Пример #1
0
BOOL NodeSimpleShape::DoBecomeA(BecomeA* pBecomeA)
{
	// Check for a NULL entry param
	ERROR2IF_PF(pBecomeA == NULL,FALSE,("pBecomeA is NULL"));

	// This lump checks that the Reason is one that we understand
	// It also makes sure that we don't have a NULL UndoOp ptr
	BOOL ValidReason = (pBecomeA->GetReason() == BECOMEA_REPLACE || pBecomeA->GetReason() == BECOMEA_PASSBACK);
	ERROR2IF_PF(!ValidReason,FALSE,("Unkown BecomeA reason %d",pBecomeA->GetReason()));

	// pBecomeA->Reason is one that we understand.

	BOOL 		Success = TRUE;			// Our success flag (Important that this defaults to TRUE)
	NodePath* 	pNewNodePath = NULL;	// Ptr to a new NodePath, if we get to make one.

	if (pBecomeA->BAPath())
	{
		// We need to create a new NodePath, no matter what the reason.
		
		// Allocate a new NodePath node
		ALLOC_WITH_FAIL(pNewNodePath, (new NodePath), pBecomeA->GetUndoOp()); 
		Success = (pNewNodePath != NULL);

		// Initialise the path
		if (Success) CALL_WITH_FAIL(pNewNodePath->InkPath.Initialise(InkPath.GetNumCoords(),12), pBecomeA->GetUndoOp(), Success);
		if (Success) CALL_WITH_FAIL(pNewNodePath->InkPath.CopyPathDataFrom(&InkPath), pBecomeA->GetUndoOp(), Success);

		// If Success is TRUE, then we now have a new NodePath object that contains this shape's path

		if (Success)
		{
		 	switch (pBecomeA->GetReason())
			{
		 		case BECOMEA_REPLACE :
				{
					// It's a BECOMEA_REPLACE, so replace this node with the new NodePath in an undoable way

					// Can't do it in an undoable way without an Undo Op
					ERROR2IF_PF(pBecomeA->GetUndoOp() == NULL,FALSE,("GetUndoOp() returned NULL"));

					// Firstly, hide this node
					NodeHidden* pNodeHidden; 
					Success = pBecomeA->GetUndoOp()->DoHideNode(this, TRUE, &pNodeHidden);

					if (Success)
					{
						// Insert the new NodePath into the tree, next to the hidden node
						pNewNodePath->AttachNode(pNodeHidden,NEXT);

						// Copy the node's attributes
						CALL_WITH_FAIL(CopyChildrenTo(pNewNodePath), pBecomeA->GetUndoOp(), Success); 

						if (Success)
						{
							// Set the bounds  
							pNewNodePath->InvalidateBoundingRect();
							pNewNodePath->SetSelected(IsSelected());

							// Create a hide node action to hide the node when we undo 
							HideNodeAction* UndoHideNodeAction;     
							Success = (HideNodeAction::Init(pBecomeA->GetUndoOp(),
											  		 pBecomeA->GetUndoOp()->GetUndoActionList(),
									 				 pNewNodePath, 
									 				 TRUE, 		 // Include subtree size 
							  		 				 ( Action**)(&UndoHideNodeAction))
							  		  				 != AC_FAIL);
						}
					}

					if (Success)
						pBecomeA->PassBack(pNewNodePath, this);
				}
				break;

				case BECOMEA_PASSBACK :
					Success = pBecomeA->PassBack(pNewNodePath,this);
				break;

				default:
					break;
			}
		}
	}

	if (!Success)
	{
		if (pNewNodePath != NULL)
		{
			// Delete all the NodePath's children (if it has any) and unlink it from the tree (if it's linked)
			// This is all done by CascadeDelete()
			pNewNodePath->CascadeDelete(); 
			delete pNewNodePath;
			pNewNodePath = NULL;
		}
	}

	return Success;
}
Пример #2
0
void OpBreakAtPoints::Do(OpDescriptor*)
{   
	
	// Obtain the current selections 
	SelRange* Selected = GetApplication()->FindSelection();
	NodePath* pSplitNode;

	// Now, because we're going to be doing mad things to the selection, we have to make a list
	// of all the selected nodes, so that adding nodes into the tree won't confuse us

	List* NodeList = Selected->MakeListOfNodes();
	NodeListItem* CurItem = (NodeListItem*)(NodeList->GetHead());

	if (!CurItem)
		goto FailAndDeleteList;

	if (!DoStartSelOp(TRUE,TRUE))
		goto FailAndDeleteList;

	while (CurItem)
	{
		// get a pointer to the NodePath
		NodePath* pThisNode = (NodePath*)(CurItem->pNode);

