mirror of
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Unused code paths (including definition of these macros and meaningless comments) were eliminated.
299 lines
9.6 KiB
C++
299 lines
9.6 KiB
C++
// Copyright (c) 1998-1999 Matra Datavision
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// Copyright (c) 1999-2014 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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#include <AIS_Selection.ixx>
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#include <TCollection_AsciiString.hxx>
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#include <TColStd_SequenceOfTransient.hxx>
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#include <SelectMgr_EntityOwner.hxx>
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#include <AIS_InteractiveObject.hxx>
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#define MaxSizeOfResult 100000
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//current selection (handle)
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static Handle(AIS_Selection) theCurrentSelection;
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static void AIS_Sel_CurrentSelection (Handle(AIS_Selection)& InputSel)
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{
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if(!InputSel.IsNull())
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theCurrentSelection = InputSel;
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else
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InputSel = theCurrentSelection;
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}
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static TColStd_SequenceOfTransient& AIS_Sel_GetSelections()
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{
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static TColStd_SequenceOfTransient Selections;
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return Selections;
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}
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//=======================================================================
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//function : AIS_Selection
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//purpose :
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//=======================================================================
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AIS_Selection::AIS_Selection(const Standard_CString aName) :
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myName(TCollection_AsciiString(aName)),
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myNb(0)
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{
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myResultMap.ReSize( MaxSizeOfResult ); // for maximum performnace on medium selections ( < 100000 objects )
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}
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//=======================================================================
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//function : CreateSelection
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_Selection::CreateSelection(const Standard_CString aName)
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{
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Handle(AIS_Selection) S = AIS_Selection::Selection(aName);
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if(!S.IsNull())
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return Standard_False;
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S = new AIS_Selection(aName);
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AIS_Sel_GetSelections().Prepend(S);
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AIS_Sel_CurrentSelection(S);
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return Standard_True;
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}
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//=======================================================================
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//function : Selection
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//purpose :
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//=======================================================================
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Handle(AIS_Selection) AIS_Selection::Selection(const Standard_CString aName)
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{
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Handle(AIS_Selection) S;
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if(AIS_Sel_GetSelections().IsEmpty()) return S;
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Handle(Standard_Transient) curobj;
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Handle(AIS_Selection) Sel;
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// Standard_Boolean found(Standard_False);
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for(Standard_Integer I =1; I<= AIS_Sel_GetSelections().Length();I++){
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curobj = AIS_Sel_GetSelections().Value(I);
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Sel = *((Handle(AIS_Selection)*)&curobj);
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if(Sel->myName.IsEqual(aName))
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return Sel;
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}
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return S;
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}
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//=======================================================================
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//function : Find
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_Selection::Find(const Standard_CString aName)
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{
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Handle(AIS_Selection) S = AIS_Selection::Selection(aName);
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return !S.IsNull();
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}
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//=======================================================================
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//function : SetCurrentSelection
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_Selection::SetCurrentSelection (const Standard_CString aName)
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{
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AIS_Selection::CreateSelection(aName);
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Handle(AIS_Selection) anAISSelection = AIS_Selection::Selection(aName) ;
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AIS_Sel_CurrentSelection ( anAISSelection ) ;
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return Standard_True;
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}
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//=======================================================================
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//function : Select
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//purpose :
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//=======================================================================
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void AIS_Selection::Select()
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{
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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if(!S.IsNull()){
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S->myNb=0;
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S->myresult.Clear();
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S->myResultMap.Clear();
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}
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}
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//=======================================================================
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//function : CurrentSelection
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//purpose :
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//=======================================================================
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Handle(AIS_Selection) AIS_Selection::CurrentSelection() {
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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return S;
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}
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//=======================================================================
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//function : Select
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//purpose :
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//=======================================================================
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AIS_SelectStatus AIS_Selection::Select(const Handle(Standard_Transient)& anObject)
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{
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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if(S.IsNull()) return AIS_SS_NotDone;
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Handle(AIS_InteractiveObject) anAISObj;
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Handle(SelectMgr_EntityOwner) owner = Handle(SelectMgr_EntityOwner)::DownCast( anObject );
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if ( owner.IsNull() )
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anAISObj = Handle(AIS_InteractiveObject)::DownCast( anObject );
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if ( S->myResultMap.IsBound( anObject ) ){
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AIS_NListTransient::Iterator aListIter = S->myResultMap.Find( anObject );
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//skt-----------------------------------------------------------------
