#include <msp/gl/framebuffer.h>
#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
-#include <msp/gl/projection.h>
#include <msp/gl/tests.h>
#include <msp/gl/texture2d.h>
#include <msp/input/keys.h>
keyboard(window),
mouse(window),
ui_res("r2c2.res"),
- root(ui_res, window),
+ root(ui_res, &window, &keyboard, &mouse),
base_object(0),
cur_route(0),
cur_zone(0),
pipeline->add_renderable_for_pass(layout_3d->get_endpoint_scene(), "unlit");
// Setup UI
- keyboard.signal_button_press.connect(sigc::mem_fun(this, &Designer::key_press));
- mouse.signal_button_press.connect(sigc::mem_fun(this, &Designer::button_press));
- mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Designer::axis_motion));
+ keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Designer::key_press), false));
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Designer::button_press), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Designer::axis_motion), false));
root.signal_tooltip.connect(sigc::mem_fun(this, &Designer::tooltip));
toolbars.push_back(new Layoutbar(*this));
pipeline->add_renderable_for_pass(*track_wrap, "unlit");
overlay = new Overlay3D(ui_res.get_default_font());
pipeline->add_renderable_for_pass(*overlay, "overlay");
+ pipeline->add_renderable_for_pass(measure, "unlit");
camera_ctl = new CameraController(*main_view, keyboard, mouse);
cat_view->get_camera().set_look_direction(GL::Vector3(0, 0.13053, -0.99144));
View3D *view = (mode==CATALOGUE ? cat_view : main_view);
view->render();
- if(mode==MEASURE)
- {
- GL::Bind bind_depth(GL::DepthTest::lequal());
- measure.render();
- }
root.render();
// XXX Should fix GLtk so this would not be needed