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626 lines
15 KiB
626 lines
15 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The document. Exposes functions for object creation, deletion, and
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// manipulation. Holds the current tool. Handles GUI messages that are
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// view-independent.
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//
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//=============================================================================//
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#include "stdafx.h"
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#include "Selection.h"
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#include "mapdoc.h"
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#include "MapHelper.h"
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#include "MapSolid.h"
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#include "Manifest.h"
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#include "mapdefs.h"
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#include "globalfunctions.h"
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#include "mainfrm.h"
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#include "objectproperties.h"
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CSelection::CSelection(void)
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{
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m_pDocument = NULL;
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}
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CSelection::~CSelection(void)
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{
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}
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void CSelection::Init( CMapDoc *pDocument )
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{
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m_pDocument = pDocument;
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m_eSelectMode = selectGroups;
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m_SelectionList.RemoveAll();
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ClearHitList();
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m_LastValidBounds.bmins = Vector(0, 0, 0);
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m_LastValidBounds.bmaxs = Vector(64, 64, 64);
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UpdateSelectionBounds();
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}
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bool CSelection::IsSelected(CMapClass *pobj)
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{
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return (m_SelectionList.Find(pobj) != m_SelectionList.InvalidIndex());
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}
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void CSelection::GetLastValidBounds(Vector &vecMins, Vector &vecMaxs)
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{
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vecMins = m_LastValidBounds.bmins;
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vecMaxs = m_LastValidBounds.bmaxs;
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}
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bool CSelection::GetBounds(Vector &vecMins, Vector &vecMaxs)
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{
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if ( m_bBoundsDirty )
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UpdateSelectionBounds();
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if ( m_SelectionList.Count() == 0)
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return false;
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vecMins = m_Bounds.bmins;
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vecMaxs = m_Bounds.bmaxs;
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return true;;
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}
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bool CSelection::GetLogicalBounds(Vector2D &vecMins, Vector2D &vecMaxs)
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{
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if ( m_bBoundsDirty )
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UpdateSelectionBounds();
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if ( m_SelectionList.Count() == 0)
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return false;
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vecMins = m_vecLogicalMins;
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vecMaxs = m_vecLogicalMaxs;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used for translations. Uses entity origins and brush bounds.
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// That way, when moving stuff, the entity origins will stay on the grid.
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//-----------------------------------------------------------------------------
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void CSelection::GetBoundsForTranslation( Vector &vecMins, Vector &vecMaxs )
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{
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vecMins.Init( COORD_NOTINIT, COORD_NOTINIT, 0 );
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vecMaxs.Init( -COORD_NOTINIT, -COORD_NOTINIT, 0 );
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// If there are any solids, then only use the bounds for those. Otherwise,
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// an entity that is off the grid can pull all the solids off the grid and you never want that.
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int nSolids = 0;
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for (int i = 0; i < m_SelectionList.Count(); i++)
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{
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CMapClass *pobj = m_SelectionList[i];
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CEditGameClass *pEdit = dynamic_cast< CEditGameClass* >( pobj );
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if ( (pEdit && pEdit->IsSolidClass()) || dynamic_cast<CMapSolid *>(pobj) )
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{
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++nSolids;
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}
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}
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for (int i = 0; i < m_SelectionList.Count(); i++)
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{
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CMapClass *pobj = m_SelectionList[i];
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// update physical bounds
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Vector mins, maxs;
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CEditGameClass *pEdit = dynamic_cast< CEditGameClass* >( pobj );
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if ( (pEdit && pEdit->IsSolidClass()) || dynamic_cast<CMapSolid *>(pobj) )
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{
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pobj->GetRender2DBox(mins, maxs);
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}
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else if ( nSolids == 0 )
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{
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pobj->GetOrigin( mins );
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maxs = mins;
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}
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VectorMin( mins, vecMins, vecMins );
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VectorMax( maxs, vecMaxs, vecMaxs );
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}
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}
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void CSelection::UpdateSelectionBounds( void )
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{
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m_Bounds.ResetBounds();
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m_vecLogicalMins[0] = m_vecLogicalMins[1] = COORD_NOTINIT;
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m_vecLogicalMaxs[0] = m_vecLogicalMaxs[1] = -COORD_NOTINIT;
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for (int i = 0; i < m_SelectionList.Count(); i++)
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{
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CMapClass *pobj = m_SelectionList[i];
