulting executable to be covered by the         *
*  GNU Lesser General Public License. This exception does not however        *
*  invalidate any other reasons why the executable file might be             *
*  covered by the GNU Lesser General Public License.                         *
*                                                                            *
*  OpenFlipper is distributed in the hope that it will be useful,            *
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*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
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\*===========================================================================*/

/*===========================================================================*\
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*                                                                            *
*   $Revision$                                                       *
*   $LastChangedBy$                                                *
*   $Date$                     *
*                                                                            *
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\*===========================================================================*/
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//=============================================================================
//
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//  CLASS glViewer
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//
//=============================================================================

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#ifndef BASEVIEWER_HH
#define BASEVIEWER_HH
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//== INCLUDES =================================================================

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#include <OpenFlipper/common/Types.hh>
#include <OpenFlipper/common/ViewerProperties.hh>
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#include <ACG/GL/GLState.hh>
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#include <ACG/GL/FBO.hh>
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#include <ACG/Scenegraph/SceneGraph.hh>
#include <ACG/QtWidgets/QtSceneGraphWidget.hh>

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#include <ACG/ShaderUtils/GLSLShader.hh>
#include <ACG/GL/globjects.hh>

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#undef QT_NO_OPENGL
#include <QGLFormat>
#define QT_NO_OPENGL
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#include <QBoxLayout>
#include <QtNetwork/QUdpSocket>
#include <QWheelEvent>
#include <QDropEvent>
#include <QContextMenuEvent>
#include <QDragEnterEvent>
#include <QMouseEvent>
#include <QAction>
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#include <QKeyEvent>
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#include <QSize>
#include <QMap>
#include <QString>
#include <QMenu>
#include <QToolBar>
#include <QTime>
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#include <QTimer>
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#include <QGraphicsWidget>
#include <QGraphicsSceneDragDropEvent>
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#include <QPropertyAnimation>
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#include <vector>
#include <string>


//== FORWARDDECLARATIONS ======================================================


class QPushButton;
class QToolButton;
class QSplitter;
class QTimer;
class QImage;
class QSocketNotifier;
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struct PostProcessorInput;
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//== NAMESPACES ===============================================================

//== FORWARDDECLARATIONS ======================================================

namespace ACG {
  namespace QtWidgets {
    class QtWheel;
  }
}
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class QGraphicsScene;
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class QtGLViewerLayout;
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class QtShiftPopupMenu;
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class CursorPainter;
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#if QT_VERSION < 0x050000
class QGLFramebufferObject;
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class QGLFramebufferObjectFormat;
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#else
class QOpenGLFramebufferObject;
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class QOpenGLFramebufferObjectFormat;
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#endif
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//== CLASS DEFINITION =========================================================


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/** \class glViewer QtBaseViewer.hh <OpenFlipper/widgets/glWidget/QtBaseViewer.hh>
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    Base Viewer Widget: All viewers are derived from this one. Implements
    Mouse & Keyboard Events.
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 **/

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class DLLEXPORT glViewer : public QGraphicsWidget
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{
Q_OBJECT

//-------------------------------------------------------------- public methods
public:

  //--------------------------------------------------- constructor / destructor

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  /** Create a glViewer.
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   *
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   * @param _scene      The graphics scene that will be the parent of this widget
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   * @param _glWidget   A pointer to the underlying gl widget
   * @param _properties viewerOptions controlled by PluginFunctions
   * @param _parent     The parent graphicswidget
   *
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  */
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  glViewer( QGraphicsScene*           _scene,
            QGLWidget*                _glWidget,
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            Viewer::ViewerProperties& _properties,
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            QGraphicsWidget*          _parent = 0 );
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  /// Destructor.
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  virtual ~glViewer();
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  //------------------------------------------------------------- public methods


  /// Makes this widget the current widget for OpenGL operations.
  virtual void makeCurrent();
  /// Swaps the screen contents with the off-screen buffer.
  virtual void swapBuffers();

  /// Lock update of projection matrix.
  void lockProjectionUpdate( void ) { projectionUpdateLocked_ = true; }

