Added CSceneIterator and implemented support for Select All/Invert Selection
This commit is contained in:
parent
7eeb90b925
commit
38d04bcd25
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@ -180,7 +180,8 @@ HEADERS += \
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Resource/Model/EVertexAttribute.h \
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Render/FRenderOptions.h \
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Scene/FShowFlags.h \
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Scene/CScene.h
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Scene/CScene.h \
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Scene/CSceneIterator.h
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# Source Files
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SOURCES += \
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@ -265,4 +266,5 @@ SOURCES += \
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Resource/Script/IPropertyTemplate.cpp \
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Resource/Script/IProperty.cpp \
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Scene/FShowFlags.cpp \
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Scene/CScene.cpp
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Scene/CScene.cpp \
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Scene/CSceneIterator.cpp
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@ -31,7 +31,7 @@ CModelNode* CScene::CreateModelNode(CModel *pModel)
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if (pModel == nullptr) return nullptr;
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CModelNode *pNode = new CModelNode(this, mpSceneRootNode, pModel);
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mNodes[eShowObjects].push_back(pNode);
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mNodes[eModelNode].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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@ -41,7 +41,7 @@ CStaticNode* CScene::CreateStaticNode(CStaticModel *pModel)
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if (pModel == nullptr) return nullptr;
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CStaticNode *pNode = new CStaticNode(this, mpAreaRootNode, pModel);
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mNodes[eShowWorld].push_back(pNode);
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mNodes[eStaticNode].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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@ -51,7 +51,7 @@ CCollisionNode* CScene::CreateCollisionNode(CCollisionMeshGroup *pMesh)
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if (pMesh == nullptr) return nullptr;
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CCollisionNode *pNode = new CCollisionNode(this, mpAreaRootNode, pMesh);
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mNodes[eShowWorldCollision].push_back(pNode);
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mNodes[eCollisionNode].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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@ -61,7 +61,7 @@ CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj)
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if (pObj == nullptr) return nullptr;
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CScriptNode *pNode = new CScriptNode(this, mpAreaRootNode, pObj);
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mNodes[eShowObjects].push_back(pNode);
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mNodes[eScriptNode].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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@ -71,7 +71,7 @@ CLightNode* CScene::CreateLightNode(CLight *pLight)
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if (pLight == nullptr) return nullptr;
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CLightNode *pNode = new CLightNode(this, mpAreaRootNode, pLight);
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mNodes[eShowLights].push_back(pNode);
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mNodes[eLightNode].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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@ -115,7 +115,7 @@ void CScene::SetActiveArea(CGameArea *pArea)
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{
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CScriptLayer *pLayer = mpArea->GetScriptLayer(iLyr);
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u32 NumObjects = pLayer->GetNumObjects();
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mNodes[eShowObjects].reserve(mNodes[eShowObjects].size() + NumObjects);
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mNodes[eScriptNode].reserve(mNodes[eScriptNode].size() + NumObjects);
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for (u32 iObj = 0; iObj < NumObjects; iObj++)
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{
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@ -202,10 +202,11 @@ void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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// Override show flags in game mode
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FShowFlags ShowFlags = (ViewInfo.GameMode ? gkGameModeShowFlags : ViewInfo.ShowFlags);
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FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags);
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for (auto it = mNodes.begin(); it != mNodes.end(); it++)
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{
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if (ShowFlags & it->first)
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if (NodeFlags & it->first)
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{
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std::vector<CSceneNode*>& rNodeVec = it->second;
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@ -219,11 +220,12 @@ void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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SRayIntersection CScene::SceneRayCast(const CRay& Ray, const SViewInfo& ViewInfo)
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{
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FShowFlags ShowFlags = (ViewInfo.GameMode ? gkGameModeShowFlags : ViewInfo.ShowFlags);
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FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags);
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CRayCollisionTester Tester(Ray);
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for (auto it = mNodes.begin(); it != mNodes.end(); it++)
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{
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if (ShowFlags & it->first)
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if (NodeFlags & it->first)
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{
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std::vector<CSceneNode*>& rNodeVec = it->second;
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@ -252,7 +254,7 @@ CScriptNode* CScene::NodeForObject(CScriptObject *pObj)
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CLightNode* CScene::NodeForLight(CLight *pLight)
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{
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// Slow. Is there a better way to do this?
