/
SetLayerSelectedWalker.h
52 lines (41 loc) · 1.14 KB
/
SetLayerSelectedWalker.h
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#pragma once
#include <unordered_set>
#include "ilayer.h"
#include "entitylib.h"
namespace scene
{
/**
* Node visitor implementation, setting any node's selection status
* to the given value, as long as any of the node's layers is occurring in the given set.
*/
class SetLayerSelectedWalker :
public NodeVisitor
{
private:
const std::unordered_set<int>& _layerIds;
bool _selected;
public:
SetLayerSelectedWalker(const std::unordered_set<int>& layerIds, bool selected) :
_layerIds(layerIds),
_selected(selected)
{}
bool pre(const INodePtr& node) override
{
// Skip hidden nodes, but only when we're selecting
// When de-selecting we don't care whether the target node can be seen
if (_selected && !node->visible()) return false;
// Skip the worldspawn
if (Node_isWorldspawn(node)) return true;
const auto& layers = node->getLayers();
for (auto layerId : layers)
{
if (_layerIds.count(layerId) != 0)
{
Node_setSelected(node, _selected);
break;
}
}
return true;
}
};
} // namespace scene