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// update physical bounds
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Vector mins,maxs;
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pobj->GetRender2DBox(mins, maxs);
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m_Bounds.UpdateBounds(mins, maxs);
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// update logical bounds
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Vector2D logicalMins,logicalMaxs;
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pobj->GetRenderLogicalBox( logicalMins, logicalMaxs );
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Vector2DMin( logicalMins, m_vecLogicalMins, m_vecLogicalMins );
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Vector2DMax( logicalMaxs, m_vecLogicalMaxs, m_vecLogicalMaxs );
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}
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// remeber bounds if valid
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if ( m_Bounds.IsValidBox() )
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{
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m_LastValidBounds = m_Bounds;
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}
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m_bBoundsDirty = false;
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}
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bool CSelection::GetBoundsCenter(Vector &vecCenter)
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{
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if ( m_bBoundsDirty )
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UpdateSelectionBounds();
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if ( m_SelectionList.Count() == 0 )
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return false;
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m_Bounds.GetBoundsCenter( vecCenter );
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return true;
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}
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bool CSelection::GetLogicalBoundsCenter( Vector2D &vecCenter )
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{
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if ( m_bBoundsDirty )
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UpdateSelectionBounds();
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if ( m_SelectionList.Count() == 0 )
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return false;
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vecCenter = (m_vecLogicalMins+m_vecLogicalMaxs)/2;
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return true;
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}
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bool CSelection::IsEmpty()
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{
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return m_SelectionList.Count() == 0;
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}
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const CMapObjectList *CSelection::GetList()
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{
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return &m_SelectionList;
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}
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const CMapObjectList* CSelection::GetHitList()
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{
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return &m_HitList;
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}
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int CSelection::GetCount()
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{
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return m_SelectionList.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the current selection mode. The selection mode determines
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// what gets selected when the user clicks on something - the group,
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// the entity, or the solid.
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//-----------------------------------------------------------------------------
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SelectMode_t CSelection::GetMode()
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{
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return m_eSelectMode;
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}
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void CSelection::SetSelectionState(SelectionState_t eSelectionState)
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{
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for ( int i=0; i<m_SelectionList.Count(); i++ )
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{
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CMapClass *pMapClass = (CUtlReference< CMapClass >)m_SelectionList.Element(i);
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CMapEntity *pObject = (CMapEntity *)pMapClass;
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pObject->SetSelectionState( eSelectionState );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CSelection::IsAnEntitySelected(void)
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{
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if (m_SelectionList.Count() > 0)
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{
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int nSelCount = m_SelectionList.Count();
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for (int i = 0; i < nSelCount; i++)
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{
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CMapClass *pObject = m_SelectionList.Element(i);
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CMapEntity *pEntity = dynamic_cast <CMapEntity *> (pObject);
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if (pEntity != NULL)
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{
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return true;
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}
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the selection is editable. Every object must be
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// individually editable for this routine to return true.
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//-----------------------------------------------------------------------------
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bool CSelection::IsEditable()
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{
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if ( m_SelectionList.Count() > 0 )
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{
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int nSelCount = m_SelectionList.Count();
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for (int i = 0; i < nSelCount; i++)
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{
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CMapClass *pObject = m_SelectionList.Element(i);
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if ( pObject->IsEditable() == false )
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{
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return false;
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the selection is copyable. CManifestInstance classes
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// are not copyable.
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//-----------------------------------------------------------------------------
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bool CSelection::IsCopyable()
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{
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if ( m_SelectionList.Count() > 0 )
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{
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int nSelCount = m_SelectionList.Count();
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for (int i = 0; i < nSelCount; i++)
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{
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CMapClass *pObject = m_SelectionList.Element(i);
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if ( pObject->IsMapClass( MAPCLASS_TYPE( CManifestInstance ) ) )
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{
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return false;
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the current selection mode, which determines which objects
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// are selected when the user clicks on things.