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std::vector<CSceneNode*>& rLights = mNodes[eShowLights];
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std::vector<CSceneNode*>& rLights = mNodes[eLightNode];
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for (auto it = rLights.begin(); it != rLights.end(); it++)
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{
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@ -291,3 +293,24 @@ CGameArea* CScene::GetActiveArea()
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{
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return mpArea;
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}
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// ************ STATIC ************
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FShowFlags CScene::ShowFlagsForNodeFlags(FNodeFlags NodeFlags)
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{
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FShowFlags Out;
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if (NodeFlags & eStaticNode) Out |= eShowWorld;
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if (NodeFlags & eScriptNode) Out |= eShowObjects;
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if (NodeFlags & eCollisionNode) Out |= eShowWorldCollision;
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if (NodeFlags & eLightNode) Out |= eShowLights;
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return Out;
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}
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FNodeFlags CScene::NodeFlagsForShowFlags(FShowFlags ShowFlags)
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{
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FNodeFlags Out = eRootNode | eModelNode;
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if (ShowFlags & eShowWorld) Out |= eStaticNode;
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if (ShowFlags & eShowWorldCollision) Out |= eCollisionNode;
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if (ShowFlags & eShowObjects) Out |= eScriptNode | eScriptExtraNode;
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if (ShowFlags & eShowLights) Out |= eLightNode;
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return Out;
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}
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@ -22,11 +22,13 @@
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class CScene
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{
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friend class CSceneIterator;
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bool mSplitTerrain;
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u32 mNumNodes;
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CRootNode *mpSceneRootNode;
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std::unordered_map<EShowFlag, std::vector<CSceneNode*>> mNodes;
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std::unordered_map<ENodeType, std::vector<CSceneNode*>> mNodes;
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TResPtr<CGameArea> mpArea;
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TResPtr<CWorld> mpWorld;
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@ -60,6 +62,10 @@ public:
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// Setters/Getters
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CModel* GetActiveSkybox();
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CGameArea* GetActiveArea();
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// Static
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static FShowFlags ShowFlagsForNodeFlags(FNodeFlags NodeFlags);
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static FNodeFlags NodeFlagsForShowFlags(FShowFlags ShowFlags);
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};
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#endif // CSCENE_H
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@ -0,0 +1,72 @@
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#include "CSceneIterator.h"
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#include "CScene.h"
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CSceneIterator::CSceneIterator(CScene *pScene, FNodeFlags AllowedNodeTypes /*= eAllNodeTypes*/, bool AllowHiddenNodes /*= false*/)
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: mpScene(pScene)
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, mAllowHiddenNodes(AllowHiddenNodes)
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, mNodeFlags(AllowedNodeTypes)
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, mpCurNode(nullptr)
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{
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mMapIterator = mpScene->mNodes.begin();
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while (mMapIterator != mpScene->mNodes.end())
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{
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if (mMapIterator->first & AllowedNodeTypes)
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break;
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mMapIterator++;
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}
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if (mMapIterator != mpScene->mNodes.end())
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{
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mVectorIterator = (mMapIterator->second).begin();
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Next(); // Find first node
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}
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}
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// ************ PROTECTED ************
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void CSceneIterator::InternalFindNext()
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{
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// This function does most of the heavy lifting. We continue from where we left off last time this function was called.
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while (mMapIterator != mpScene->mNodes.end())
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{
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// Iterate over each node in the vector.
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std::vector<CSceneNode*>& rVector = mMapIterator->second;
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bool FoundNext = false;
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while (mVectorIterator != rVector.end())
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{
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CSceneNode *pNode = *mVectorIterator;
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// Check node visibility
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if (mAllowHiddenNodes || pNode->IsVisible())
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{
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mpCurNode = pNode;
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FoundNext = true;
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}
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mVectorIterator++;
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if (FoundNext) return;
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}
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// We've reached the end of this node vector, so advance the map iterator
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while (true)
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{
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mMapIterator++;
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if (mMapIterator == mpScene->mNodes.end())
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{
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break;
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}
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if (mNodeFlags & mMapIterator->first)
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{
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mVectorIterator = mMapIterator->second.begin();
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break;
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}
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}
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}
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// If we're down here, then it seems we're done iterating the scene.