  /// Unlock update of projection matrix.
  void unlockProjectionUpdate( void ) { projectionUpdateLocked_ = false; }

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  signals :
    void functionMenuUpdate();
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    void statusMessage (const QString & message, int timeout = 0);

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  public:
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  /// Enable/disable mouse tracking (move events with no button press)
  void trackMouse(bool _track);
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  /** Set scene graph.
      Sets the scene graph to the the graph rooted at \c _root.
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      Recomputes Scene center and resets the trackball center if specified.
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      The \c sceneGraphToched() signal will be emitted (even if
      \c _root does not actually change).
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      Use the ACG::SceneGraph::analyzeSceneGraph() function to get the required
      bounding box and pass information.
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      @param _root           The root node of the scene graph
      @param _maxPasses      The maximal number of passes required to render the scenegraph
      @param _bbmin          Lower left of the scenegraph bounding box
      @param _bbmax          Upper right of the scenegraph bounding box
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      @param _resetTrackBall Reset the trackball center?
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  */
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  void sceneGraph(ACG::SceneGraph::BaseNode* _root,
                  unsigned int               _maxPasses,
                  ACG::Vec3d                 _bbmin,
                  ACG::Vec3d                 _bbmax,
                  const bool _resetTrackBall = false);
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   /// projection mode
  enum ProjectionMode {
    ORTHOGRAPHIC_PROJECTION, //!< orthographic
    PERSPECTIVE_PROJECTION   //!< perspective
  };

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  /// Navigation mode
  enum NavigationMode {
	  NORMAL_NAVIGATION, 	 //!< Normal mode
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	  FIRSTPERSON_NAVIGATION  //!< First person mode
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  };

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  /// Changes the projection mode and updates the projection matrix.
  void projectionMode(ProjectionMode _p);
  /// get current projection mode
  ProjectionMode projectionMode() const { return projectionMode_; }

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  /// Changes the navigation mode
  void navigationMode(NavigationMode _n);
  /// get current navigation mode
  NavigationMode navigationMode() const { return navigationMode_; }
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  /** Sets the center and dimension of the whole scene.  This point is
      used as fixpoint for rotations and to set the eye point far
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      enough from the scene so that the whole scene is visible.
    */
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  void setScenePos( const ACG::Vec3d& _center, double _radius, const bool _resetTrackBall = false );
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  /// set the viewing direction
  void viewingDirection( const ACG::Vec3d& _dir, const ACG::Vec3d& _up );
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  /// Set look at transformation directly
  void lookAt(const ACG::Vec3d& _eye, const ACG::Vec3d& _center, const ACG::Vec3d& _up);
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  /// Automatically normalize normals?
  enum NormalsMode {
    /// use provided normals as is
    DONT_TOUCH_NORMALS,
    /** Automatically normalize normals.
        Input normals are not normalized \a or the transformation matrix
	does scaling or shearing.
     */
    NORMALIZE_NORMALS
  };

  /// set treatment of normals
  void normalsMode(NormalsMode _mode);
  /// get treatment of normals
  NormalsMode normalsMode() const { return normalsMode_; }

  /// copy current framebuffer to an QImage
  void copyToImage( QImage& _image, GLenum _buffer=GL_BACK) {
    copyToImage(_image, 0, 0, glWidth(), glHeight(), _buffer);
  }

  /// copy current framebuffer to an QImage
  void copyToImage( QImage& _image,
		    unsigned int _left,  unsigned int _top,
		    unsigned int _width, unsigned int _height,
		    GLenum _buffer );


  /// get width of QGLWidget
  unsigned int glWidth() const;
  /// get height of QGLWidget
  unsigned int glHeight() const;
  /// get size of QGLWIdget
  QSize glSize() const;
  /// map global to glarea coords
  QPoint glMapFromGlobal( const QPoint& _pos ) const;
  /// map glarea coords to global coords
  QPoint glMapToGlobal( const QPoint& _pos ) const;