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if( S->myIterator == aListIter ) {
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if( S->myIterator.More() )
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S->myIterator.Next();
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else
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S->myIterator = AIS_NListTransient::Iterator();
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}
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//--------------------------------------------------------------------
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// In the mode of advanced mesh selection only one owner is created
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// for all selection modes. It is necessary to check the current detected
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// entity and remove the owner from map only if the detected entity is
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// the same as previous selected (IsForcedHilight call)
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if( !anAISObj.IsNull() || ( !owner.IsNull() && !owner->IsForcedHilight() ) )
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{
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S->myresult.Remove( aListIter );
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S->myResultMap.UnBind( anObject );
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// update list iterator for next object in <myresult> list if any
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if ( aListIter.More() ){
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const Handle(Standard_Transient)& aNextObject = aListIter.Value();
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if ( S->myResultMap.IsBound( aNextObject ) )
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S->myResultMap( aNextObject ) = aListIter;
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else
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S->myResultMap.Bind( aNextObject, aListIter );
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}
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return AIS_SS_Removed;
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}
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else
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return AIS_SS_Added;
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}
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AIS_NListTransient::Iterator aListIter;
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S->myresult.Append( anObject, aListIter );
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S->myResultMap.Bind( anObject, aListIter );
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return AIS_SS_Added;
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}
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//=======================================================================
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//function : AddSelect
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//purpose : Always add int the selection
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//=======================================================================
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AIS_SelectStatus AIS_Selection::AddSelect(const Handle(Standard_Transient)& anObject)
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{
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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if(S.IsNull()) return AIS_SS_NotDone;
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if ( S->myResultMap.IsBound( anObject ) )
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return AIS_SS_NotDone;
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AIS_NListTransient::Iterator aListIter;
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S->myresult.Append( anObject, aListIter );
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S->myResultMap.Bind( anObject, aListIter );
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return AIS_SS_Added;
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}
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//=======================================================================
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//function : ClearAndSelect
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//purpose :
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//=======================================================================
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void AIS_Selection::ClearAndSelect(const Handle(Standard_Transient)& anObject) {
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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if(S.IsNull()) return;
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Select();
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Select(anObject);
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}
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//=======================================================================
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//function : Extent
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//purpose :
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//=======================================================================
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Standard_Integer AIS_Selection::Extent() {
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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return S->myresult.Extent();
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}
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//=======================================================================
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//function : Single
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//purpose :
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//=======================================================================
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Handle(Standard_Transient) AIS_Selection::Single()
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{
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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S->Init();
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return S->Value();
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}
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//=======================================================================
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//function : IsSelected
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_Selection::IsSelected(const Handle(Standard_Transient)& anObject)
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{
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Handle(AIS_Selection) S;
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AIS_Sel_CurrentSelection (S);
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if(S.IsNull()) return Standard_False;
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return S->myResultMap.IsBound( anObject );
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}
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//=======================================================================
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//function : Index
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//purpose :
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//=======================================================================
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Standard_Integer AIS_Selection::Index(const Standard_CString aName)
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{
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Handle (Standard_Transient) curobj;
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for(Standard_Integer I =1; I<= AIS_Sel_GetSelections().Length();I++){
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curobj = AIS_Sel_GetSelections().Value(I);
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if((*((Handle(AIS_Selection)*)&curobj))->myName.IsEqual(aName))
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return I;
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}
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return 0;
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}
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//=======================================================================
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//function : Remove
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//purpose :
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//=======================================================================
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void AIS_Selection::Remove(const Standard_CString aName)
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{
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Standard_Integer I = AIS_Selection::Index(aName);
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if(I!=0) {
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Handle(AIS_Selection) selection = Handle(AIS_Selection)::DownCast( AIS_Sel_GetSelections().Value(I) );
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Standard_Integer stored = selection->NbStored();
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if ( stored )
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selection->Select();
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AIS_Sel_GetSelections().Remove(I);
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}
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}
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// clean the static current selection handle
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void AIS_Selection::ClearCurrentSelection()
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{
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theCurrentSelection.Nullify();
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}
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