Files
qt-creator/src/plugins/glsleditor/glslfilewizard.cpp
Tobias Hunger a8e8910130 IWizard->IWizardFactory
Start at splitting up the wizard functionality a bit. Currently
it is a factory but also contains a lot of logic that is invoked by
the real wizard dialogs.

This change renames/moves a couple of things only.

Change-Id: I1fa114ee3ee262f7c0690841f361bbf09e674725
Reviewed-by: Orgad Shaneh <orgads@gmail.com>
2014-05-26 11:42:03 +02:00

158 lines
6.1 KiB
C++

/****************************************************************************
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** packaging of this file. Please review the following information to
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#include "glslfilewizard.h"
#include "glsleditorconstants.h"
#include <utils/filewizarddialog.h>
#include <utils/qtcassert.h>
#include <QFileInfo>
#include <QTextStream>
#include <QWizard>
#include <QPushButton>
namespace {
class GLSLFileWizardDialog : public Utils::FileWizardDialog
{
Q_OBJECT
public:
GLSLFileWizardDialog(QWidget *parent = 0)
: Utils::FileWizardDialog(parent)
{
}
};
} // anonymous namespace
using namespace GLSLEditor;
GLSLFileWizard::GLSLFileWizard(ShaderType shaderType)
: m_shaderType(shaderType)
{
setFlags(Core::IWizardFactory::PlatformIndependent);
}
Core::GeneratedFiles GLSLFileWizard::generateFiles(const QWizard *w,
QString * /*errorMessage*/) const
{
const GLSLFileWizardDialog *wizardDialog = qobject_cast<const GLSLFileWizardDialog *>(w);
const QString path = wizardDialog->path();
const QString name = wizardDialog->fileName();
const QString fileName = Core::BaseFileWizard::buildFileName(path, name, preferredSuffix(m_shaderType));
Core::GeneratedFile file(fileName);
file.setContents(fileContents(fileName, m_shaderType));
file.setAttributes(Core::GeneratedFile::OpenEditorAttribute);
return Core::GeneratedFiles() << file;
}
QString GLSLFileWizard::fileContents(const QString &, ShaderType shaderType) const
{
QString contents;
QTextStream str(&contents);
switch (shaderType) {
case GLSLFileWizard::VertexShaderES:
str << QLatin1String("attribute highp vec4 qt_Vertex;\n")
<< QLatin1String("attribute highp vec4 qt_MultiTexCoord0;\n")
<< QLatin1String("uniform highp mat4 qt_ModelViewProjectionMatrix;\n")
<< QLatin1String("varying highp vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
<< QLatin1String(" gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;\n")
<< QLatin1String(" qt_TexCoord0 = qt_MultiTexCoord0;\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::FragmentShaderES:
str << QLatin1String("uniform sampler2D qt_Texture0;\n")
<< QLatin1String("varying highp vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
<< QLatin1String(" gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::VertexShaderDesktop:
str << QLatin1String("attribute vec4 qt_Vertex;\n")
<< QLatin1String("attribute vec4 qt_MultiTexCoord0;\n")
<< QLatin1String("uniform mat4 qt_ModelViewProjectionMatrix;\n")
<< QLatin1String("varying vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
<< QLatin1String(" gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;\n")
<< QLatin1String(" qt_TexCoord0 = qt_MultiTexCoord0;\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::FragmentShaderDesktop:
str << QLatin1String("uniform sampler2D qt_Texture0;\n")
<< QLatin1String("varying vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
<< QLatin1String(" gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);\n")
<< QLatin1String("}\n");
break;
default: break;
}
return contents;
}
QWizard *GLSLFileWizard::createWizardDialog(QWidget *parent,
const Core::WizardDialogParameters &wizardDialogParameters) const
{
GLSLFileWizardDialog *wizardDialog = new GLSLFileWizardDialog(parent);
wizardDialog->setWindowTitle(tr("New %1").arg(displayName()));
wizardDialog->setPath(wizardDialogParameters.defaultPath());
foreach (QWizardPage *p, wizardDialogParameters.extensionPages())
BaseFileWizard::applyExtensionPageShortTitle(wizardDialog, wizardDialog->addPage(p));
return wizardDialog;
}
QString GLSLFileWizard::preferredSuffix(ShaderType shaderType) const
{
switch (shaderType) {
case GLSLFileWizard::VertexShaderES:
return QLatin1String("vsh");
case GLSLFileWizard::FragmentShaderES:
return QLatin1String("fsh");
case GLSLFileWizard::VertexShaderDesktop:
return QLatin1String("vert");
case GLSLFileWizard::FragmentShaderDesktop:
return QLatin1String("frag");
default:
return QLatin1String("glsl");
}
}
#include "glslfilewizard.moc"