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mpCurNode = nullptr;
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}
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@ -0,0 +1,66 @@
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#ifndef CSCENEITERATOR_H
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#define CSCENEITERATOR_H
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#include "ENodeType.h"
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#include <unordered_map>
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class CScene;
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class CSceneNode;
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class CSceneIterator
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{
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CScene *mpScene;
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bool mAllowHiddenNodes;
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FNodeFlags mNodeFlags;
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CSceneNode *mpCurNode;
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std::unordered_map<ENodeType, std::vector<CSceneNode*>>::iterator mMapIterator;
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std::vector<CSceneNode*>::iterator mVectorIterator;
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public:
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CSceneIterator(CScene *pScene, FNodeFlags AllowedNodeTypes = eAllNodeTypes, bool AllowHiddenNodes = false);
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inline CSceneNode* Next()
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{
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InternalFindNext();
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return mpCurNode;
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}
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inline bool DoneIterating() const
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{
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return (mpCurNode == nullptr);
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}
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inline CSceneNode* GetNode() const
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{
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return mpCurNode;
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}
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inline CSceneNode* operator*() const
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{
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return mpCurNode;
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}
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inline CSceneNode* operator->() const
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{
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return mpCurNode;
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}
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inline CSceneIterator& operator++()
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{
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Next();
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return *this;
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}
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inline CSceneIterator operator++(int)
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{
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CSceneIterator Copy = *this;
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Next();
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return Copy;
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}
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protected:
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void InternalFindNext();
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};
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#endif // CSCENEITERATOR_H
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@ -1,16 +1,21 @@
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#ifndef ENODETYPE_H
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#define ENODETYPE_H
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#include <Common/Flags.h>
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enum ENodeType
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{
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eRootNode,
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eModelNode,
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eStaticNode,
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eCollisionNode,
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eScriptNode,
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eScriptExtraNode,
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eLightNode
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eRootNode = 0x0,
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eModelNode = 0x1,
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eStaticNode = 0x2,
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eCollisionNode = 0x4,
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eScriptNode = 0x8,
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eScriptExtraNode = 0x10,
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eLightNode = 0x20,
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eAllNodeTypes = 0x3F
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};
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DECLARE_FLAGS(ENodeType, FNodeFlags)
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#endif // ENODETYPE_H
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@ -45,6 +45,11 @@ void CSceneViewport::SetShowFlag(EShowFlag Flag, bool Visible)
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mViewInfo.ShowFlags &= ~Flag;
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}
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FShowFlags CSceneViewport::ShowFlags() const
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{
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return mViewInfo.ShowFlags;
