525 lines
19 KiB
C++
Executable File
525 lines
19 KiB
C++
Executable File
#pragma once
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#include "viewerinterface.h"
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#include "viewwidgetcontainer.h"
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#include <dtEntity/mapcomponent.h>
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#include <map>
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#include <string>
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#include <algorithm>
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#include <QPointer>
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#include <QWidget>
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#include <dtEntity/mapcomponent.h>
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#include <dtEntity/core.h>
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#include <dtEntity/commandmessages.h>
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#include <dtEntity/systemmessages.h>
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#include <dtEntity/windowinterface.h>
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#include <dtEntityOSG/cameracomponent.h>
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#include <dtEntityOSG/layercomponent.h>
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#include <dtEntityOSG/positionattitudetransformcomponent.h>
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#include <dtEntityOSG/osgsysteminterface.h>
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#include <dtEntityOSG/staticmeshcomponent.h>
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#include <osg/io_utils>
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#include <osgDB/FileNameUtils>
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#include <osgDB/FileUtils>
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#include <osg/ComputeBoundsVisitor>
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#include <osgViewer/CompositeViewer>
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#include "buildingmanager.h"
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#include "exccommands.h"
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#include "viewwidgetstate.h"
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#include "logger.h"
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namespace dtEntity
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{
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class EntityManager;
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class MapSystem;
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class Message;
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}
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namespace VCtrl
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{
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class PlayerSystem;
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class BuildingManager;
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class ViewWidget;
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class LogHandler;
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class CtrlMainWindow;
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class CtrlImpl : public QObject, public ViewerInterface
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{
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Q_OBJECT
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public:
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CtrlImpl(dtEntity::EntityManager &em, QWidget *parentWidget);
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~CtrlImpl();
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void SetViewerCallback(ViewerCallback *) override;
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void RemoveViewerCallback() override;
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/**
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* Is used to set location of project specific terrain and building data.
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* Example: "/home/martin/ProjectAssetsBremen"
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*/
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void SetProjectDataPaths(const std::vector<std::string> &paths) override;
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QWidget* getMainWindow() override;
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quintptr requestMainWindowHandle() override;
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void openViews(const std::vector<std::string> &bldIds, bool exactPos) override;
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bool isViewOpen(const std::string &strBldId) const override;
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void closeViews(const std::vector<std::string> &vecFeatureIDs) override;
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void closeAllViews();
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void UseExactPositioning(bool exactPos) override;
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/**
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* Open a new display showing the building identified by buildingid.
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* @param buildingid ID of the building. Use GetBuildingIds() to get all building ids
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* @param windowtitle Title to display on window top
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* @param bgcolor Window background color
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* @param viewmode The perspective mode to show building in
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* @param screennum Number of screen to open display on
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* @param fullscreen Ignore width and position and display as fullscreen instead
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* @param x X-Position of window
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* @param y Y-Position of window
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* @param width Width of display in pixels
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* @param height Height of display in pixels
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* @param contextId receives context ID of the new view. Use it to close the view programmatically.
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* @param exactPos true if positioningsystem gets exact position of player
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* @return true if success
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*/
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bool OpenView(const std::string &buildingid, const std::string &windowtitle, const Color &col,
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ViewMode viewmode, int screennum,
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bool fullscreen, int x, int y, int w, int h, unsigned int &contextid, bool exactPos = true) override;
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/**
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* Close display previously opened with OpenView
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* @param contextid context id of view, as returned from OpenView()
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*/
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void CloseView(unsigned int contextid) override;
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/**
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* Change view mode of an existing view.
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* @param contextId context id of view, as returned from OpenView()
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* @param viewmode Viewmode enum value
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*/
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void ChangeViewMode(unsigned int contextId, ViewMode viewmode) override;
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/**
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* Set if view should rotate in accord with map rotation
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* @param contextId context id of view, as returned from OpenView()
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* @param lock true if view should rotate, false if it should remain static
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*/
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void LockViewRotationToMapRotation(unsigned int contextId, bool lock) override;
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/**
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* Set if view should display movable players as dots or as icons
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* @param contextId context id of view, as returned from OpenView()
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* @param mode Display mode enumerator
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*/
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void SetPlayerDisplayMode(unsigned int contextId, PlayerDisplayMode mode) override;
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/**
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* Set wall transparency for a building window.
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* @param contextId context id of view, as returned from OpenView()
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* @param transparency 0 equals opaque, 1 equals invisible
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*/
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void SetWallTransparency(unsigned int contextId, float transparency) override;
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/**
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* All views with "LockViewRotationToMapRotation" enabled will rotate their camera
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* to have a camera angle looking towards north, rotated by input angle.
