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- picked or selected objects are now highlighted via owners instead of interactive objects; - support methods for owners were added to AIS_InteractiveContext; - dynamically highlighted owners are now displayed in immediate mode; - selection without opening of local context is enabled by default; - added "-local" key to vselmode command to enable selection in local context; - selection filters are now completely supported in AIS_InteractiveContext; - the idea of differencing of selected items onto current (in interactive context) and selected (local selection) was eliminated; - all calls to "current" were replaced by calls to "selected" in terms of future local context removal; - AIS_InteractiveObject::mySelectionMode was removed; - now each selectable object can define own selection mode for "global" selection of the whole object; - whole object selection mode is 0 by default for all standard interactive objects; - immediate structures are now added to topmost and top layer lists; - added support of drawing immediate structures in different layers; - unused code for immediate mode was removed; - vfeedback and vexport commands now produce correct output for raytrace mode.
75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
// Created on: 2014-12-18
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// Created by: Kirill Gavrilov
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// Copyright (c) 2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_ViewAffinity_HeaderFile
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#define _Graphic3d_ViewAffinity_HeaderFile
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#include <Standard.hxx>
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#include <Standard_Transient.hxx>
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#include <Standard_Type.hxx>
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//! Structure display state.
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class Graphic3d_ViewAffinity : public Standard_Transient
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{
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public:
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//! Empty constructor.
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Graphic3d_ViewAffinity()
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{
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SetVisible (Standard_True);
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}
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//! Return visibility flag.
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bool IsVisible (const Standard_Integer theViewId) const
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{
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const unsigned int aBit = 1 << theViewId;
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return (myMask & aBit) != 0;
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}
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//! Setup visibility flag for all views.
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void SetVisible (const Standard_Boolean theIsVisible)
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{
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::memset (&myMask, theIsVisible ? 0xFF : 0x00, sizeof(myMask));
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}
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//! Setup visibility flag.
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void SetVisible (const Standard_Integer theViewId,
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const bool theIsVisible)
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{
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const unsigned int aBit = 1 << theViewId;
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if (theIsVisible)
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{
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myMask |= aBit;
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}
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else
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{
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myMask &= ~aBit;
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}
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}
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private:
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unsigned int myMask; //!< affinity mask
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public:
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DEFINE_STANDARD_RTTI(Graphic3d_ViewAffinity, Standard_Transient)
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};
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DEFINE_STANDARD_HANDLE(Graphic3d_ViewAffinity, Standard_Transient)
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#endif // _Graphic3d_ViewAffinity_HeaderFile
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