// The mouseUp callback: check what has to be done and unconnect self from the calbacks void SelectObserver::mouseUp(DeviceVector position) { // Check the result of this (finished) operation, is it a drag or a click? testSelect(device_constrained(position)); }
// onMouseDown: Save the current mouse position as start, the mouse operation is beginning now void SelectObserver::mouseDown(DeviceVector position) { _start = _current = device_constrained(position); }
// onMouseMove: store the current position, and call the area draw update void SelectObserver::mouseMoved(DeviceVector position) { _current = device_constrained(position); draw_area(); }
// Handles the mouseDown event, basically determines which action should be performed (select or manipulate) void RadiantWindowObserver::onMouseDown(const WindowVector& position, GdkEventButton* ev) { // Retrieve the according ObserverEvent for the GdkEventButton ui::ObserverEvent observerEvent = GlobalEventManager().MouseEvents().getObserverEvent(ev); // Check if the user wants to copy/paste a texture if (observerEvent == ui::obsCopyTexture || observerEvent == ui::obsPasteTextureProjected || observerEvent == ui::obsPasteTextureNatural || observerEvent == ui::obsPasteTextureCoordinates || observerEvent == ui::obsPasteTextureToBrush || observerEvent == ui::obsJumpToObject) { // Get the mouse position DeviceVector devicePosition(device_constrained(window_to_normalised_device(position, _width, _height))); // Check the target object render::View scissored(*_selectObserver._view); ConstructSelectionTest(scissored, Rectangle::ConstructFromPoint(devicePosition, _selectObserver._epsilon)); SelectionVolume volume(scissored); // Do we have a camera view (fill() == true)? if (_selectObserver._view->fill()) { if (observerEvent == ui::obsJumpToObject) { CamWndPtr cam = GlobalCamera().getActiveCamWnd(); if (cam != NULL) { cam->jumpToObject(volume); } } // If the apply texture modifier is held else if (observerEvent == ui::obsPasteTextureProjected) { // Paste the shader projected (TRUE), but not to an entire brush (FALSE) selection::algorithm::pasteShader(volume, true, false); } // If the copy texture modifier is held else if (observerEvent == ui::obsCopyTexture) { // Set the source texturable from the given test GlobalShaderClipboard().setSource(volume); } else if (observerEvent == ui::obsPasteTextureNatural) { // Paste the shader naturally (FALSE), but not to an entire brush (FALSE) selection::algorithm::pasteShader(volume, false, false); } else if (observerEvent == ui::obsPasteTextureCoordinates) { // Clone the texture coordinates from the patch in the clipboard selection::algorithm::pasteTextureCoords(volume); } else if (observerEvent == ui::obsPasteTextureToBrush) { // Paste the shader projected (TRUE), and to the entire brush (TRUE) selection::algorithm::pasteShader(volume, true, true); } } } // Have any of the "selection" events occurred? // greebo: This could be an "else if (observerEvent != obsNothing)" as well, // but perhaps there will be more events in the future that aren't selection events. if (observerEvent == ui::obsManipulate || observerEvent == ui::obsSelect || observerEvent == ui::obsToggle || observerEvent == ui::obsToggleFace || observerEvent == ui::obsToggleGroupPart || observerEvent == ui::obsReplace || observerEvent == ui::obsReplaceFace) { _mouseDown = true; // Determine the current mouse position DeviceVector devicePosition(window_to_normalised_device(position, _width, _height)); if (observerEvent == ui::obsManipulate && _manipulateObserver.mouseDown(devicePosition)) { // This is a manipulation operation, register the callbacks // Note: the mouseDown call in the if clause returned already true, // so a manipulator could be successfully selected _mouseMotionCallback = boost::bind(&ManipulateObserver::mouseMoved, &_manipulateObserver, _1); _mouseUpCallback = boost::bind(&ManipulateObserver::mouseUp, &_manipulateObserver, _1); _listenForCancelEvents = true; } else { // Call the mouseDown method of the selector class, this covers all of the other events _selectObserver.mouseDown(devicePosition); _mouseMotionCallback = boost::bind(&SelectObserver::mouseMoved, &_selectObserver, _1); _mouseUpCallback = boost::bind(&SelectObserver::mouseUp, &_selectObserver, _1); // greebo: the according actions (toggle face, replace, etc.) are handled in the mouseUp methods. } } }