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* @returnRotation angle in degrees from north CCW
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*/
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float GetMapRotation() const override;
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/**
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* All views with "LockViewRotationToMapRotation" enabled will rotate their camera
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* to have a camera angle looking towards north, rotated by input angle.
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* @param angle Rotation angle in degrees from north CCW
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*/
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void SetMapRotation(float angle) override;
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/**
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* Open 3d view of whole terrain - for debugging purposes only!
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*/
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void OpenOverview() override;
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/**
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* add buildings to scene and recalculate navigation meshes
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* @param path Load map from this path. example: "Projections/data.xml"
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* @param loadAllAvailableBuildings If true, the path variable (=XML file with building configuration) will be ignored)
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*/
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bool LoadBuildingPositionMap(const std::string &path, bool loadAllAvailableBuildings) override;
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void LoadAllBuildings();
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/**
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* Create new player at (0,0,0). Player is initially invisible!
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* @param id a unique string that can later be used to reference the player
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* @param iconpath system file path to player icon. Can be relative to ProjectAssets folder root.
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* @param color Initial color of the player
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*/
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void CreatePlayer(const std::string &id, const std::string &iconpath, const Color &color) override;
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/**
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* Delete player with given id
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* @param seconds Delete player n seconds from now
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*/
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void DeletePlayer(const std::string &id, float seconds = 0) override;
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/**
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* This color is added to the player texture color.
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*/
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void SetPlayerColor(const std::string &id, const Color &color) override;
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/**
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* Set icon path for existing player
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* @param path system file path to player icon. Can be relative to ProjectAssets folder root.
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* If path is to current icon path then icon is reloaded from file.
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*/
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void SetPlayerIcon(const std::string &id, const std::string &path) override;
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void reloadPlayerIcons() override;
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void UpdatePlayerPartyColors(const std::map<std::string, VCtrl::Color>& mapPlayerColors) override;
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/**
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* Return number of soldier instances
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*/
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size_t GetNumPlayers() const override;
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/**
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* Fill vector with ids of all existing players
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*/
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void GetPlayerIds(std::vector<std::string> &toFill) override;
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/**
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* Hide or unhide player with given id
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* @param show true to show, false to hide
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* @param when simulation time when show or hide should be executed
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*/
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void SetPlayerShown(const std::string &id, bool show, double when = -1) override;
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/**
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* Return number of building instances
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*/
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size_t GetNumBuildings() const override;
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/**
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* Fill vector with ids of all existing buildings
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*/
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void GetBuildingIds(std::vector<std::string> &toFill) const override;
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/**
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* Add or remove visible bounding box around entity
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* @param id unique id of entity
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* @param show set true to show box, false to make invisible
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* @param duration If non-negative, remove box after duration seconds
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*/
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void SetShowSelectionBox(const std::string &id,
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bool show,
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float duration = -1) override;
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/**
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* Add a line from start to end
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* Line is displayed by an array of sprites, placed
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* in equal intervals.
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* Sprites move toward target with given speed in m/s
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* Line is deleted after duration seconds.
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* If duration is 0 then line is never deleted
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*/
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void Shoot(const int32_t id,
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const std::string &shooter,
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const std::string &target,
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const Vec3d &shooterPos,
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const Vec3d &targetPos,
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int buildingIdSrc, int roomNumberSrc, int buildingIdDst, int roomNumberDst,
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int lineType,
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double when) override;
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void Shoot(const int32_t id,
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const std::string &shooter,
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const std::string &targetBuildingId,
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const std::string &targetRoomId,
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const Vec3d &shooterPos, int lineType,
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double when) override;
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void removeShoot(const int32_t id) override;
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/**
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* Directly move player to target position, do not use pathfinding. Cancels current path following activity.
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* @param id Id of player
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* @param when Simulation time when teleport should happen
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* @param target position to teleport to
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* @param bldgname name of building containing position, empty string to ignore
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* @param roomname name of room containing position, empty string to ignore
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*/
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void Teleport(const std::string &id,
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double when,
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const Vec3d &target,
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const std::string &bldgname,
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int roomNumber,
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const std::string &roomname,
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ZValue zval) override;
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/**
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* Get names of all rooms in building
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* @param id Id of building player
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* @param names will be filled with room names
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*/
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void GetRoomNames(const std::string &id, std::vector<std::string> &names) override;
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/**
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* Sets destruction value for room of a building.
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* @param id Id of building player
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* @param roomnumber number of room to set (ex: "2001")
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* @param value destruction value. 0: not destroyed, 1: fully destroyed
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* @return true if room was found
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*/
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bool SetRoomDestructionValue(const std::string &id,
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const std::string &roomname,
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float value) override;
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/**
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* Sets destruction value for all rooms of a building.
