typename Signal::result_type ViewportGadget::dispatchEvent( GadgetPtr gadget, Signal &(Gadget::*signalGetter)(), const Event &event ) { Event transformedEvent( event ); eventToGadgetSpace( transformedEvent, gadget.get() ); Signal &s = (gadget.get()->*signalGetter)(); return s( gadget.get(), transformedEvent ); }
void ViewportGadget::emitEnterLeaveEvents( GadgetPtr newGadgetUnderMouse, GadgetPtr oldGadgetUnderMouse, const ButtonEvent &event ) { // figure out the lowest point in the hierarchy where the entered status is unchanged. GadgetPtr lowestUnchanged = this; if( oldGadgetUnderMouse && newGadgetUnderMouse ) { if( oldGadgetUnderMouse->isAncestorOf( newGadgetUnderMouse.get() ) ) { lowestUnchanged = oldGadgetUnderMouse; } else if( newGadgetUnderMouse->isAncestorOf( oldGadgetUnderMouse.get() ) ) { lowestUnchanged = newGadgetUnderMouse; } else { lowestUnchanged = oldGadgetUnderMouse->commonAncestor<Gadget>( newGadgetUnderMouse.get() ); } } // emit leave events, innermost first if( oldGadgetUnderMouse ) { GadgetPtr leaveTarget = oldGadgetUnderMouse; while( leaveTarget != lowestUnchanged ) { dispatchEvent( leaveTarget.get(), &Gadget::leaveSignal, event ); leaveTarget = leaveTarget->parent<Gadget>(); } } // emit enter events, outermost first if( newGadgetUnderMouse ) { std::vector<GadgetPtr> enterTargets; GadgetPtr enterTarget = newGadgetUnderMouse; while( enterTarget != lowestUnchanged ) { enterTargets.push_back( enterTarget ); enterTarget = enterTarget->parent<Gadget>(); } for( std::vector<GadgetPtr>::const_reverse_iterator it = enterTargets.rbegin(); it!=enterTargets.rend(); it++ ) { dispatchEvent( *it, &Gadget::enterSignal, event ); } } };
ConnectionGadget *GraphGadget::reconnectionGadgetAt( NodeGadget *gadget, const IECore::LineSegment3f &lineInGadgetSpace ) const { std::vector<GadgetPtr> gadgetsUnderMouse; Imath::V3f center = gadget->transformedBound( this ).center(); const Imath::V3f corner0 = center - Imath::V3f( 2, 2, 1 ); const Imath::V3f corner1 = center + Imath::V3f( 2, 2, 1 ); std::vector<IECoreGL::HitRecord> selection; { ViewportGadget::SelectionScope selectionScope( corner0, corner1, this, selection, IECoreGL::Selector::IDRender ); const Style *s = style(); s->bind(); for ( ChildContainer::const_iterator it = children().begin(); it != children().end(); ++it ) { if ( ConnectionGadget *c = IECore::runTimeCast<ConnectionGadget>( it->get() ) ) { // don't consider the node's own connections, or connections without a source nodule if ( c->srcNodule() && gadget->node() != c->srcNodule()->plug()->node() && gadget->node() != c->dstNodule()->plug()->node() ) { c->render( s ); } } } } for ( std::vector<IECoreGL::HitRecord>::const_iterator it = selection.begin(); it != selection.end(); ++it ) { GadgetPtr gadget = Gadget::select( it->name.value() ); if ( gadget ) { return runTimeCast<ConnectionGadget>( gadget.get() ); } } return 0; }
void NoduleLayout::updateLayout() { // Figure out the order we want to display things in // and clear our main container ready for filling in // that order. vector<GadgetKey> items = layoutOrder(); LinearContainer *gadgetContainer = noduleContainer(); gadgetContainer->clearChildren(); vector<Gadget *> added; vector<GadgetPtr> removed; // Iterate over the items we need to lay out, creating // or reusing gadgets and adding them to the layout. for( vector<GadgetKey>::const_iterator it = items.begin(), eIt = items.end(); it != eIt; ++it ) { const GadgetKey &item = *it; const IECore::InternedString gadgetType = ::gadgetType( m_parent.get(), *it ); GadgetPtr gadget; GadgetMap::iterator gadgetIt = m_gadgets.find( item ); if( gadgetIt != m_gadgets.end() && gadgetIt->second.type == gadgetType ) { gadget = gadgetIt->second.gadget; } else { // No gadget created yet, or it's the wrong type if( item.which() == 0 ) { gadget = Nodule::create( const_cast<Plug *>( boost::get<const Plug *>( item ) ) ); /// \todo Fix cast } else { gadget = createCustomGadget( gadgetType, m_parent.get() ); } added.push_back( gadget.get() ); if( gadgetIt != m_gadgets.end() ) { removed.push_back( gadgetIt->second.gadget ); } m_gadgets[item] = TypeAndGadget( gadgetType, gadget ); } if( gadget ) { gadgetContainer->addChild( gadget ); } } // Remove any gadgets we didn't use boost::container::flat_set<GadgetKey> itemsSet( items.begin(), items.end() ); for( GadgetMap::iterator it = m_gadgets.begin(), eIt = m_gadgets.end(); it != eIt; ) { GadgetMap::iterator next = it; ++next; if( itemsSet.find( it->first ) == itemsSet.end() ) { removed.push_back( it->second.gadget ); m_gadgets.erase( it ); } it = next; } // Let everyone know what we've done. /// \todo Maybe we shouldn't know about the NodeGadget? if( NodeGadget *nodeGadget = ancestor<NodeGadget>() ) { for( vector<GadgetPtr>::const_iterator it = removed.begin(), eIt = removed.end(); it != eIt; ++it ) { if( Nodule *n = runTimeCast<Nodule>( it->get() ) ) { nodeGadget->noduleRemovedSignal()( nodeGadget, n ); } } for( vector<Gadget *>::const_iterator it = added.begin(), eIt = added.end(); it != eIt; ++it ) { if( Nodule *n = runTimeCast<Nodule>( *it ) ) { nodeGadget->noduleAddedSignal()( nodeGadget, n ); } } } }