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}
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CRenderer* CSceneViewport::Renderer()
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{
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return mpRenderer;
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@ -32,6 +32,7 @@ public:
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~CSceneViewport();
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void SetScene(INodeEditor *pEditor, CScene *pScene);
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void SetShowFlag(EShowFlag Flag, bool Visible);
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FShowFlags ShowFlags() const;
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CRenderer* Renderer();
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CSceneNode* HoverNode();
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CVector3f HoverPoint();
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@ -125,7 +125,9 @@ HEADERS += \
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INodeEditor.h \
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TestDialog.h \
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UICommon.h \
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CErrorLogDialog.h
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CErrorLogDialog.h \
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Undo/CSelectAllCommand.h \
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Undo/CInvertSelectionCommand.h
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# Source Files
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SOURCES += \
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@ -171,7 +173,9 @@ SOURCES += \
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main.cpp \
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TestDialog.cpp \
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UICommon.cpp \
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CErrorLogDialog.cpp
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CErrorLogDialog.cpp \
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Undo/CSelectAllCommand.cpp \
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Undo/CInvertSelectionCommand.cpp
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# UI Files
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FORMS += \
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@ -2,12 +2,13 @@
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#include "Editor/Undo/UndoCommands.h"
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INodeEditor::INodeEditor(QWidget *pParent)
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: QMainWindow(pParent),
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mShowGizmo(false),
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mGizmoHovering(false),
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mGizmoTransforming(false),
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mTranslateSpace(eWorldTransform),
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mRotateSpace(eWorldTransform)
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: QMainWindow(pParent)
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, mSelectionLocked(false)
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, mShowGizmo(false)
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, mGizmoHovering(false)
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, mGizmoTransforming(false)
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, mTranslateSpace(eWorldTransform)
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, mRotateSpace(eWorldTransform)
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{
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// Create undo actions
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QAction *pUndoAction = mUndoStack.createUndoAction(this);
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@ -133,24 +134,35 @@ void INodeEditor::ExpandSelectionBounds(CSceneNode *pNode)
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void INodeEditor::SelectNode(CSceneNode *pNode)
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{
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if (!mSelectionLocked)
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{
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if (!pNode->IsSelected())
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mUndoStack.push(new CSelectNodeCommand(this, pNode, mSelection));
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}
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}
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void INodeEditor::DeselectNode(CSceneNode *pNode)
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{
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if (!mSelectionLocked)
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{
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if (pNode->IsSelected())
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mUndoStack.push(new CDeselectNodeCommand(this, pNode, mSelection));
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}
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}
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void INodeEditor::ClearSelection()
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{
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if (!mSelectionLocked)
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{
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if (!mSelection.empty())
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mUndoStack.push(new CClearSelectionCommand(this, mSelection));
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}
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}
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void INodeEditor::ClearAndSelectNode(CSceneNode *pNode)
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{
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if (!mSelectionLocked)
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{
