/
ShaderClipboard.cpp
185 lines (141 loc) · 3.84 KB
/
ShaderClipboard.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
#include "ShaderClipboard.h"
#include "i18n.h"
#include "iselectiontest.h"
#include "iscenegraph.h"
#include "iuimanager.h"
#include "imediabrowser.h"
#include "ui/texturebrowser/TextureBrowser.h"
#include "ClosestTexturableFinder.h"
#include "patch/PatchNode.h"
#include "brush/BrushNode.h"
#include <boost/format.hpp>
namespace selection {
ShaderClipboard::ShaderClipboard() :
_updatesDisabled(false)
{
GlobalUIManager().getStatusBarManager().addTextElement(
"ShaderClipBoard",
"icon_texture.png",
IStatusBarManager::POS_SHADERCLIPBOARD,
_("The name of the shader in the clipboard")
);
GlobalUndoSystem().addObserver(this);
GlobalMapModule().signal_mapEvent().connect(
sigc::mem_fun(*this, &ShaderClipboard::onMapEvent));
}
void ShaderClipboard::clear() {
_source.clear();
_updatesDisabled = true;
// Update the status bar information
updateStatusText();
_updatesDisabled = false;
}
void ShaderClipboard::postUndo()
{
// Check if the source is still valid
if (!_source.checkValid())
{
clear();
}
}
void ShaderClipboard::postRedo()
{
// Check if the source is still valid
if (!_source.checkValid())
{
clear();
}
}
Texturable ShaderClipboard::getTexturable(SelectionTest& test) {
// Initialise an empty Texturable structure
Texturable returnValue;
algorithm::ClosestTexturableFinder finder(test, returnValue);
GlobalSceneGraph().root()->traverseChildren(finder);
return returnValue;
}
void ShaderClipboard::updateMediaBrowsers()
{
// Avoid nasty loopbacks
_updatesDisabled = true;
// Set the active shader in the Texture window as well
GlobalTextureBrowser().setSelectedShader(_source.getShader());
std::string sourceShader = _source.getShader();
GlobalMediaBrowser().setSelection(sourceShader);
_updatesDisabled = false;
updateStatusText();
}
void ShaderClipboard::updateStatusText()
{
std::string statusText;
if (!_source.empty()) {
statusText = (boost::format(_("ShaderClipboard: %s")) % _source.getShader()).str();
if (_source.isFace()) {
statusText += std::string(" (") + _("Face") + ")";
}
else if (_source.isPatch()) {
statusText += std::string(" (") + _("Patch") + ")";
}
else if (_source.isShader()) {
statusText += std::string(" (") + _("Shader") + ")";
}
}
else {
statusText = _("ShaderClipboard is empty.");
}
GlobalUIManager().getStatusBarManager().setText("ShaderClipBoard", statusText);
}
void ShaderClipboard::setSource(SelectionTest& test)
{
if (_updatesDisabled) return; // loopback guard
_source = getTexturable(test);
updateMediaBrowsers();
_signalSourceChanged.emit();
}
void ShaderClipboard::setSource(std::string shader)
{
if (_updatesDisabled) return; // loopback guard
_source.clear();
_source.shader = shader;
// Don't update the media browser without loopback guards
// if this is desired, one will have to implement them
updateStatusText();
_signalSourceChanged.emit();
}
void ShaderClipboard::setSource(Patch& sourcePatch)
{
if (_updatesDisabled) return; // loopback guard
_source.clear();
_source.patch = &sourcePatch;
_source.node = sourcePatch.getPatchNode().shared_from_this();
updateMediaBrowsers();
_signalSourceChanged.emit();
}
void ShaderClipboard::setSource(Face& sourceFace)
{
if (_updatesDisabled) return; // loopback guard
_source.clear();
_source.face = &sourceFace;
_source.node = sourceFace.getBrush().getBrushNode().shared_from_this();
updateMediaBrowsers();
_signalSourceChanged.emit();
}
Texturable& ShaderClipboard::getSource() {
return _source;
}
sigc::signal<void> ShaderClipboard::signal_sourceChanged() const
{
return _signalSourceChanged;
}
void ShaderClipboard::onMapEvent(IMap::MapEvent ev)
{
if (ev == IMap::MapUnloading)
{
clear();
}
}
} // namespace selection
// global accessor function
selection::ShaderClipboard& GlobalShaderClipboard() {
static selection::ShaderClipboard _instance;
return _instance;
}