Msp::GL::Mesh mesh;
public:
- Measure(Designer &, Msp::Input::Mouse &, const std::set<R2C2::Object *> &);
+ Measure(Designer &, Msp::Input::Keyboard &, Msp::Input::Mouse &);
virtual ~Measure();
float get_parallel_distance() const { return par_dist; }
float get_perpendicular_distance() const { return perp_dist; }
const R2C2::Angle &get_angle_difference() const { return adiff; }
+private:
+ void back();
+ virtual void key_press(unsigned);
virtual void button_press(unsigned);
- virtual void axis_motion(unsigned, float, float);
+ virtual void pointer_motion();
+public:
virtual void render(Msp::GL::Renderer &, const Msp::GL::Tag &) const;
private:
void update_mesh();