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if (mSelection.empty())
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mUndoStack.push(new CSelectNodeCommand(this, pNode, mSelection));
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@ -164,6 +176,24 @@ void INodeEditor::ClearAndSelectNode(CSceneNode *pNode)
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mUndoStack.push(new CSelectNodeCommand(this, pNode, mSelection));
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mUndoStack.endMacro();
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}
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}
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}
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void INodeEditor::SelectAll(FNodeFlags NodeFlags)
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{
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if (!mSelectionLocked)
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mUndoStack.push(new CSelectAllCommand(this, mSelection, &mScene, NodeFlags));
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}
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void INodeEditor::InvertSelection(FNodeFlags NodeFlags)
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{
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if (!mSelectionLocked)
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mUndoStack.push(new CInvertSelectionCommand(this, mSelection, &mScene, NodeFlags));
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}
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void INodeEditor::SetSelectionLocked(bool Locked)
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{
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mSelectionLocked = Locked;
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}
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// ************ PUBLIC SLOTS ************
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@ -25,6 +25,7 @@ protected:
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CScene mScene;
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QList<CSceneNode*> mSelection;
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CAABox mSelectionBounds;
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bool mSelectionLocked;
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// Gizmo
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CGizmo mGizmo;
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@ -56,6 +57,9 @@ public:
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void DeselectNode(CSceneNode *pNode);
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void ClearSelection();
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void ClearAndSelectNode(CSceneNode *pNode);
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void SelectAll(FNodeFlags NodeFlags);
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void InvertSelection(FNodeFlags NodeFlags);
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void SetSelectionLocked(bool Locked);
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signals:
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void SelectionModified();
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@ -0,0 +1,56 @@
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#include "CInvertSelectionCommand.h"
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#include <Core/Scene/CSceneIterator.h>
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CInvertSelectionCommand::CInvertSelectionCommand(INodeEditor *pEditor, QList<CSceneNode*>& rSelection, CScene *pScene, FNodeFlags NodeFlags)
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: QUndoCommand("Invert Selection")
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, mpEditor(pEditor)
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, mOldSelection(rSelection)
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, mpSelection(&rSelection)
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{
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CSceneIterator it(pScene, NodeFlags);
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while (!it.DoneIterating())
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{
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if (!it->IsSelected())
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mNewSelection.append(*it);
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++it;
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}
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}
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CInvertSelectionCommand::~CInvertSelectionCommand()
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{
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}
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void CInvertSelectionCommand::undo()
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{
|
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*mpSelection = mOldSelection;
|
||||
|
||||
// Deselect all nodes in new selection
|
||||
foreach (CSceneNode *pNode, mNewSelection)
|
||||
pNode->SetSelected(false);
|
||||
|
||||
// Select all nodes in the old selection
|
||||
foreach (CSceneNode *pNode, mOldSelection)
|
||||
pNode->SetSelected(true);
|
||||
|
||||
// Update editor
|
||||
mpEditor->RecalculateSelectionBounds();
|
||||
mpEditor->SelectionModified();
|
||||
}
|
||||
|
||||
void CInvertSelectionCommand::redo()
|
||||
{
|
||||
*mpSelection = mNewSelection;
|
||||
|
||||
// Deselect all nodes in the old selection
|
||||
foreach (CSceneNode *pNode, mOldSelection)
|
||||
pNode->SetSelected(false);
|
||||
|
||||
// Select all nodes in the new selection
|
||||
foreach (CSceneNode *pNode, mNewSelection)
|
||||
pNode->SetSelected(true);
|
||||
|
||||
// Update editor
|
||||
mpEditor->RecalculateSelectionBounds();
|
||||
mpEditor->SelectionModified();
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
#ifndef CINVERTSELECTIONCOMMAND_H
|
||||
#define CINVERTSELECTIONCOMMAND_H
|
||||
|
||||
#include "Editor/INodeEditor.h"
|
||||
#include <Core/Scene/CSceneNode.h>
|
||||
