Exemplo n.º 1
0
GafferScene::PathMatcher expandDescendants( Context *context, const GafferScene::PathMatcher &paths, const ScenePlug *scene, int depth )
{
	GafferScene::PathMatcherData *expandedPaths = const_cast<GafferScene::PathMatcherData *>( context->get<GafferScene::PathMatcherData>( g_expandedPathsName, nullptr ) );
	if( !expandedPaths )
	{
		expandedPaths = new GafferScene::PathMatcherData();
		context->set( g_expandedPathsName, expandedPaths );
	}

	GafferScene::PathMatcher &expanded = expandedPaths->writable();

	bool needUpdate = false;
	GafferScene::PathMatcher leafPaths;

	// \todo: parallelize the walk
	for( GafferScene::PathMatcher::Iterator it = paths.begin(), eIt = paths.end(); it != eIt; ++it )
	{
		needUpdate |= expandWalk( *it, scene, depth + 1, expanded, leafPaths );
	}

	if( needUpdate )
	{
		// We modified the expanded paths in place to avoid unecessary copying,
		// so the context doesn't know they've changed. So we emit the changed
		// signal ourselves
		context->changedSignal()( context, g_expandedPathsName );
	}

	return leafPaths;
}
Exemplo n.º 2
0
void expand( Context *context, const PathMatcher &paths, bool expandAncestors )
{
	GafferScene::PathMatcherData *expandedPaths = const_cast<GafferScene::PathMatcherData *>( context->get<GafferScene::PathMatcherData>( g_expandedPathsName, nullptr ) );
	if( !expandedPaths )
	{
		expandedPaths = new GafferScene::PathMatcherData();
		context->set( g_expandedPathsName, expandedPaths );
	}

	GafferScene::PathMatcher &expanded = expandedPaths->writable();

	bool needUpdate = false;
	if( expandAncestors )
	{
		for( GafferScene::PathMatcher::RawIterator it = paths.begin(), eIt = paths.end(); it != eIt; ++it )
		{
			needUpdate |= expanded.addPath( *it );
		}
	}
	else
	{
		for( GafferScene::PathMatcher::Iterator it = paths.begin(), eIt = paths.end(); it != eIt; ++it )
		{
			needUpdate |= expanded.addPath( *it );
		}
	}

	if( needUpdate )
	{
		// We modified the expanded paths in place to avoid unecessary copying,
		// so the context doesn't know they've changed. So we emit the changed
		// signal ourselves
		context->changedSignal()( context, g_expandedPathsName );
	}
}
Exemplo n.º 3
0
void SceneView::collapseSelection()
{
	RenderableGadget::Selection &selection = m_renderableGadget->getSelection();
	if( !selection.size() )
	{
		return;
	}
	
	set<string> pathsToSelect;
	vector<const string *> pathsToDeselect;
	GafferScene::PathMatcherData *expandedData = expandedPaths();
	PathMatcher &expanded = expandedData->writable();
	
	for( RenderableGadget::Selection::const_iterator it = selection.begin(), eIt = selection.end(); it != eIt; it++ )
	{
		if( !expanded.removePath( *it ) )
		{
			if( *it == "/" )
			{
				continue;
			}
			pathsToDeselect.push_back( &(*it) );
			std::string parentPath( *it, 0, it->rfind( '/' ) );
			if( parentPath == "" )
			{
				parentPath = "/";
			}
			expanded.removePath( parentPath );
			pathsToSelect.insert( parentPath );
		}
	}
	
	for( set<string>::const_iterator it = pathsToSelect.begin(), eIt = pathsToSelect.end(); it != eIt; it++ )
	{
		selection.insert( *it );
	}
	for( vector<const string *>::const_iterator it = pathsToDeselect.begin(), eIt = pathsToDeselect.end(); it != eIt; it++ )
	{
		selection.erase( **it );
	}

	// see comment in expandSelection().
	getContext()->changedSignal()( getContext(), "ui:scene:expandedPaths" );
	// and this will trigger a selection update also via contextChanged().
	transferSelectionToContext();
}
Exemplo n.º 4
0
void SceneView::collapseSelection()
{
	PathMatcher &selection = const_cast<GafferScene::PathMatcherData *>( m_sceneGadget->getSelection() )->writable();

	std::vector<string> toCollapse;
	selection.paths( toCollapse );

	if( !toCollapse.size() )
	{
		return;
	}

	GafferScene::PathMatcherData *expandedData = expandedPaths();
	PathMatcher &expanded = expandedData->writable();

	for( vector<string>::const_iterator it = toCollapse.begin(), eIt = toCollapse.end(); it != eIt; ++it )
	{
		/// \todo It would be nice to be able to get ScenePaths out of
		/// PathMatcher::paths() directly.
		ScenePlug::ScenePath path;
		ScenePlug::stringToPath( *it, path );

		if( !expanded.removePath( path ) )
		{
			if( path.size() <= 1 )
			{
				continue;
			}
			selection.removePath( path );
			path.pop_back(); // now the parent path
			expanded.removePath( path );
			selection.addPath( path );
		}
	}

	// See comment in expandSelection().
	getContext()->changedSignal()( getContext(), "ui:scene:expandedPaths" );
	// See comment in expandSelection().
	transferSelectionToContext();
}