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  /** convert current view to text representation
      if saved, the old window size will be written into _windowSize
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      \note QSize(0,0) indicates that the window is maximized.
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   */
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  void encodeView(QString& _view, const QSize& _windowSize = QSize(-1,-1), const int _toolBarWidth = -1);
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  /** Decode and apply text representation of view encoded by encodeView().
      If \c _view was successfully decoded it will immediately be applied
      and \c true is returned, \c false is returned else.
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      You can save the current Window size via parameter _windowSize and one splitter size via _splitterwidth
      These values will not be applied immediately.
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      \note QSize(0,0) indicates that the window was maximized.
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      \note _splitterWidth is -1 if no splitterWidth was saved
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   */
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  bool decodeView(const QString& _view, QSize *_windowSize = NULL, int* _toolBarWidth = NULL);
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  /// initialize modelview matrix to identity
  void initModelviewMatrix();

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  /// get all Mouse & Key Events for GlWidget
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  void grabGLArea();

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  /// undo grabbing GLArea
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  void releaseGLArea();

  /// translate the scene and update modelview matrix
  void translate(const ACG::Vec3d& trans);

  /// rotate the scene (around its center) and update modelview matrix
  void rotate(const ACG::Vec3d& axis, double angle)
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  { rotate(axis, angle, properties_.trackballCenter()); }
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  /// rotate the scene and update modelview matrix
  void rotate(const ACG::Vec3d& axis, double angle, const ACG::Vec3d& _center);

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  /// sets the current cursor painter
  void setCursorPainter (CursorPainter *_cursorPainter);

  /// will be called from CursorPainter to inform the viewer that the cursor position changed
  void updateCursorPosition (QPointF _scenePos);

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  /// First person navigation: Move forward
  void moveForward();

  /// First person navigation: Move back
  void moveBack();

  /// First person navigation: Strafe left
  void strafeLeft();

  /// First person navigation: Strafe Right
  void strafeRight();

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//---------------------------------------------------------------- public slots
public slots:

  /// Redraw scene. Triggers paint event for updating the view (cf. drawNow()).
  virtual void updateGL();

  /// set home position
  virtual void setHome();
  /// go to home pos
  virtual void home();
  /// view the whole scene
  virtual void viewAll();

  /// set perspective view (projectionMode(PERSPECTIVE_PROJECTION))
  virtual void perspectiveProjection();
  /// set orthographic view (projectionMode(ORTHOGRAPHIC_PROJECTION))
  virtual void orthographicProjection();
  /// toggle projection mode
  virtual void toggleProjectionMode();
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  /// toggle navigation mode
  virtual void toggleNavigationMode();
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  /// Set fovy
  virtual void setFOVY(double _fovy);
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  signals:

    void projectionModeChanged( bool _ortho );
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    void navigationModeChanged( bool _normal );
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  public slots:
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  /// set view, used for synchronizing
  virtual void setView( const ACG::GLMatrixd& _modelview,
			               const ACG::GLMatrixd& _inverse_modelview );

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  /** you get the older window size (if saved) back
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      \note QSize(0,0) indicates that the window is maximized.
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      \note _splitterWidth is -1 if no splitterWidth was saved
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   */
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  void actionPasteView(QSize * _windowSize = NULL, int *_splitterWidth = NULL);
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  /** if you want to save the windowSize, use the parameter
      \note QSize(0,0) indicates that the window is maximized
   */
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  void actionCopyView(const QSize &_windowSize = QSize(-1,-1), const int _splitterWidth = -1);
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  void actionSetView(QString view);

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//-------------------------------------------------------------- public signals
signals:

  /** A signal for giving mouse events to the application.
      This is done if the Pick-Button (top-most button of the toolbar)
      is activated. Connect to this signal to implement application
      specific handling of mouse events.<br>
      \a Notes:
      \arg You have to test for the QMouseEvent::type() of the
      event yourself (press/release/move)!
      \arg signalMouseEventIdentify() is emitted on button press if
      actionMode()==Question.
  */
  void signalMouseEvent(QMouseEvent*, const std::string&);

