Files
leocad/common/lc_modelaction.cpp
T
2026-03-10 21:11:40 -07:00

261 lines
6.9 KiB
C++

#include "lc_global.h"
#include "lc_modelaction.h"
#include "lc_model.h"
#include "piece.h"
#include "camera.h"
#include "light.h"
#include "group.h"
void lcModelActionSelection::SaveStartState(const lcModel* Model)
{
SaveState(mStartState, Model);
}
void lcModelActionSelection::SaveEndState(const lcModel* Model)
{
SaveState(mEndState, Model);
}
void lcModelActionSelection::LoadStartState(lcModel* Model) const
{
LoadState(mStartState, Model);
}
void lcModelActionSelection::LoadEndState(lcModel* Model) const
{
LoadState(mEndState, Model);
}
bool lcModelActionSelection::StateChanged() const
{
return mStartState != mEndState;
}
void lcModelActionSelection::SaveState(lcModelActionSelectionState& State, const lcModel* Model)
{
State = lcModelActionSelectionState();
const std::vector<std::unique_ptr<lcPiece>>& Pieces = Model->GetPieces();
State.PieceSelection.resize(Pieces.size(), false);
for (size_t PieceIndex = 0; PieceIndex < Pieces.size(); PieceIndex++)
{
lcPiece* Piece = Pieces[PieceIndex].get();
if (!Piece->IsSelected())
continue;
State.PieceSelection[PieceIndex] = true;
if (Piece->IsFocused())
{
State.FocusIndex = PieceIndex;
State.FocusSection = Piece->GetFocusSection();
State.FocusObjectType = lcObjectType::Piece;
}
}
const std::vector<std::unique_ptr<lcCamera>>& Cameras = Model->GetCameras();
State.CameraSelection.resize(Cameras.size(), false);
for (size_t CameraIndex = 0; CameraIndex < Cameras.size(); CameraIndex++)
{
lcCamera* Camera = Cameras[CameraIndex].get();
if (!Camera->IsSelected())
continue;
State.CameraSelection[CameraIndex] = true;
if (Camera->IsFocused())
{
State.FocusIndex = CameraIndex;
State.FocusSection = Camera->GetFocusSection();
State.FocusObjectType = lcObjectType::Camera;
}
}
const std::vector<std::unique_ptr<lcLight>>& Lights = Model->GetLights();
State.LightSelection.resize(Lights.size(), false);
for (size_t LightIndex = 0; LightIndex < Lights.size(); LightIndex++)
{
lcLight* Light = Lights[LightIndex].get();
if (!Light->IsSelected())
continue;
State.LightSelection[LightIndex] = true;
if (Light->IsFocused())
{
State.FocusIndex = LightIndex;
State.FocusSection = Light->GetFocusSection();
State.FocusObjectType = lcObjectType::Light;
}
}
}
void lcModelActionSelection::LoadState(const lcModelActionSelectionState& State, lcModel* Model)
{
const std::vector<std::unique_ptr<lcPiece>>& Pieces = Model->GetPieces();
const std::vector<std::unique_ptr<lcCamera>>& Cameras = Model->GetCameras();
const std::vector<std::unique_ptr<lcLight>>& Lights = Model->GetLights();
if (Pieces.size() != State.PieceSelection.size() || Cameras.size() != State.CameraSelection.size() || Lights.size() != State.LightSelection.size())
return;
for (size_t PieceIndex = 0; PieceIndex < Pieces.size(); PieceIndex++)
{
lcPiece* Piece = Pieces[PieceIndex].get();
Piece->SetSelected(State.PieceSelection[PieceIndex]);
if (State.FocusObjectType == lcObjectType::Piece && State.FocusIndex == PieceIndex)
Piece->SetFocused(State.FocusSection, true);
else
Piece->SetFocused(State.FocusSection, false);
}
for (size_t CameraIndex = 0; CameraIndex < Cameras.size(); CameraIndex++)
{
lcCamera* Camera = Cameras[CameraIndex].get();
Camera->SetSelected(State.CameraSelection[CameraIndex]);
if (State.FocusObjectType == lcObjectType::Camera && State.FocusIndex == CameraIndex)
Camera->SetFocused(State.FocusSection, true);
else
Camera->SetFocused(State.FocusSection, false);
