/
LayerSystem.cpp
574 lines (459 loc) · 13.4 KB
/
LayerSystem.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
#include "LayerSystem.h"
#include "iorthocontextmenu.h"
#include "i18n.h"
#include "ieventmanager.h"
#include "iuimanager.h"
#include "itextstream.h"
#include "imainframe.h"
#include "imapinfofile.h"
#include "icommandsystem.h"
#include "scene/Node.h"
#include "scenelib.h"
#include "modulesystem/StaticModule.h"
#include "AddToLayerWalker.h"
#include "MoveToLayerWalker.h"
#include "RemoveFromLayerWalker.h"
#include "SetLayerSelectedWalker.h"
#include "LayerInfoFileModule.h"
#include "wxutil/dialog/Dialog.h"
#include "wxutil/dialog/MessageBox.h"
#include "wxutil/EntryAbortedException.h"
#include <functional>
namespace scene
{
namespace
{
const char* const DEFAULT_LAYER_NAME = N_("Default");
const int DEFAULT_LAYER = 0;
}
LayerSystem::LayerSystem() :
_activeLayer(DEFAULT_LAYER)
{}
int LayerSystem::createLayer(const std::string& name, int layerID)
{
// Check if the ID already exists
if (_layers.find(layerID) != _layers.end())
{
// already exists => quit
return -1;
}
// Insert the new layer
std::pair<LayerMap::iterator, bool> result = _layers.insert(
LayerMap::value_type(layerID, name)
);
if (result.second == false) {
rError() << "LayerSystem: Could not create layer!" << std::endl;
return -1;
}
// Update the visibility cache, so get the highest ID
int highestID = getHighestLayerID();
// Make sure the vector has allocated enough memory
_layerVisibility.resize(highestID+1);
// Set the newly created layer to "visible"
_layerVisibility[result.first->first] = true;
// Return the ID of the inserted layer
return result.first->first;
}
int LayerSystem::createLayer(const std::string& name)
{
// Check if the layer already exists
int existingID = getLayerID(name);
if (existingID != -1) {
rError() << "Could not create layer, name already exists: "
<< name << std::endl;
return -1;
}
// Layer doesn't exist yet, get the lowest free Id
int newID = getLowestUnusedLayerID();
// pass the call to the overload and return
return createLayer(name, newID);
}
void LayerSystem::deleteLayer(const std::string& name)
{
// Check if the layer already exists
int layerID = getLayerID(name);
if (layerID == -1)
{
rError() << "Could not delete layer, name doesn't exist: "
<< name << std::endl;
return;
}
// Remove all nodes from this layer first, but don't de-select them yet
RemoveFromLayerWalker walker(layerID);
GlobalSceneGraph().root()->traverse(walker);
// Remove the layer
_layers.erase(layerID);
// Reset the visibility flag to TRUE
_layerVisibility[layerID] = true;
if (layerID == _activeLayer)
{
// We have removed the active layer, fall back to default
_activeLayer = DEFAULT_LAYER;
}
// Fire the visibility changed event to
// update the scenegraph and redraw the views
onLayerVisibilityChanged();
}
void LayerSystem::foreachLayer(const LayerVisitFunc& visitor)
{
for (const LayerMap::value_type& pair : _layers)
{
visitor(pair.first, pair.second);
}
}
void LayerSystem::reset()
{
_activeLayer = DEFAULT_LAYER;
_layers.clear();
_layers.insert(LayerMap::value_type(DEFAULT_LAYER, _(DEFAULT_LAYER_NAME)));
_layerVisibility.resize(1);
_layerVisibility[DEFAULT_LAYER] = true;
// Update the LayerControlDialog
_layersChangedSignal.emit();
_layerVisibilityChangedSignal.emit();
}
bool LayerSystem::renameLayer(int layerID, const std::string& newLayerName)
{
// Check sanity
if (newLayerName.empty() || newLayerName == _(DEFAULT_LAYER_NAME)) {
return false; // empty name or default name used
}
LayerMap::iterator i = _layers.find(layerID);
if (i == _layers.end()) {
return false; // not found
}
// Rename that layer
i->second = newLayerName;
return true;
}
int LayerSystem::getFirstVisibleLayer() const
{
// Iterate over all IDs and check the visibility status, return the first visible
for (LayerMap::const_iterator i = _layers.begin(); i != _layers.end(); ++i)
{
if (_layerVisibility[i->first])
{
return i->first;
}
}
// No layer visible, return DEFAULT_LAYER to prevent callers from doing unreasonable things.
