119 void load(
const QSettings& settings,
const QString& prefix);
128 void save(QSettings& settings,
const QString& prefix)
const;
200 QMap<QString, std::shared_ptr<BrainSurface>>& surfaces)
const;
211 void load(
const QSettings& settings,
const QString& prefix,
212 const QQuaternion& fallbackRotation = QQuaternion());
220 void save(QSettings& settings,
const QString& prefix)
const;
345inline bool isTrue(
const QVariant& value,
bool fallback)
347 return value.isValid() ? value.toBool() : fallback;
Library export/import macros and namespace marker for the disp3D library.
#define DISP3DSHARED_EXPORT
Lightweight render-related enums (ShaderMode, VisualizationMode) shared across disp3D.
3-D brain visualisation using the Qt RHI rendering backend.
ShaderMode shaderModeFromName(const QString &name)
QString shaderModeName(ShaderMode mode)
QString visualizationModeName(VisualizationMode mode)
bool multiViewPresetIsPerspective(int preset)
QString multiViewPresetName(int preset)
QRgb mneAnalyzeColor(double v)
QQuaternion multiViewPresetOffset(int preset)
QQuaternion perspectivePresetRotation()
int normalizedVisualizationTarget(int target, int maxIndex)
bool isTrue(const QVariant &value, bool fallback)
VisualizationMode visualizationModeFromName(const QString &name)
Per-view toggle flags controlling which data layers (brain, sensors, sources, network) are visible.
void save(QSettings &settings, const QString &prefix) const
void setObjectVisible(const QString &object, bool visible)
bool isObjectVisible(const QString &object) const
void load(const QSettings &settings, const QString &prefix)
Viewport subdivision holding its own camera, projection, and scissor rectangle.
QQuaternion perspectiveRotation
void applyOverlayToSurfaces(QMap< QString, std::shared_ptr< BrainSurface > > &surfaces) const
void save(QSettings &settings, const QString &prefix) const
static SubView defaultForIndex(int index)
bool matchesSurfaceType(const QString &key) const
bool shouldRenderSurface(const QString &key) const
ViewVisibilityProfile visibility
VisualizationMode overlayMode
void load(const QSettings &settings, const QString &prefix, const QQuaternion &fallbackRotation=QQuaternion())
static bool isBrainSurfaceKey(const QString &key)
Renderable cortical surface mesh with per-vertex color, curvature data, and GPU buffer management.