}
for (size_t LightIndex = 0; LightIndex < Lights.size(); LightIndex++)
{
lcLight* Light = Lights[LightIndex].get();
Light->SetSelected(State.LightSelection[LightIndex]);
if (State.FocusObjectType == lcObjectType::Light && State.FocusIndex == LightIndex)
Light->SetFocused(State.FocusSection, true);
else
Light->SetFocused(State.FocusSection, false);
}
}
bool operator!=(const lcModelHistoryState& a, const lcModelHistoryState& b)
{
return a.Groups != b.Groups || a.Pieces != b.Pieces || a.Cameras != b.Cameras || a.Lights != b.Lights;
}
lcModelActionObjectEdit::lcModelActionObjectEdit(lcModelActionEditMerge ModelActionEditMerge)
: mMerge(ModelActionEditMerge)
{
}
lcModelActionObjectEdit::~lcModelActionObjectEdit()
{
}
void lcModelActionObjectEdit::SaveState(lcModelHistoryState& State, const lcModel* Model)
{
const std::vector<std::unique_ptr<lcGroup>>& Groups = Model->GetGroups();
for (const std::unique_ptr<lcGroup>& Group : Groups)
State.Groups.emplace_back(Group->GetHistoryState(Model));
const std::vector<std::unique_ptr<lcPiece>>& Pieces = Model->GetPieces();
for (const std::unique_ptr<lcPiece>& Piece : Pieces)
State.Pieces.emplace_back(Piece->GetHistoryState(Model));
const std::vector<std::unique_ptr<lcCamera>>& Cameras = Model->GetCameras();
for (const std::unique_ptr<lcCamera>& Camera : Cameras)
State.Cameras.emplace_back(Camera->GetHistoryState(Model));
const std::vector<std::unique_ptr<lcLight>>& Lights = Model->GetLights();
for (const std::unique_ptr<lcLight>& Light : Lights)
State.Lights.emplace_back(Light->GetHistoryState(Model));
}
void lcModelActionObjectEdit::LoadState(const lcModelHistoryState& State, lcModel* Model)
{
Model->LoadHistoryState(State);
}
void lcModelActionObjectEdit::SaveStartState(const lcModel* Model)
{
SaveState(mStartState, Model);
}
void lcModelActionObjectEdit::SaveEndState(const lcModel* Model)
{
SaveState(mEndState, Model);
}
void lcModelActionObjectEdit::LoadStartState(lcModel* Model) const
{
LoadState(mStartState, Model);
}
void lcModelActionObjectEdit::LoadEndState(lcModel* Model) const
{
LoadState(mEndState, Model);
}
bool lcModelActionObjectEdit::StateChanged() const
{
return mStartState != mEndState;
}
bool lcModelActionObjectEdit::CanMergeWith(const lcModelAction* Other) const
{
const lcModelActionObjectEdit* OtherModelActionEdit = dynamic_cast<const lcModelActionObjectEdit*>(Other);
return OtherModelActionEdit && mMerge != lcModelActionEditMerge::None && mMerge == OtherModelActionEdit->mMerge;
}
void lcModelActionObjectEdit::MergeWith(lcModelAction* Other)
{
lcModelActionObjectEdit* OtherModelActionEdit = dynamic_cast<lcModelActionObjectEdit*>(Other);
if (OtherModelActionEdit)
mEndState = std::move(OtherModelActionEdit->mEndState);
}
void lcModelActionProperties::SaveStartState(const lcModel* Model)
{
SaveState(mStartState, Model);
}
void lcModelActionProperties::SaveEndState(const lcModel* Model)
{
SaveState(mEndState, Model);
}
void lcModelActionProperties::LoadStartState(lcModel* Model) const
{
LoadState(mStartState, Model);
}
void lcModelActionProperties::LoadEndState(lcModel* Model) const
{
LoadState(mEndState, Model);
}
bool lcModelActionProperties::StateChanged() const
{
return mStartState != mEndState;
}
void lcModelActionProperties::SaveState(lcModelProperties& State, const lcModel* Model)
{
State = Model->GetProperties();
}
void lcModelActionProperties::LoadState(const lcModelProperties& State, lcModel* Model)
{
Model->SetModelProperties(State);
}