|
||||
#include <QUndoCommand>
|
||||
|
||||
class CInvertSelectionCommand : public QUndoCommand
|
||||
{
|
||||
INodeEditor *mpEditor;
|
||||
QList<CSceneNode*> mOldSelection;
|
||||
QList<CSceneNode*> mNewSelection;
|
||||
QList<CSceneNode*> *mpSelection;
|
||||
|
||||
public:
|
||||
CInvertSelectionCommand(INodeEditor *pEditor, QList<CSceneNode*>& rSelection, CScene *pScene, FNodeFlags NodeFlags);
|
||||
~CInvertSelectionCommand();
|
||||
void undo();
|
||||
void redo();
|
||||
};
|
||||
|
||||
#endif // CINVERTSELECTIONCOMMAND_H
|
|
@ -0,0 +1,56 @@
|
|||
#include "CSelectAllCommand.h"
|
||||
#include <Core/Scene/CSceneIterator.h>
|
||||
|
||||
CSelectAllCommand::CSelectAllCommand(INodeEditor *pEditor, QList<CSceneNode *> &rSelection, CScene *pScene, FNodeFlags NodeFlags)
|
||||
: QUndoCommand("Select All")
|
||||
, mpEditor(pEditor)
|
||||
, mOldSelection(rSelection)
|
||||
, mpSelection(&rSelection)
|
||||
{
|
||||
CSceneIterator it(pScene, NodeFlags);
|
||||
|
||||
while (!it.DoneIterating())
|
||||
{
|
||||
mNewSelection.append(*it);
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
CSelectAllCommand::~CSelectAllCommand()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void CSelectAllCommand::undo()
|
||||
{
|
||||
*mpSelection = mOldSelection;
|
||||
|
||||
// Deselect all nodes in new selection
|
||||
foreach (CSceneNode *pNode, mNewSelection)
|
||||
pNode->SetSelected(false);
|
||||
|
||||
// Select all nodes in the old selection
|
||||
foreach (CSceneNode *pNode, mOldSelection)
|
||||
pNode->SetSelected(true);
|
||||
|
||||
// Update editor
|
||||
mpEditor->RecalculateSelectionBounds();
|
||||
mpEditor->SelectionModified();
|
||||
}
|
||||
|
||||
void CSelectAllCommand::redo()
|
||||
{
|
||||
*mpSelection = mNewSelection;
|
||||
|
||||
// Deselect all nodes in the old selection
|
||||
foreach (CSceneNode *pNode, mOldSelection)
|
||||
pNode->SetSelected(false);
|
||||
|
||||
// Select all nodes in the new selection
|
||||
foreach (CSceneNode *pNode, mNewSelection)
|
||||
pNode->SetSelected(true);
|
||||
|
||||
// Update editor
|
||||
mpEditor->RecalculateSelectionBounds();
|
||||
mpEditor->SelectionModified();
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
#ifndef CSELECTALLCOMMAND_H
|
||||
#define CSELECTALLCOMMAND_H
|
||||
|
||||
#include "Editor/INodeEditor.h"
|
||||
#include <Core/Scene/CSceneNode.h>
|
||||
|
||||
#include <QUndoCommand>
|
||||
|
||||
class CSelectAllCommand : public QUndoCommand
|
||||
{
|
||||
INodeEditor *mpEditor;
|
||||
QList<CSceneNode*> mOldSelection;
|
||||
QList<CSceneNode*> mNewSelection;
|
||||
QList<CSceneNode*> *mpSelection;
|
||||
|
||||
public:
|
||||
CSelectAllCommand(INodeEditor *pEditor, QList<CSceneNode*>& rSelection, CScene *pScene, FNodeFlags NodeFlags);
|
||||
~CSelectAllCommand();
|
||||
void undo();
|
||||
void redo();
|
||||
};
|
||||
|
||||
#endif // CSELECTALLCOMMAND_H
|
|
@ -7,6 +7,8 @@
|
|||
#include "CSelectNodeCommand.h"
|
||||
#include "CDeselectNodeCommand.h"
|
||||
#include "CClearSelectionCommand.h"
|
||||
#include "CSelectAllCommand.h"
|
||||
#include "CInvertSelectionCommand.h"
|
||||
#include "EUndoCommand.h"
|
||||
|
||||
#endif // UNDOCOMMANDS
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include "Editor/UICommon.h"
|
||||
|
||||
#include <Core/Render/CDrawUtil.h>
|
||||
#include <Core/Scene/CSceneIterator.h>
|
||||
#include <Core/Log.h>
|
||||
|
||||
#include <iostream>
|
||||
|
@ -57,7 +58,8 @@ CWorldEditor::CWorldEditor(QWidget *parent) :
|
|||
mpTransformCombo->setMinimumWidth(75);
|
||||
ui->MainToolBar->addActions(mGizmoActions);
|
||||
ui->MainToolBar->addWidget(mpTransformCombo);
|
||||
ui->menuEdit->addActions(mUndoActions);
|
||||
ui->menuEdit->insertActions(ui->ActionSelectAll, mUndoActions);
|
||||
ui->menuEdit->insertSeparator(ui->ActionSelectAll);
|
||||
|
||||
// Initialize offscreen actions
|
||||
addAction(ui->ActionIncrementGizmo);
|
||||
|
@ -471,3 +473,17 @@ void CWorldEditor::on_ActionGameMode_triggered()
|
|||
{
|
||||
ui->MainViewport->SetGameMode(ui->ActionGameMode->isChecked());
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionSelectAll_triggered()
|
||||
{
|
||||
FNodeFlags NodeFlags = CScene::NodeFlagsForShowFlags(ui->MainViewport->ShowFlags());
|
||||
NodeFlags &= ~(eStaticNode | eCollisionNode);
|
||||
SelectAll(NodeFlags);
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionInvertSelection_triggered()
|
||||
{
|
||||
FNodeFlags NodeFlags = CScene::NodeFlagsForShowFlags(ui->MainViewport->ShowFlags());
|
||||
NodeFlags &= ~(eStaticNode | eCollisionNode);
|
||||
InvertSelection(NodeFlags);
|
||||
}
|
||||
|
|
|
@ -77,6 +77,8 @@ private slots:
|
|||
void on_ActionDecrementGizmo_triggered();
|
||||
void on_ActionDrawObjectCollision_triggered();
|
||||
void on_ActionGameMode_triggered();
|
||||
void on_ActionSelectAll_triggered();
|
||||
void on_ActionInvertSelection_triggered();
|
||||
};
|
||||
|
||||
#endif // CWORLDEDITOR_H
|
||||
|
|
|
@ -245,6 +245,8 @@
|
|||
<property name="title">
|
||||
<string>Edit</string>
|
||||
</property>
|
||||
<addaction name="ActionSelectAll"/>
|
||||
<addaction name="ActionInvertSelection"/>
|
||||
</widget>
|
||||
<widget class="QMenu" name="menuView">
|
||||
<property name="title">
|
||||
|
@ -740,6 +742,22 @@
|
|||
<string>G</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="ActionSelectAll">
|
||||
<property name="text">
|
||||
<string>Select All</string>
|
||||
</property>
|
||||
<property name="shortcut">
|
||||
<string>Ctrl+A</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="ActionInvertSelection">
|
||||
<property name="text">
|
||||
<string>Invert Selection</string>
|
||||
</property>
|
||||
<property name="shortcut">
|
||||
<string>Ctrl+I</string>
|
||||
</property>
|
||||
</action>
|
||||
</widget>
|
||||
<customwidgets>
|
||||
<customwidget>
|
||||
|
|
|
@ -2,9 +2,6 @@
|
|||
#include "CDarkStyle.h"
|
||||
#include <Core/Resource/Factory/CTemplateLoader.h>
|
||||
|
||||
// temp
|
||||
#include <Core/Resource/Cooker/CTemplateWriter.h>
|
||||
|
||||
#include <QApplication>
|
||||
#include <QStyleFactory>
|
||||
|
||||
|
|
Loading…
Reference in New Issue