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@ -100,26 +100,6 @@ void RenderWidget::setVisibilityMask(int mask)
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mView->getCamera()->setCullMask(mask | Mask_ParticleSystem | Mask_Lighting);
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mView->getCamera()->setCullMask(mask | Mask_ParticleSystem | Mask_Lighting);
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}
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}
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bool RenderWidget::eventFilter(QObject* obj, QEvent* event)
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{
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// handle event in this widget, is there a better way to do this?
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if (event->type() == QEvent::MouseButtonPress)
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mousePressEvent(static_cast<QMouseEvent*>(event));
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if (event->type() == QEvent::MouseButtonRelease)
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mouseReleaseEvent(static_cast<QMouseEvent*>(event));
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if (event->type() == QEvent::MouseMove)
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mouseMoveEvent(static_cast<QMouseEvent*>(event));
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if (event->type() == QEvent::KeyPress)
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keyPressEvent(static_cast<QKeyEvent*>(event));
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if (event->type() == QEvent::KeyRelease)
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keyReleaseEvent(static_cast<QKeyEvent*>(event));
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if (event->type() == QEvent::Wheel)
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wheelEvent(static_cast<QWheelEvent *>(event));
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// Always pass the event on to GLWidget, i.e. to OSG event queue
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return QObject::eventFilter(obj, event);
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}
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osg::Camera *RenderWidget::getCamera()
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osg::Camera *RenderWidget::getCamera()
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{
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{
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return mView->getCamera();
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return mView->getCamera();
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