  /// This signal does not send the pick mode and is kept for compatibility
  void signalMouseEvent(QMouseEvent*);

  /// Emitted in Pick mode. Uses pick mode.
  void signalWheelEvent(QWheelEvent*, const std::string&);

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  /** Emitted instead of signalMouseEvent() if actionMode()==Question
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      and \c _event is a mouse press event.
   */
  void signalMouseEventIdentify( QMouseEvent* );
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  /** Emitted instead of signalMouseEvent() if actionMode()==Light
      and \c _event is a mouse press event.
   */
  void signalMouseEventLight( QMouseEvent* );
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  /// scene graph has changed
  void signalSceneGraphChanged(ACG::SceneGraph::BaseNode* _root);
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  /** Emitted if a (double) mouse click is performed in actionMode()==ExamineMode
   */
  void signalMouseEventClick ( QMouseEvent*, bool _double );

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  signals:

  /** If popups are disabled context menu mode is set to custom Menu and the signal is passed
   * from the QGLWidget to this signal. You can use mapToGlobal for mapping this point to
   * global coords.
   */
  void signalCustomContextMenuRequested ( const QPoint & );

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  private slots:

  /// Handle click timeout
  void slotClickTimeout ();

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//----------------------------------------------------------- protected methods
protected:

  friend class QtGLGraphicsScene;
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  friend class SimpleGLGraphicsScene;
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  friend class QtGLGraphicsView;

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  /// Return a resonable size hint
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  //virtual QSizeF sizeHint (Qt::SizeHint which, const QSizeF & constraint) const;
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  /// initialize OpenGL states
  virtual void initializeGL();
  /// draw the scene. Triggered by updateGL().
  virtual void paintGL();
  /// handle resize events
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  virtual void resizeEvent(QGraphicsSceneResizeEvent * _e);
  /// handle move events
  virtual void moveEvent (QGraphicsSceneMoveEvent * _e);
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  /// handle mouse press events
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  virtual void mousePressEvent(QGraphicsSceneMouseEvent* _event);
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  /// handle mouse double click events
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  virtual void mouseDoubleClickEvent(QGraphicsSceneMouseEvent* _event);
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  /// handle mouse move events
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  virtual void mouseMoveEvent(QGraphicsSceneMouseEvent* _event);
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  /// handle mouse release events
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  virtual void mouseReleaseEvent(QGraphicsSceneMouseEvent* _event);
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  /// handle mouse wheel events
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  virtual void wheelEvent(QGraphicsSceneWheelEvent* _event);
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  /// handle mouse press events
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  virtual void contextMenuEvent(QGraphicsSceneContextMenuEvent* _e);
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  /// specialized viewer: hande mouse events
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  void viewMouseEvent( QMouseEvent* _event);
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  /// specialized viewer: handle wheel events
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  void viewWheelEvent(QWheelEvent* _event);
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  /// specialized viewer: hande key events
  void viewKeyEvent( QKeyEvent* _event);
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  protected:


  /// updates projection matrix
  void updateProjectionMatrix();


//------------------------------------------------------------- protected slots
protected slots:

  /// process signals from wheelX_
  virtual void slotWheelX(double _dAngle);
  /// process signals from wheelX_
  virtual void slotWheelY(double _dAngle);
  /// process signals from wheelZ_
  virtual void slotWheelZ(double _dist);

  /// correct ??? (same function as in qt src)
  virtual void cleanupEventFilter()
  { removeEventFilter( sender());}

//----------------------------------------------------------- private functions
private:

  /// Copy constructor. Never used!
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  glViewer(const glViewer&);
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  /// Assignment operator. Never used!
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  glViewer& operator=(const glViewer&);
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  // create widgets
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  void createWidgets();
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  /* Recursively draws each node in the scene graph.
      Called by paintGL(). */
  void drawScene();
  // helper called by drawScene().
  void drawScene_mono();
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  /// helper function for setting the projection mode of the coordinate system node
  void setCoordSysProjection(glViewer::ProjectionMode _mode);
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//-------------------------------------------------------------- protected data
protected:

  // helper
  bool                         isRotating_;
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  bool                         lookAround_;
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//---------------------------------------------------------------- private data
private:


  // data stored for home view
  ACG::Vec3d                   home_center_;
  double                       home_radius_;
  ACG::GLMatrixd               home_modelview_,
                               home_inverse_modelview_;
  double                       homeOrthoWidth_;


  // modi
  NormalsMode                  normalsMode_;
  ProjectionMode               projectionMode_;
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  NavigationMode               navigationMode_;
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  // helper
  bool                         trackMouse_;
  bool                         glareaGrabbed_;
  double                       frame_time_;


  // scenegraph stuff
  ACG::SceneGraph::BaseNode*   sceneGraphRoot_;

  bool                         projectionUpdateLocked_;

  // graphics scene used to paint gl context and widgets
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  QGraphicsScene* glScene_;
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  // gl widget used as drawing area to paint the graphics scene
  QGLWidget* glWidget_;

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  // Base graphics widget layout
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  QtGLViewerLayout* glBaseLayout_;
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  // vector of current draw mode actions
  std::vector< QAction * > drawMenuActions_;

  // Used to calculate the time passed between redraws
  QTime redrawTime_;

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  //===========================================================================
  /** @name Wheels
   * @{ */
  //===========================================================================

  public:
    bool wheelsVisible();

  public slots:
    void slotShowWheels();
    void slotHideWheels();

  private:
    // rotate around x-axis
    ACG::QtWidgets::QtWheel* wheelX_;
    // rotate around y-axis
    ACG::QtWidgets::QtWheel* wheelY_;
    // translate along z-axis
    ACG::QtWidgets::QtWheel* wheelZ_;


  /** @} */

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  //===========================================================================
  /** @name view handling
   * @{ */
  //===========================================================================
  signals:
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    /// This signal is emitted when the scene is repainted due to any event.
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    void viewUpdated();
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    /// This signal is emitted whenever the view is changed by the user
    void viewChanged();
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    /// make this widget active
    void signalMakeActive ();

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  /** @} */
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  //===========================================================================
  /** @name Projection settings
  * @{ */
    //===========================================================================
    
    public:
    /**
    * Set new center point of scene
    */
    void setSceneCenter( const ACG::Vec3d& _center ) { properties_.sceneCenter(_center); };
    
    /** \brief Set Trackball Center point of scene
    *
    * The scene is rotated around the trackball center when using the mouse
    */
    void setTrackBallCenter( const ACG::Vec3d& _center ) { properties_.trackballCenter(_center); }
    
    /** \brief Get Trackball Center point of scene
    *
    * The scene is rotated around the trackball center when using the mouse
    */
    const ACG::Vec3d trackBallCenter( ) { return properties_.trackballCenter(); };
    
    /** Get scene's center
    \see setScenePos()
    */
    const ACG::Vec3d scene_center() const { return properties_.sceneCenter(); }
    /** Get scene's radius
    */
    double scene_radius() const { return properties_.sceneRadius(); }
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    void setSceneRadius(double _radius) { properties_.sceneRadius(_radius); }
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  /** @} */
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  //===========================================================================
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  /** @name Key handling
   * @{ */
  //===========================================================================

  signals:
    /** \brief Key Event received
     *
     * This signal is emitted if a Key press event is received which is not handled by
     * the widget itself. If internal key handling is disabled the events are passed to
     * the parent of this widget.
     */
    void signalKeyPressEvent(QKeyEvent*);

  protected:

    /** \brief Get keyPress events from the glArea
     *
     * This function is called by the internal gl widget when receiving a key press event.
     */
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    virtual void keyPressEvent(QKeyEvent* _event) { _event->ignore(); };
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    /** \brief Get keyRelease events from the glArea
     *
     * This function is called by the internal gl widget when receiving a key release event.
     * Here these events are simply passed to the parent widget.
     *
     */
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    virtual void keyReleaseEvent(QKeyEvent* _event) { _event->ignore(); };
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    /** \brief Handle key events in view mode
     *
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     * This function is called by the BaseViewer if a key press event occured in view mode.
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     * This function has to be implemented by every viewer!
     *
     * @return If the derived class handled the event it has to return true otherwise false
     */
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    virtual bool viewKeyPressEvent(QKeyEvent* /* _event */ ) { return false; }
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  /** @} */