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* @param id Id of building player
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* @param value destruction value. 0: not destroyed, 1: fully destroyed
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* @return true if room was found
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*/
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bool SetBuildingDestructionValue(const std::string &id, float value) override;
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/**
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* Get names of all cameras, loudspeakers and other devices in building
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* @param buildingid Id of building player
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* @param names will be filled with device names
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*/
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void GetDeviceNames(const std::string &buildingId, std::vector<std::string> &names) override;
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/**
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* Show an icon at center position of device node
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* @param id unique id for entity that can be used to hide it at a later point
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* @param buildingid id of building containing the device
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* @param devicename name of device node to show icon at
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* @param iconpath absolute path to icon to show at device position
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* @return true if device was found in building
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*/
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bool ShowDeviceIcon(const std::string &id, const std::string &buildingid,
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const std::string &devicename, const std::string &iconpath) override;
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/**
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* Show an icon at center position of device node
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* @param id unique id for entity that can be used to hide it at a later point
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* @param buildingid id of building containing the device
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* @param position Position of camera relative to building
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* @param iconpath absolute path to icon to show at device position
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* @return true if device was found in building
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*/
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bool ShowDeviceIcon(const std::string &id, const std::string &buildingid,
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const Vec3d &position, const std::string &iconpath) override;
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void ChangeLineMode(unsigned int contextId, bool line) override;
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void ChangeNameMode(unsigned int contextId, bool name) override;
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bool SetDisplayName(const std::string& buildingid, const std::string& roomname, const std::string& strDisplayName) override;
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void ShowDisplayNames(const std::string& buildingid, bool show) override;
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void SetShowDisplayNamesSelectionBox(const std::string& buildingid, const std::string& id, bool show, float duration = -1) override;
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void setHitLineDuration(uint32_t durationSec) override;
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void setMountingPointAsset(const MountingPointDescription &asset) override;
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std::vector<BuildingState> getBuildingState() const override;
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/**
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* Hide device icon created with ShowDevice
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* @param id Id used in call to ShowDevice
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* @return true if device entity was found and successfully removed
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*/
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bool HideDeviceIcon(const std::string &id) override;
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/**
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* Get time scale. Scale 1 is normal, scale 2 is double normal speed
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*/
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float GetTimeScale() const override;
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/**
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* Scale time. Scale 1 is normal, scale 2 is double normal speed
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*/
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void SetTimeScale(float scale) override;
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/**
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* Set current simulation time in seconds
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*/
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void SetSimulationTime(double t) override;
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/**
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* Get current simulation time in seconds
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*/
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double GetSimulationTime() const override;
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/**
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* Pause simulation time and all events
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*/
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void SetPaused(bool) override;
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/**
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* Is simulation currently paused?
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*/
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bool GetPaused() const override;
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/**
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* Advance simulation until given simulation time is reached
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*/
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void FastForwardSimulationTo(double t) override;
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/**
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* Remove all queued commands for soldiers
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*/
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void DeleteQueuedCommands() override;
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/**
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* Switch on or off non realtime mode.
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* Non realtime mode is used for recording videos at faster than real time speed.
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* Frames are rendered and compressed as fast as possible, simulation time
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* does not correspond to real time.
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*/
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void SetNonRealtimeMode(bool on) override;
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/**
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* Is non-realtime mode on or off?
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*/
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bool GetNonRealtimeMode() const override;
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/**
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* Start recording an mpeg video of the view.
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* @param contextid context id of the view to record.
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* @param path Record to this file. Extension should be .mpg
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* @param w width of recorded video file (input is rescaled)
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* @param h height of recorded video file (input is rescaled)
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* @param framerate frames per second to record. Reasonable value: 15 - 30
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* @param quality Compression quality in percent.
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*/
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bool StartVideoRecording(unsigned int contextid, const std::string &path,
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int w, int h, int framerate, int quality) override;
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bool StartVideoRecording(const std::string &buildingId, const std::string &path,
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int w, int h, int framerate, int quality) override;
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/**
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* Stop recording
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* @param contextid context id of the view to record.
