]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/designer.cpp
One more endpoint mask cleanup
[r2c2.git] / source / designer / designer.cpp
index ba7e669134766ace8b7bc93ce5c2331e9684fad0..da897713c8a57987d6f0bd0dcd81a5bde4ca1786 100644 (file)
@@ -6,7 +6,6 @@
 #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>
@@ -43,7 +42,7 @@ Designer::Designer(int argc, char **argv):
        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),
@@ -107,9 +106,9 @@ Designer::Designer(int argc, char **argv):
        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));
@@ -138,6 +137,7 @@ Designer::Designer(int argc, char **argv):
        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));
@@ -508,11 +508,6 @@ void Designer::render()
 
        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