  //===========================================================================
  /** @name Drag and Drop
   * @{ */
  //===========================================================================

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  public:
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    /// drag & drop for modelview copying
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    virtual void dragEnterEvent(QGraphicsSceneDragDropEvent* _e);

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    /// drag & drop for modelview copying
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    virtual void dropEvent(QGraphicsSceneDragDropEvent* _e);
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  signals:
    /** Signal is emitted when Control modifier is pressed and mouse moded.
     * It will only be emitted if in externalDragMode ( see setExternalDrag )
     */
    void startDragEvent( QMouseEvent* _event );

    /** Signal is emitted only if in externalDragMode ( see setExternalDrag )
     * It will be send if a drag enters the gl widget.
     */
    void dragEnterEvent(QDragEnterEvent* _event);

    /** Signal is emitted only if in externalDragMode ( see setExternalDrag )
     * It will be send if a drop occurs in the gl widget.
     */
    void dropEvent( QDropEvent* _event );


  /** @} */

  //===========================================================================
  /** @name Snapshots
   * @{ */
  //===========================================================================

  public slots:


    /** Trigger a snapshot and increase the snapshot counter.
        Save snapshot to file determined by snapshotBaseFileName() and
        the current snapshot counter. The \a back buffer will be saved.
    */
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    virtual void snapshot(int _width = 0, int _height = 0, bool _alpha = false, bool _hideCoordsys = false, int samples = 1);
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    /// Take a snapshot and store it in the given image
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    virtual void snapshot(QImage& _image, int _width = 0, int _height = 0, bool _alpha = false, bool _hideCoordsys = false, int samples = 1);
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  /** @} */

  //===========================================================================
  /** @name Picking
   * @{ */
  //===========================================================================
  public:
    /** Apply pick action. <br>
     *   Information about the picked primitive is stored in the
     *   provided pointers. No information is stored if 0-pointers
     *   are given. Resulting values are defined only if \c true
     *   has been returned!<br>
     *
     * @param _pickTarget Select what should be picked: Faces/Vertices/...
     * @param _mousePos   The position to be used for picking
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     * @param _nodeIdx    If picking is successful this will contain the id of the scenegraph node picked.
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     * @param _targetIdx  Special index defined by the picked Node. E.g. Facehandle/VertexHandle/.. for MeshNodes
     * @param _hitPointPtr Pointer to 3D point from picking
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     * @return Successful?
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     */
    bool pick( ACG::SceneGraph::PickTarget _pickTarget,
               const QPoint& _mousePos,
               unsigned int& _nodeIdx,
               unsigned int& _targetIdx,
               ACG::Vec3d*   _hitPointPtr=0 );

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  /**  \brief Perform picking action n a whole region.
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     *
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     *   Apply pick action. <br>
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     *   Picks all objects in the given Region. Information about the picked primitives is stored in the
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     *   provided list. Resulting values are defined only if \c true has been returned!
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     *
     * @param _pickTarget Select what should be picked: Faces/Vertices/...
     * @param _region     Area for picking
     * @param _list       List of found scenegraph objects (node/target pairs)
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     * @param _depths     depths [0,1] (Only provided, if requested)
     * @param _points     back projected 3d points (Only provided, if requested)
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     * @return Successful?
     */
    bool pick_region( ACG::SceneGraph::PickTarget                _pickTarget,
                      const QRegion&                             _region,
                      QList<QPair<unsigned int, unsigned int> >& _list,
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                      QVector<float>*                            _depths = 0,
                      QVector<ACG::Vec3d>*                       _points = 0);
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    /** get the coordinates of the picked point by z-buffer re-projection
     * @param _mousePos The position to pick
     * @param _hitPoint The point returned by the reprojection
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     * @return Successful?
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     */
    bool fast_pick( const QPoint&  _mousePos,
                    ACG::Vec3d&    _hitPoint );