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//-----------------------------------------------------------------------------
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void CSelection::SetMode(SelectMode_t eNewSelectMode)
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{
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SelectMode_t eOldSelectMode = m_eSelectMode;
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m_eSelectMode = eNewSelectMode;
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if ((eOldSelectMode == selectSolids) ||
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((eOldSelectMode == selectObjects) && (eNewSelectMode == selectGroups)))
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{
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//
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// If we are going from a more specific selection mode to a less specific one,
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// clear the selection. This avoids unexpectedly selecting new things.
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//
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SelectObject(NULL, scClear|scSaveChanges);
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}
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else
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{
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//
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// Put all the children of the selected objects in a list, along with their children.
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//
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CMapObjectList NewList;
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int nSelCount = m_SelectionList.Count();
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for (int i = 0; i < nSelCount; i++)
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{
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CMapClass *pObject = m_SelectionList[i];
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AddLeavesToListCallback(pObject, &NewList);
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pObject->EnumChildren((ENUMMAPCHILDRENPROC)AddLeavesToListCallback, (DWORD)&NewList);
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}
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SelectObject(NULL, scClear|scSaveChanges);
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//
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// Add child objects to selection.
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//
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for (int pos=0;pos<NewList.Count();pos++)
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{
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CMapClass *pObject = NewList[pos];
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CMapClass *pSelObject = pObject->PrepareSelection(eNewSelectMode);
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if (pSelObject)
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{
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SelectObject(pSelObject, scSelect);
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pObject -
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//-----------------------------------------------------------------------------
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void CSelection::AddHit(CMapClass *pObject)
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{
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if ( m_HitList.Find(pObject) == -1 )
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{
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m_HitList.AddToTail(pObject);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSelection::ClearHitList(void)
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{
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m_HitList.RemoveAll();
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m_iCurHit = -1;
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}
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bool CSelection::RemoveAll(void)
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{
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for ( int i=0;i<m_SelectionList.Count(); i++ )
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{
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CMapClass *pObject = m_SelectionList.Element(i);
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pObject->SetSelectionState(SELECT_NONE);
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}
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m_SelectionList.RemoveAll();
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SetBoundsDirty();
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return true;
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}
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bool CSelection::RemoveDead(void)
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{
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bool bFoundOne = false;
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for ( int i=m_SelectionList.Count()-1; i>=0; i-- )
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{
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CMapClass *pObject = m_SelectionList.Element(i);
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if (!pObject->GetParent())
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{
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m_SelectionList.FastRemove(i);
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pObject->SetSelectionState(SELECT_NONE);
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bFoundOne = true;
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}
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}
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// TODO check if we do the same as in SelectObject
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SetBoundsDirty();
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return bFoundOne;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes objects that are not visible from the selection set.
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//-----------------------------------------------------------------------------
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bool CSelection::RemoveInvisibles(void)
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{
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bool bFoundOne = false;
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for ( int i=m_SelectionList.Count()-1; i>=0; i-- )
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{
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CMapClass *pObject = m_SelectionList.Element(i);
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if ( !pObject->IsVisible() )
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{
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m_SelectionList.FastRemove(i);
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pObject->SetSelectionState(SELECT_NONE);
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bFoundOne = true;
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}
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}
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SetBoundsDirty();
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return bFoundOne;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iIndex -
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// bUpdateViews -
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//-----------------------------------------------------------------------------
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void CSelection::SetCurrentHit(int iIndex, bool bCascading)
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{
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if ( m_HitList.Count() == 0)
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{
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Assert( m_iCurHit == -1);
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return;
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}
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// save & toggle old selection off
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if (m_iCurHit != -1)
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{
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CMapClass *pObject = m_HitList[m_iCurHit];
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SelectObject(pObject, scToggle|scSaveChanges);
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}
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if (iIndex == hitNext)
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{
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// hit next object
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m_iCurHit++;
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}
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else if (iIndex == hitPrev)
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{
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// hit prev object
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m_iCurHit--;
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}
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else
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{
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m_iCurHit = iIndex;
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}
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// make sure curhit is valid
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if (m_iCurHit >= m_HitList.Count())
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{
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m_iCurHit = 0;
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}
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else if (m_iCurHit < 0)
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{
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m_iCurHit = m_HitList.Count() - 1;
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}
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CMapClass *pObject = m_HitList[m_iCurHit];
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if ( bCascading )
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{
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// Build actual selection list based on cascading...
