/
LayerManager.cpp
510 lines (404 loc) · 11.3 KB
/
LayerManager.cpp
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#include "LayerManager.h"
#include "i18n.h"
#include "itextstream.h"
#include "imapinfofile.h"
#include "icommandsystem.h"
#include "scene/Node.h"
#include "scenelib.h"
#include "module/StaticModule.h"
#include "AddToLayerWalker.h"
#include "MoveToLayerWalker.h"
#include "RemoveFromLayerWalker.h"
#include "SetLayerSelectedWalker.h"
#include "LayerInfoFileModule.h"
#include <functional>
#include <climits>
namespace scene
{
namespace
{
const char* const DEFAULT_LAYER_NAME = N_("Default");
const int DEFAULT_LAYER = 0;
}
LayerManager::LayerManager() :
_activeLayer(DEFAULT_LAYER)
{
// Create the "master" layer with ID DEFAULT_LAYER
createLayer(_(DEFAULT_LAYER_NAME), DEFAULT_LAYER);
}
int LayerManager::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;
// Layers have changed
onLayersChanged();
// Return the ID of the inserted layer
return result.first->first;
}
int LayerManager::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 LayerManager::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;
}
if (layerID == DEFAULT_LAYER)
{
rError() << "Cannot delete the default layer" << 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;
}
// Layers have changed
onLayersChanged();
// Nodes might have switched to default, fire the visibility
// changed event, update the scenegraph and redraw the views
onNodeMembershipChanged();
}
void LayerManager::foreachLayer(const LayerVisitFunc& visitor)
{
for (const LayerMap::value_type& pair : _layers)
{
visitor(pair.first, pair.second);
}
}
void LayerManager::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 dialog
_layersChangedSignal.emit();
_layerVisibilityChangedSignal.emit();
}
bool LayerManager::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;
// Fire the update signal
onLayersChanged();
return true;
}
int LayerManager::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 LayerManager::getActiveLayer() const
{
return _activeLayer;
}
void LayerManager::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 LayerManager::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 LayerManager::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 LayerManager::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 LayerManager::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 << std::endl;
return;
}
// Pass the call to the overloaded method to do the work
setLayerVisibility(layerID, visible);
}
void LayerManager::updateSceneGraphVisibility()
{
UpdateNodeVisibilityWalker walker(GlobalSceneGraph().root());
GlobalSceneGraph().root()->traverseChildren(walker);
// Redraw
SceneChangeNotify();
}
void LayerManager::onLayersChanged()
{
_layersChangedSignal.emit();
}
void LayerManager::onNodeMembershipChanged()
{
_nodeMembershipChangedSignal.emit();
updateSceneGraphVisibility();
}
void LayerManager::onLayerVisibilityChanged()
{
// Update all nodes and views
updateSceneGraphVisibility();
// Update the LegacyLayerControlDialog
_layerVisibilityChangedSignal.emit();
}
void LayerManager::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);
onNodeMembershipChanged();
}
void LayerManager::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 LayerManager::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 LayerManager::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);
onNodeMembershipChanged();
}
void LayerManager::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 LayerManager::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);
onNodeMembershipChanged();
}
bool LayerManager::updateNodeVisibility(const scene::INodePtr& node)
{
if (!node->supportsStateFlag(Node::eLayered))
{
return true; // doesn't support layers, return true for visible
}
// Get the list of layers the node is associated with
const auto& layers = node->getLayers();
// We start with the assumption that a node is hidden
bool isHidden = true;
// Cycle through the Node's layers, and show the node as soon as
// a visible layer is found.
for (int layerId : layers)
{
if (_layerVisibility[layerId])
{
// The layer is visible, set the visibility to true and quit
isHidden = false;
break;
}
}
if (isHidden)
{
node->enable(Node::eLayered);
}
else
{
node->disable(Node::eLayered);
}
// If node is hidden, return FALSE
return !isHidden;
}
void LayerManager::setSelected(int layerID, bool selected)
{
SetLayerSelectedWalker walker(layerID, selected);
if (GlobalSceneGraph().root())
{
GlobalSceneGraph().root()->traverseChildren(walker);
}
}
void LayerManager::setParentLayer(int childlayerId, int parentLayerId)
{
}
sigc::signal<void> LayerManager::signal_layersChanged()
{
return _layersChangedSignal;
}
sigc::signal<void> LayerManager::signal_layerVisibilityChanged()
{
return _layerVisibilityChangedSignal;
}
sigc::signal<void> LayerManager::signal_nodeMembershipChanged()
{
return _nodeMembershipChangedSignal;
}
int LayerManager::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 LayerManager::getLayerName(int layerID) const
{
LayerMap::const_iterator found = _layers.find(layerID);
if (found != _layers.end()) {
return found->second;
}
// not found
return "";
}
bool LayerManager::layerExists(int layerID) const
{
return _layers.find(layerID) != _layers.end();
}
int LayerManager::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 LayerManager::getLowestUnusedLayerID()
{
for (int i = 0; i < INT_MAX; i++) {
if (_layers.find(i) == _layers.end()) {
// Found a free ID
return i;
}
}
return -1;
}
} // namespace scene