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    ACG::Vec3d unproject(const ACG::Vec3d &pt) {
        return glstate_->unproject(pt);
    }

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  private:

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    /// pick using colors
    int pickColor( ACG::SceneGraph::PickTarget _pickTarget,
                   const QPoint& _mousePos,
                   unsigned int& _nodeIdx,
                   unsigned int& _targetIdx,
                   ACG::Vec3d*   _hitPointPtr=0 );

    /// pick using selection buffer
    bool pickGL( ACG::SceneGraph::PickTarget _pickTarget,
                 const QPoint& _mousePos,
                 unsigned int& _nodeIdx,
                 unsigned int& _targetIdx,
                 ACG::Vec3d*   _hitPointPtr=0 );

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    /// pick from cache
    int pickFromCache( ACG::SceneGraph::PickTarget _pickTarget,
                       const QPoint& _mousePos,
                       unsigned int& _nodeIdx,
                       unsigned int& _targetIdx,
                       ACG::Vec3d*   _hitPointPtr=0 );

  private:

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#if QT_VERSION < 0x050000
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    typedef QGLFramebufferObjectFormat QFramebufferObjectFormat;
    typedef QGLFramebufferObject QFramebufferObject;
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#else
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    typedef QOpenGLFramebufferObjectFormat QFramebufferObjectFormat;
    typedef QOpenGLFramebufferObject QFramebufferObject;
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#endif

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    /// Framebuffer object that holds the pick cache
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    QFramebufferObject* pickCache_;
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    /// Should the pick cache be updated
    bool updatePickCache_;

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    /// Pick target stored in pick cache
    ACG::SceneGraph::PickTarget pickCacheTarget_;

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    /// Is pick caching supported
    bool pickCacheSupported_;

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  /** @} */
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  //===========================================================================
  /** @name Merge from examiner
   * @{ */
  //===========================================================================

  public:

  /// Lock scene rotation
  void allowRotation( bool _mode ) { allowRotation_ = _mode; };
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  bool allowRotation() { return allowRotation_; };
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  private slots:

    void slotAnimation();

  protected:

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    /** \brief mouse interaction position
    *
    * This variable stores the last mouse position during mouse interaction.
    */
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    QPoint   lastPoint2D_;
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    /** \brief mouse interaction depth
    *
    * This variable stores the depth when the user started a mouse interaction.
    */
    float startDepth_;
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  private:

    /// virtual trackball: map 2D screen point to unit sphere
    bool mapToSphere(const QPoint& _p, ACG::Vec3d& _result) const;

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    /// Navigate through scene if first person mode has been selected
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    void handleFirstPersonNavigation( QMouseEvent* _event);
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    /// Navigate through scene if normal mode has been selected
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    void handleNormalNavigation( QMouseEvent* _event);
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    // mouse interaction
    ACG::Vec3d    lastPoint3D_;
    bool          lastPoint_hitSphere_;
    bool          allowRotation_;

    // animation stuff
    ACG::Vec3d                   lastRotationAxis_;
    double                       lastRotationAngle_;
    QTime                        lastMoveTime_;
    QTimer*                      timer_;
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    double                       fovyModifier_;
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    QTimer                       clickTimer_;
    QTime                        clickTime_;
    QMouseEvent                  clickEvent_;

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    /** @} */
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  //===========================================================================
  /** @name Viewer State
   * @{ */
  //===========================================================================

  public:
    /// Returns a pointer to the Viewer Status
    Viewer::ViewerProperties* properties(){ return &properties_; };

  private:
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    /// All properties for this viewer
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    Viewer::ViewerProperties& properties_;
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    /// Gl State
    ACG::GLState                 *glstate_;

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    /// Have the viewer gl properties been initalized
    bool initialized_;

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  private slots:
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    /** Called when properties for the viewer require a redraw
     * The slot will trigger the redraw after setting the right properties.
     */
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    void slotPropertiesUpdated();

