void GameSurface::OnMouseClickEvent(const SDL_Event& event) { auto& e = reinterpret_cast<const SDL_MouseButtonEvent&>(event); Position position; position.X = e.x; position.Y = e.y; for (auto i = 0u; i < m_gems.size(); ++i) { auto& child = m_gems[i]; if (m_selectedGem != k_noGem) { if (child.Contains(position)) { if (AreContiguous(m_selectedGem, i)) { Swap(m_selectedGem, i, false); m_selectedGem = k_noGem; } else { m_selectedGem = i; } } } else if (child.Contains(position)) { m_selectedGem = i; } } }
BOOL SelectionState::Record() { // Make sure that Record has not been called before ENSURE(((SelNdList == NULL) && (SelNdRngList == NULL)), "SelectionState::Record called twice"); // Find the current selections SelRange* pSel; pSel = GetApplication()->FindSelection(); Node* StartRange; UINT32 SelNdRngListIndex = 0; UINT32 SelNdListIndex = 0; UINT32 NumSelectedNodes = pSel->Count(); if (NumSelectedNodes != 0) { // At this point we don't know exactly how much memory to allocate for the SelNdRngList // and SelNdList. So we allocate two temporary arrays which are more than big enough to // store the selection state. When we have completed recording the selection state into // these temporary arrays, we know how big the SelNdRngList and SelNdList should // be. so we can allocate memory for these and then copy the data from the temporary // arrays into them. SelNdRng* SelNdRngListTmp = new SelNdRng[NumSelectedNodes]; if (SelNdRngListTmp == NULL) { return FALSE; } Node** SelNdListTmp = new Node*[NumSelectedNodes]; if (SelNdListTmp == NULL) { delete[] SelNdRngListTmp; // Tidy up return FALSE; } // Get the first selected node in the tree Node * Current = pSel->FindFirst(); Node* Last; BYTE NumAdjacentSel; // Number of contiguous selected nodes #ifdef _DEBUG UINT32 NumSel = 0; #endif // always use the selection object to determine next node to store... this fixes bug #10775 whereby // selected Bevel,Contour & Shadow objects were not being restored on Undo while (Current != NULL) { // At this point Current will always point to the next selected node which needs // recording. // Only NodeRenderableInk nodes should be selected ENSURE(Current->IsKindOf(CC_RUNTIME_CLASS(NodeRenderableInk)), "A non NodeRenderableInk node is selected"); NumAdjacentSel = 1; #ifdef _DEBUG NumSel++; #endif StartRange = Current; Last = Current; Current = pSel->FindNext(Current); //next from selection // if we have at least two contiguous nodes, store as a range if (Current && AreContiguous(Last, Current) && !IS_A(Last, CaretNode) && !IS_A(Current, CaretNode)) { SelNdRngListTmp[SelNdRngListIndex].FirstNode = StartRange; do { if (IS_A(Current, CaretNode)) { // Give Caret it's own selection record but don't break the contiguous range SelNdListTmp[SelNdListIndex] = Current; SelNdListIndex++; #ifdef _DEBUG NumSel++; #endif } else { NumAdjacentSel++; #ifdef _DEBUG NumSel++; #endif } Last = Current; Current = pSel->FindNext(Current); if (Current == NULL) break; } while ((AreContiguous(Last,Current)) && (NumAdjacentSel < 255)); // Either there are no more contiguous selected nodes or // we have hit the maximum number of selected nodes that a SelNdRng can // represent. SelNdRngListTmp[SelNdRngListIndex].NumSelected = NumAdjacentSel; SelNdRngListIndex++; } else // Store node in the SelNdLst { ERROR3IF(StartRange==NULL, "Trying to add NULL pointer to SelNdList\n"); SelNdListTmp[SelNdListIndex] = StartRange; SelNdListIndex++; } } ERROR3IF(NumSel!=NumSelectedNodes,"Incorrect selection state stored!"); NumNd = SelNdListIndex; NumNdRng = SelNdRngListIndex; if (SelNdRngListIndex != 0) { // We have created at least one SelNdRange SelNdRngList = new SelNdRng[NumNdRng]; if (SelNdRngList == NULL) // Out of memory { // Delete the two temporary lists delete [] SelNdRngListTmp; delete [] SelNdListTmp; return FALSE; } // Copy the SelNdRngListTmp to the SelNdRngList memcpy(SelNdRngList, SelNdRngListTmp, sizeof(SelNdRng)*NumNdRng); } delete[] SelNdRngListTmp; // No longer required if (SelNdListIndex != 0) { SelNdList = new Node*[NumNd]; if (SelNdList == NULL) // Out of memory { delete [] SelNdListTmp; if (SelNdRngList != NULL) // We allocated the SelNdRng list { delete [] SelNdRngList; } return FALSE; } // copy the SelNdListTmp to the SelNdList memcpy(SelNdList, SelNdListTmp, sizeof(Node*)*NumNd); } delete[] SelNdListTmp; // No longer required #ifdef _DEBUG //if (IsUserName("Simon")) //TRACE( _T("Number of nodes selected = %lu\n"), NumSel); #endif } return (TRUE); }