124 void load(
const QSettings &settings,
const QString &prefix);
133 void save(QSettings &settings,
const QString &prefix)
const;
188 QMap<QString, std::shared_ptr<BrainSurface>> &surfaces)
const;
199 void load(
const QSettings &settings,
const QString &prefix,
200 const QQuaternion &fallbackRotation = QQuaternion());
208 void save(QSettings &settings,
const QString &prefix)
const;
294inline bool isTrue(
const QVariant &value,
bool fallback)
296 return value.isValid() ? value.toBool() : fallback;
disp3D_rhi library export/import macros.
#define DISP3DRHISHARED_EXPORT
QQuaternion multiViewPresetOffset(int preset)
QString shaderModeName(ShaderMode mode)
VisualizationMode visualizationModeFromName(const QString &name)
QString visualizationModeName(VisualizationMode mode)
bool multiViewPresetIsPerspective(int preset)
int normalizedVisualizationTarget(int target, int maxIndex=3)
bool isTrue(const QVariant &value, bool fallback)
QRgb mneAnalyzeColor(double v)
ShaderMode shaderModeFromName(const QString &name)
QQuaternion perspectivePresetRotation()
QString multiViewPresetName(int preset)
Lightweight render-related enums shared across the disp3D_rhi library.
Per-view toggle flags controlling which data layers (brain, sensors, sources, network) are visible.
void save(QSettings &settings, const QString &prefix) const
void load(const QSettings &settings, const QString &prefix)
void setObjectVisible(const QString &object, bool visible)
bool isObjectVisible(const QString &object) const
Viewport subdivision holding its own camera, projection, and scissor rectangle.
void save(QSettings &settings, const QString &prefix) const
void applyOverlayToSurfaces(QMap< QString, std::shared_ptr< BrainSurface > > &surfaces) const
bool matchesSurfaceType(const QString &key) const
ViewVisibilityProfile visibility
static bool isBrainSurfaceKey(const QString &key)
bool shouldRenderSurface(const QString &key) const
QQuaternion perspectiveRotation
VisualizationMode overlayMode
static SubView defaultForIndex(int index)
void load(const QSettings &settings, const QString &prefix, const QQuaternion &fallbackRotation=QQuaternion())
Renderable cortical surface mesh with per-vertex color, curvature data, and GPU buffer management.