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  private:
    /** This will apply all properties without redrawing
     *  You have to set the context yourself!
     */
    void applyProperties();

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  /** @} */
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  //===========================================================================
  /** @name Flying animation properties
    * @{ */
  //===========================================================================
  public slots:

    /** \brief Animated flight to or away from a given point
     *
     * Animated flight to or away from a given point.
     *
     * @param _pos Point defining direction of flight (eye-point)
     * @param _moveBack  To or away from point?
     */
    virtual void flyTo(const QPoint& _pos, bool _moveBack);

    /** \brief Animated flight
     *
     * Animated flight into the direction of the given point.
     *
     */
    virtual void flyTo(const QPoint& _pos) { flyTo(_pos,false); }


    /** \brief Animated flight
     *
     * Animated flight away from the given point.
     *
     */
    virtual void flyFrom(const QPoint& _pos) { flyTo(_pos,true); }

    /**  Fly to point and set new viewing direction (animated).
     * @param _position New viewer position ( the new eye point of the viewer )
     * @param _center   The new scene center ( the point we are looking at )
     * @param _time     Animation time in ms
     */
    virtual void flyTo(const ACG::Vec3d& _position,
                       const ACG::Vec3d& _center,
                       int               _time = 1000);

  private:

    /// The animation object for flyTo
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    QPropertyAnimation* flyAnimationPerspective_;
    QPropertyAnimation* flyAnimationOrthogonal_;
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    /// Full translation between start and ed of animation
    ACG::Vec3d flyTranslation_;

    /// The rotation axis for fly to animation
    ACG::Vec3d flyAxis_;

    /// The rotation angle (full angle) for fly to animation
    double     flyAngle_;

    /// The last position of the animation to compute the difference vector
    double     lastAnimationPos_;

    Q_PROPERTY(double currentAnimationPosition READ currentAnimationPos WRITE currentAnimationPos NOTIFY currentAnimationPosChanged)

    /// The property that is animated by flyTo
    double     currentAnimationPos_;

    /// Getter for aflyToAnimationPosition
    double currentAnimationPos() {return currentAnimationPos_;};

    /// Setter for aflyToAnimationPosition
    void   currentAnimationPos(double _currentAnimationPos) {currentAnimationPos_ = _currentAnimationPos; emit currentAnimationPosChanged(_currentAnimationPos); };

    /// The new center after the flyTo animation
    ACG::Vec3d flyCenter_;

    /// The new position after the flyTo animation
    ACG::Vec3d flyPosition_;

    /// Original orthogonal width during flyTo in orthogonal mode
    double flyOrthoWidthOriginal_;

    /// Flag for fly in orthogonal mode if we move back or forward
    bool flyMoveBack_;

  signals:
    /// Emitted when the currentAnimationPosition changed
    void currentAnimationPosChanged(double _currentAnimationPos);

  private slots:
    /// Slot called during flyTo Animation in perspective mode
    void flyAnimationPerspective(QVariant _pos);

    /// Slot called during flyTo Animation in orthogonal mode
    void flyAnimationOrthogonal(QVariant _pos);

    /// Slot called when flyTo perspective Animation finished
    void flyAnimationPerspectiveFinished();

    /// Slot called when flyTo orthogonal Animation finished
    void flyAnimationOrthogonalFinished();

  /** @} */
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  //===========================================================================
  /** @name Post Processing
    * @{ */
  //===========================================================================

private:

  /// source/target fbo
  ACG::FBO postProcessFBO_[2];

  /// scene texture (read back from back-buffer)
  ACG::Texture2D sceneTexReadBack_;
  ACG::Texture2D depthTexReadBack_;
  int sceneTexReadBackWidth_, sceneTexReadBackHeight_;

  void readBackBuffer(ACG::GLState* _glstate);


  /** \brief Adjust size of post processor FBO and attachments
   *
   */
  void updatePostProcessingBufs(int width, int height);



  /** @} */

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};


//=============================================================================
//=============================================================================
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#endif // BASEVIEWER_HH defined
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//=============================================================================