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*/
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bool StopVideoRecording(unsigned int contextid) override;
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bool StopVideoRecording(const std::string &buildingId) override;
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void setTransparency(double percent) override;
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void setViewMode(ViewMode m) override;
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void setDisplayMode(PlayerDisplayMode m) override;
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int GetFrameRate() const { return mFrameRate; }
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void OnShowMsgBox(const std::string &strText);
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bool allViewWindowsExposed() const
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{
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for (auto *vw : m_openedViewWidgets.getViewWidgets())
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{
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if (!vw->isOpenGlWindowExposed())
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return false;
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}
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return !m_openedViewWidgets.getViewWidgets().empty();
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}
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private:
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bool open(const std::string& strFeatureID, bool exactPos);
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bool open(const std::vector<std::string> &vecFeatureIDs, bool exactPos);
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bool openAll(bool exactPos);
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void onEXCOpen(const QString& strIDs, bool exactPos);
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void onEXCClose(const QString& strIDs);
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void convertAssetsToPngFiles();
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void OnTransformSend(const dtEntity::Message &m);
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void OnMapLoaded(const dtEntity::Message &m);
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void OnMapUnloaded(const dtEntity::Message &m);
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void OnNavMeshGroupChanged(const dtEntity::Message &m);
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void OnPlayerPicked(const dtEntity::Message &m);
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void OnHideSelection(const dtEntity::Message &m);
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//void OnRemoveShoot(const dtEntity::Message &m);
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void OnShoot(const dtEntity::Message &m);
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void OnShowHidePlayer(const dtEntity::Message &m);
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void OnDisplayNameClicked(const dtEntity::Message& m);
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bool SpawnBuilding(const BuildingData &b, bool useStaticMeshesFolder = true);
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void LoadBuilding(BuildingData& bd, bool useStaticMeshesFolder);
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void deleteAllBuildings();
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bool getBuildingString(const std::string &strFeatureID, std::string *strBuildingNameID);
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bool OpenView(unsigned int contextId);
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bool CreateView(dtEntity::EntityId bid, const std::string &windowtitle, const Color &col, ViewMode viewmode,
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int screennum, bool fullscreen, int x, int y, int w, int h,
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unsigned int &contextid, bool exactPos);
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QPointer<CtrlMainWindow> m_pMainWindow;
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dtEntity::EntityManager *mEntityManager;
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ViewerCallback *mViewerCallback;
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LogHandler* mLogHandler = nullptr;
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dtEntity::MapSystem *mMapSystem;
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PlayerSystem *mPlayerSystem;
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BuildingManager *mBuildingManager;
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float mTimeScale;
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double mSimTime;
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bool mPaused;
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bool mNonRealtimeMode;
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int mFrameRate; // only for non realtime mode
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std::map<unsigned int, ViewWidget *> mViewWidgets; // contextIDs to ViewWidgets
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ViewWidget *GetViewWidget(unsigned int contextid);
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void storeWidget(ViewWidget *pWidget, const std::string &strBuildingNameID, unsigned int contextid, VCtrl::ViewMode vmode, VCtrl::PlayerDisplayMode displayMode);
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const std::size_t m_maxParallelViewWidgets = 8;
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// Global setting for all ViewWidgets
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unsigned int m_hitlineDuration_s = 10;
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double m_desiredTransparencyValue = 0.75;
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bool m_showHitLines = true;
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ViewWidget *CreateMainWindowView(dtEntity::EntityId bid, const std::string &featureId, unsigned int &contextid, bool exactPos);
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std::unordered_map<std::string, BuildingData> m_loadedBuildings; // Feature_IDs
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ViewWidgetContainer m_openedViewWidgets;
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bool m_isInFullscreenMode = false;
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// Global Settings valid for all newly opened widgets
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ViewMode m_desiredViewMode = ViewMode::ORTHOGRAPHIC;
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VCtrl::PlayerDisplayMode m_desiredPlayerDisplayMode = VCtrl::PlayerDisplayMode::Icons;
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void CloseView(ViewWidget *pWidget);
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void onExcRestoreViewState(const std::string &strFeatureID);
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void restoreViewWidgetStates(const std::vector<BuildingViewer::ViewWidgetState> &vecStates);
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void restoreViewWidgetStateDeferred(ViewWidget *pViewWidget);
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std::unordered_map<std::string, BuildingViewer::ViewWidgetState> m_deferredViewStates;
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QJsonValue getViewState() const override;
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void setViewState(const QJsonValue &val) override;
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void highlightView(const std::string &buildingId) override;
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void setBuildingDisplayName(const std::string &buildingId, const std::string &displayName) override;
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//NGL::INGLLogger &m_logger;
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private slots:
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void onViewWidget_MaximizeRequest(ViewWidget *pWidget);
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void onViewWidget_MinimizeRequest(ViewWidget *pWidget);
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void onViewWidget_CloseRequest(ViewWidget *pWidget);
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void onViewWidget_FocusRequest(ViewWidget *pWidget);
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void onViewWidget_Zoom(ViewWidget *pWidget, bool zoomIn);
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};
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}
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