return DEFAULT_LAYER;
}
int LayerSystem::getActiveLayer() const
{
return _activeLayer;
}
void LayerSystem::setActiveLayer(int layerID)
{
LayerMap::iterator i = _layers.find(layerID);
if (i == _layers.end())
{
return; // do nothing
}
// ID is valid, assign active layer
_activeLayer = layerID;
}
bool LayerSystem::layerIsVisible(const std::string& layerName)
{
// Check if the layer already exists
int layerID = getLayerID(layerName);
if (layerID == -1) {
rError() << "Could not query layer visibility, name doesn't exist: "
<< layerName << std::endl;
return false;
}
return _layerVisibility[layerID];
}
bool LayerSystem::layerIsVisible(int layerID) {
// Sanity check
if (layerID < 0 || layerID >= static_cast<int>(_layerVisibility.size())) {
rMessage() << "LayerSystem: Querying invalid layer ID: " << layerID << std::endl;
return false;
}
return _layerVisibility[layerID];
}
void LayerSystem::setLayerVisibility(int layerID, bool visible)
{
// Sanity check
if (layerID < 0 || layerID >= static_cast<int>(_layerVisibility.size()))
{
rMessage() <<
"LayerSystem: Setting visibility of invalid layer ID: " <<
layerID << std::endl;
return;
}
// Set the visibility
_layerVisibility[layerID] = visible;
if (!visible && layerID == _activeLayer)
{
// We just hid the active layer, fall back to another one
_activeLayer = getFirstVisibleLayer();
}
// If the active layer is hidden (which can occur after "hide all")
// re-set the active layer to this one as it has been made visible
if (visible && _activeLayer < static_cast<int>(_layerVisibility.size()) &&
!_layerVisibility[_activeLayer])
{
_activeLayer = layerID;
}
// Fire the visibility changed event
onLayerVisibilityChanged();
}
void LayerSystem::setLayerVisibility(const std::string& layerName, bool visible) {
// Check if the layer already exists
int layerID = getLayerID(layerName);
if (layerID == -1) {
rError() << "Could not set layer visibility, name doesn't exist: "
<< layerName.c_str() << std::endl;
return;
}
// Pass the call to the overloaded method to do the work
setLayerVisibility(layerID, visible);
}
void LayerSystem::updateSceneGraphVisibility() {
UpdateNodeVisibilityWalker walker;
GlobalSceneGraph().root()->traverseChildren(walker);
}
void LayerSystem::onLayerVisibilityChanged()
{
// Update all nodes
updateSceneGraphVisibility();
// Redraw
SceneChangeNotify();
// Update the LayerControlDialog
_layerVisibilityChangedSignal.emit();
}
void LayerSystem::addSelectionToLayer(int layerID) {
// Check if the layer ID exists
if (_layers.find(layerID) == _layers.end()) {
return;
}
// Instantiate a Selectionwalker and traverse the selection
AddToLayerWalker walker(layerID);
GlobalSelectionSystem().foreachSelected(walker);
updateSceneGraphVisibility();
}
void LayerSystem::addSelectionToLayer(const std::string& layerName) {
// Check if the layer already exists
int layerID = getLayerID(layerName);
if (layerID == -1) {
rError() << "Cannot add to layer, name doesn't exist: "
<< layerName << std::endl;
return;
}
// Pass the call to the overload
addSelectionToLayer(layerID);
}
void LayerSystem::moveSelectionToLayer(const std::string& layerName) {
// Check if the layer already exists
int layerID = getLayerID(layerName);
if (layerID == -1) {
rError() << "Cannot move to layer, name doesn't exist: "
<< layerName << std::endl;
return;
}
// Pass the call to the overload
moveSelectionToLayer(layerID);
}
void LayerSystem::moveSelectionToLayer(int layerID) {
// Check if the layer ID exists
if (_layers.find(layerID) == _layers.end()) {
return;
}
// Instantiate a Selectionwalker and traverse the selection
MoveToLayerWalker walker(layerID);
GlobalSelectionSystem().foreachSelected(walker);
updateSceneGraphVisibility();
}
void LayerSystem::removeSelectionFromLayer(const std::string& layerName) {
// Check if the layer already exists
int layerID = getLayerID(layerName);
if (layerID == -1) {
rError() << "Cannot remove from layer, name doesn't exist: "
<< layerName << std::endl;
return;
}
// Pass the call to the overload
removeSelectionFromLayer(layerID);
}
void LayerSystem::removeSelectionFromLayer(int layerID) {
// Check if the layer ID exists
if (_layers.find(layerID) == _layers.end()) {
return;
}
// Instantiate a Selectionwalker and traverse the selection
RemoveFromLayerWalker walker(layerID);
GlobalSelectionSystem().foreachSelected(walker);
updateSceneGraphVisibility();
}
bool LayerSystem::updateNodeVisibility(const scene::INodePtr& node) {
// Get the list of layers the node is associated with
// greebo: TODO: Check if returning the LayerList by value is taxing.
