예제 #1
0
/*
	描画イメージのアップデート
	@param[in] lprc アップデートする範囲
*/
void ImgLayer::UpdateEditNode(LPRECT lprc)
{
	ResourceLock( IE_LAYER_RESOURCE_ID::EDITNODE_QUEUE );

	if (!m_pEditQueueForeGrnd->empty()) {
		EditQueue::iterator itr = m_pEditQueueForeGrnd->begin();
		for (; itr != m_pEditQueueForeGrnd->end(); itr++) {
			if ((*itr).flag == EDIT_FLAG::ADD_EDIT) {
				if ((*itr).pNode->node_flag == NODE_FLAG::EDIT_DRAW) {
					AddEditNode(dynamic_cast<EditNode*>((*itr).pNode), lprc);
				}
				else if ((*itr).pNode->node_flag == NODE_FLAG::MOVE_IMG) {
					MoveNode* pNode = dynamic_cast<MoveNode*>((*itr).pNode);
					assert(pNode);
	
					m_LayerRect.left += pNode->move_x;
					m_LayerRect.right += pNode->move_x;
					m_LayerRect.top += pNode->move_y;
					m_LayerRect.bottom += pNode->move_y;

					delete pNode;
					(*itr).pNode = NULL;
				}
			}
			else if ((*itr).flag == EDIT_FLAG::SUB_EDIT) {
				if ((*itr).pNode->node_flag == NODE_FLAG::EDIT_DRAW) {
					SubEditNode(dynamic_cast<EditNode*>((*itr).pNode), lprc);
				}
				else if ((*itr).pNode->node_flag == NODE_FLAG::MOVE_IMG) {
					assert(0);
					//MoveNode* pNode = dynamic_cast<MoveNode*>((*itr).pNode);
					//assert(pNode);
	
					//m_LayerRect.left -= pNode->move_x;
					//m_LayerRect.right -= pNode->move_x;
					//m_LayerRect.top -= pNode->move_y;
					//m_LayerRect.bottom -= pNode->move_y;
				}
			}
		}
	}

	ResourceUnlock( IE_LAYER_RESOURCE_ID::EDITNODE_QUEUE );
}
예제 #2
0
	void EditorSelection::OnHierarchyListSelectionChange(const PODVector<UIElement*>& items, const PODVector<unsigned>& indices)
	{
		ClearSelection();

		for (unsigned int i = 0; i < indices.Size(); ++i)
		{
			unsigned int index = indices[i];
			UIElement* item = items[index];
			int type = item->GetVar(TYPE_VAR).GetInt();
			if (type == ITEM_COMPONENT)
			{
				Component* comp = editor_->GetListComponent(item);

				AddSelectedComponent(comp);
			}
			else if (type == ITEM_NODE)
			{
				Node* node = editor_->GetListNode(item);

				AddSelectedNode(node);
			}
			else if (type == ITEM_UI_ELEMENT)
			{
				UIElement* element = editor_->GetListUIElement(item);
				AddSelectedUIElement(element);
			}
		}

		// If only one node/UIElement selected, use it for editing
		if (GetNumSelectedNodes() == 1)
			editNode_ = selectedNodes_[0];

		
		if (GetNumSelectedUIElements() == 1)
			editUIElement_ = selectedUIElements_[0];
		

		// If selection contains only components, and they have a common node, use it for editing
		if (selectedNodes_.Empty() && !selectedComponents_.Empty())
		{
			Node* commonNode = NULL;
			for (unsigned int i = 0; i < GetNumSelectedComponents(); ++i)
			{
				if (i == 0)
					commonNode = GetSelectedComponents()[i]->GetNode();
				else
				{
					if (selectedComponents_[i]->GetNode() != commonNode)
						commonNode = NULL;
				}
			}
			editNode_ = commonNode;
		}

		// Now check if the component(s) can be edited. If many selected, must have same type or have same edit node
		if (!selectedComponents_.Empty())
		{
			if (editNode_ == NULL)
			{
				StringHash compType = selectedComponents_[0]->GetType();
				bool sameType = true;
				for (unsigned int i = 1; i < GetNumSelectedComponents(); ++i)
				{
					if (selectedComponents_[i]->GetType() != compType)
					{
						sameType = false;
						break;
					}
				}
				if (sameType)
					editComponents_ = selectedComponents_;
			}
			else
			{
				editComponents_ = selectedComponents_;
				numEditableComponentsPerNode_ = GetNumSelectedComponents();
			}
		}

		// If just nodes selected, and no components, show as many matching components for editing as possible
		if (!selectedNodes_.Empty() && selectedComponents_.Empty() && selectedNodes_[0]->GetNumComponents() > 0)
		{
			unsigned int count = 0;
			for (unsigned int j = 0; j < selectedNodes_[0]->GetNumComponents(); ++j)
			{
				StringHash compType = selectedNodes_[0]->GetComponents()[j]->GetType();
				bool sameType = true;
				for (unsigned int i = 1; i < GetNumSelectedNodes(); ++i)
				{
					if (selectedNodes_[i]->GetNumComponents() <= j || selectedNodes_[i]->GetComponents()[j]->GetType() != compType)
					{
						sameType = false;
						break;
					}
				}

				if (sameType)
				{
					++count;
					for (unsigned int i = 0; i < GetNumSelectedNodes(); ++i)
						AddEditComponent(selectedNodes_[i]->GetComponents()[j]);
				}
			}
			if (count > 1)
				numEditableComponentsPerNode_ = count;
		}

		if (selectedNodes_.Empty() && editNode_ != NULL)
			AddEditNode(editNode_);
		else
		{
			editNodes_ = selectedNodes_;

			// Cannot multi-edit on scene and node(s) together as scene and node do not share identical attributes,
			// editing via gizmo does not make too much sense either
			if (editNodes_.Size() > 1 && editNodes_[0] == editor_->GetScene())
				editNodes_.Erase(0);
		}

		if (selectedUIElements_.Empty() && editUIElement_ != NULL)
			AddEditUIElement(editUIElement_);
		else
			editUIElements_ = selectedUIElements_;


	}