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CUtlRBTree< CMapClass*, unsigned short > tree( 0, 0, DefLessFunc( CMapClass* ) );
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bool bRecursive = false; // not used yet
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m_pDocument->BuildCascadingSelectionList( pObject, tree, bRecursive );
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CMapObjectList list;
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list.AddToTail( pObject );
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bool bRootIsSelected = IsSelected(pObject);
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bool bUniformSelectionState = true;
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for ( unsigned short h = tree.FirstInorder(); h != tree.InvalidIndex(); h = tree.NextInorder(h) )
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{
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list.AddToTail( list[h] );
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if ( IsSelected( list[h] ) != bRootIsSelected )
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{
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bUniformSelectionState = false;
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}
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}
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/* Change toggle to select or unselect if we're toggling and cascading
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// but the root + children have different selection state
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if ( ( !bUniformSelectionState ) && ( cmd == scToggle ) )
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{
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cmd = bRootIsSelected ? scSelect : scUnselect;
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}*/
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SelectObjectList( &list, scSelect );
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}
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else
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{
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SelectObject(pObject, scToggle );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pobj -
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// cmd -
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//-----------------------------------------------------------------------------
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bool CSelection::SelectObject(CMapClass *pObj, int cmd)
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{
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// if no object is given we only can execute the clear command
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if ( pObj == NULL )
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{
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// check if selection is already empty
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if (m_SelectionList.Count() == 0)
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return false; // nothing to do
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if ( cmd & scClear )
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{
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RemoveAll();
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}
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}
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else // object oriented operation
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{
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int iIndex = m_SelectionList.Find(pObj);
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bool bAlreadySelected = iIndex != -1;
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if ( cmd & scToggle )
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{
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if ( bAlreadySelected )
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cmd |= scUnselect;
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else
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cmd |= scSelect;
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}
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if ( cmd & scSelect )
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{
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if ( cmd & scClear )
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{
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// if we re-selected the only selected element, nothing changes
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if ( bAlreadySelected && m_SelectionList.Count() == 1 )
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return false;
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RemoveAll();
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bAlreadySelected = false; // reset that flag
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}
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if ( bAlreadySelected )
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return false;
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m_SelectionList.AddToTail(pObj);
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pObj->SetSelectionState(SELECT_NORMAL);
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}
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else if ( (cmd & scUnselect) && bAlreadySelected )
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{
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// ok unselect an yet selected object
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m_SelectionList.FastRemove(iIndex);
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pObj->SetSelectionState(SELECT_NONE);
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}
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else
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{
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return false; // nothing was changed
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}
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}
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// ok something in the selection was changed, set dirty flags
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SetBoundsDirty();
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if ( cmd & scSaveChanges )
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{
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// changing the selection automatically saves changes made to the properties dialog
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GetMainWnd()->pObjectProperties->SaveData( SAVEDATA_SELECTION_CHANGED );
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}
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// always mark data dirty
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GetMainWnd()->pObjectProperties->MarkDataDirty();
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// uddate all views
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m_pDocument->UpdateAllViews( MAPVIEW_UPDATE_SELECTION );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clears the current selection and selects everything in the given list.
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// Input : pList - Objects to select.
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//-----------------------------------------------------------------------------
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void CSelection::SelectObjectList( const CMapObjectList *pList, int cmd )
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{
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// Clear the current selection.
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// Clear the current selection.
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if ( cmd & scSaveChanges )
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{
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GetMainWnd()->pObjectProperties->SaveData( SAVEDATA_SELECTION_CHANGED );
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cmd &= ~scSaveChanges;
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}
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if ( cmd & scClear )
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{
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RemoveAll();
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cmd &= ~scClear;
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}
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if ( pList != NULL )
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{
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for (int pos=0;pos<pList->Count();pos++)
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{
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CMapClass *pObject = (CUtlReference< CMapClass >)pList->Element(pos);
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CMapClass *pSelObject = pObject->PrepareSelection( m_eSelectMode );
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if (pSelObject)
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{
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SelectObject( pSelObject, cmd );
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}
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}
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}
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}
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