LayerList layers = node->getLayers();
// We start with the assumption that a node is hidden
node->enable(Node::eLayered);
// Cycle through the Node's layers, and show the node as soon as
// a visible layer is found.
for (LayerList::const_iterator i = layers.begin(); i != layers.end(); i++) {
if (_layerVisibility[*i]) {
// The layer is visible, set the visibility to true and quit
node->disable(Node::eLayered);
return true;
}
}
// Node is hidden, return FALSE
return false;
}
void LayerSystem::setSelected(int layerID, bool selected) {
SetLayerSelectedWalker walker(layerID, selected);
if (GlobalSceneGraph().root())
{
GlobalSceneGraph().root()->traverseChildren(walker);
}
}
sigc::signal<void> LayerSystem::signal_layersChanged()
{
return _layersChangedSignal;
}
sigc::signal<void> LayerSystem::signal_layerVisibilityChanged()
{
return _layerVisibilityChangedSignal;
}
int LayerSystem::getLayerID(const std::string& name) const {
for (LayerMap::const_iterator i = _layers.begin(); i != _layers.end(); i++) {
if (i->second == name) {
// Name found, return the ID
return i->first;
}
}
return -1;
}
std::string LayerSystem::getLayerName(int layerID) const {
LayerMap::const_iterator found = _layers.find(layerID);
if (found != _layers.end()) {
return found->second;
}
// not found
return "";
}
bool LayerSystem::layerExists(int layerID) const
{
return _layers.find(layerID) != _layers.end();
}
int LayerSystem::getHighestLayerID() const {
if (_layers.size() == 0) {
// Empty layer map, just return DEFAULT_LAYER
return DEFAULT_LAYER;
}
// A map is sorted, so return the ID of the element from the end of the map
return _layers.rbegin()->first;
}
int LayerSystem::getLowestUnusedLayerID() {
for (int i = 0; i < INT_MAX; i++) {
if (_layers.find(i) == _layers.end()) {
// Found a free ID
return i;
}
}
return -1;
}
// RegisterableModule implementation
const std::string& LayerSystem::getName() const
{
static std::string _name(MODULE_LAYERSYSTEM);
return _name;
}
const StringSet& LayerSystem::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_EVENTMANAGER);
_dependencies.insert(MODULE_COMMANDSYSTEM);
_dependencies.insert(MODULE_MAPINFOFILEMANAGER);
}
return _dependencies;
}
void LayerSystem::initialiseModule(const ApplicationContext& ctx)
{
rMessage() << getName() << "::initialiseModule called." << std::endl;
// Create the "master" layer with ID DEFAULT_LAYER
createLayer(_(DEFAULT_LAYER_NAME));
// Add command targets for the first 10 layer IDs here
for (int i = 0; i < 10; i++)
{
_commandTargets.push_back(std::make_shared<LayerCommandTarget>(i));
}
// Register the "create layer" command
GlobalCommandSystem().addCommand("CreateNewLayer",
std::bind(&LayerSystem::createLayerCmd, this, std::placeholders::_1),
cmd::ARGTYPE_STRING|cmd::ARGTYPE_OPTIONAL);
IEventPtr ev = GlobalEventManager().addCommand("CreateNewLayer", "CreateNewLayer");
GlobalMapModule().signal_mapEvent().connect(
sigc::mem_fun(*this, &LayerSystem::onMapEvent)
);
GlobalMapInfoFileManager().registerInfoFileModule(
std::make_shared<LayerInfoFileModule>()
);
}
void LayerSystem::createLayerCmd(const cmd::ArgumentList& args)
{
std::string initialName = !args.empty() ? args[0].getString() : "";
while (true)
{
// Query the name of the new layer from the user
std::string layerName;
if (!initialName.empty()) {
// If we got a layer name passed through the arguments,
// we use this one, but only the first time
layerName = initialName;
initialName.clear();
}
if (layerName.empty()) {
try {
layerName = wxutil::Dialog::TextEntryDialog(
_("Enter Name"),
_("Enter Layer Name"),
"",
GlobalMainFrame().getWxTopLevelWindow()
);
}
catch (wxutil::EntryAbortedException&) {
break;
}
}
if (layerName.empty()) {
// Wrong name, let the user try again
wxutil::Messagebox::ShowError(_("Cannot create layer with empty name."));
continue;
}
// Attempt to create the layer, this will return -1 if the operation fails
int layerID = createLayer(layerName);
if (layerID != -1)
{
// Success, break the loop
_layersChangedSignal.emit();
break;
}
else {
// Wrong name, let the user try again
wxutil::Messagebox::ShowError(_("This name already exists."));
continue;
}
}
}
void LayerSystem::onMapEvent(IMap::MapEvent ev)
{
if (ev == IMap::MapUnloaded || ev == IMap::MapLoading)
{
// Purge layer info before map is loading or after it has been unloaded
reset();
}
}
// Define the static LayerSystem module
module::StaticModule<LayerSystem> layerSystemModule;
// Internal accessor method
LayerSystem& getLayerSystem() {
return *layerSystemModule.getModule();
}
} // namespace scene