		// Only interested in NodePaths that have a sub selection, and that will allow the op to happen
		if ((IS_A(pThisNode,NodePath) || IS_A(pThisNode,NodeBlendPath)) && pThisNode->InkPath.IsSubSelection())
		{
			// Find out how many nodes this op will reproduce
			INT32 NumSplinters = pThisNode->InkPath.NumSplinters();
			BOOL DoThisNode = FALSE;

			if (NumSplinters > 0)
			{
				// We need to ask the effected nodes if they (and their parents) can handle this node being replaced
				ObjChangeFlags cFlags;

				if (NumSplinters > 1)
					cFlags.MultiReplaceNode = TRUE;	// Node will be replaced with more than one node.
				else
					cFlags.ReplaceNode = TRUE;		// Node will be replaced with one node only.

				ObjChangeParam ObjChange(OBJCHANGE_STARTING,cFlags,NULL,this);
				DoThisNode = pThisNode->AllowOp(&ObjChange);
			}

			if (DoThisNode)
			{

				BOOL ok;
				Node* pnode;

				// Copy the nodepath and all its children, without placing the copy in the tree
				CALL_WITH_FAIL(pThisNode->NodeCopy(&pnode), this, ok);
				if (!ok) goto DeleteList;
				pSplitNode = (NodePath*)pnode;

				// remove the fill from this path as we're about to open it
				pSplitNode->InkPath.IsFilled = FALSE;

				// Now stick the new path into the tree
				CALL_WITH_FAIL
				(
					DoInsertNewNode(pSplitNode, pThisNode, NEXT, TRUE, FALSE),
					this,ok
				);
				
				if (!ok) 
					goto DeleteListAndPath;

				// Now breakup this copy of the path where necessary
				Path* pChildPath;
				INT32 split;

			    do
			    {
					// Create a new path, ready for split
					ALLOC_WITH_FAIL(pChildPath, new Path, this);
					if (!pChildPath) 
						goto DeleteList;

					// Now split the path, possibly into two pieces.
			    	split = pSplitNode->InkPath.BreakInTwo(pChildPath);

					if (split==-1) 
					{
						InformError(_R(IDS_OUT_OF_MEMORY), _R(IDS_OK));
						delete pChildPath;
						goto FailAndDeleteList;
					}

					/*	Karim 05/12/2000
						No longer required - see code addition at the bottom of this loop.

					if (split==1) 
			    	{
						delete pChildPath;
			    		continue;
					}

					*/

					if (split>1)
					{

						// update the split paths bounding rectangle
						pSplitNode->InvalidateBoundingRect();

						// Create a new nodepath.
						NodePath* pChildNode;
						ALLOC_WITH_FAIL(pChildNode, new NodePath(), this);
						if (!pChildNode)
						{
							delete pChildPath;
							goto DeleteList;
						}

						// make room for the new path in the node path.
						CALL_WITH_FAIL
						(
							pChildNode->SetUpPath(pChildPath->GetNumCoords(),12),
							this,ok
						);
				
						if (!ok)
						{
							delete pChildNode;
							delete pChildPath;
							goto DeleteList;
						}

						// now copy the path data in there.
						pChildNode->InkPath.CopyPathDataFrom(pChildPath);
						delete pChildPath;

						// Clear the selection flag from the first element in both the split
						// and child paths.  All others apart from the last will be	unselected
						// by definition.  Also select the last element in the child
						(pSplitNode->InkPath.GetFlagArray())[0].IsSelected = FALSE;
						(pChildNode->InkPath.GetFlagArray())[0].IsSelected = FALSE;
						(pChildNode->InkPath.GetFlagArray())[(pChildNode->InkPath.GetNumCoords()-1)].IsSelected = TRUE;
						pChildNode->InkPath.IsFilled = FALSE;

						// now, copy all attributes from the parent split to the child split
						Node* pAttr = pSplitNode->FindFirstChild();
						while (pAttr != NULL)
						{
							if (pAttr->IsKindOf(CC_RUNTIME_CLASS(NodeAttribute)))
							{
								Node* pAttrCopy;
								CALL_WITH_FAIL(pAttr->NodeCopy(&pAttrCopy), this,ok);
								if (!ok) 
								{
									pChildNode->CascadeDelete();
									delete pChildNode;
									goto DeleteList;
								}
								pAttrCopy->AttachNode(pChildNode, FIRSTCHILD);
							}
							pAttr = pAttr->FindNext();
						}

						for (INT32 loop = 0; loop < pChildNode->InkPath.GetNumCoords(); loop ++)
						{
							pChildNode->InkPath.GetVerbArray()[loop] = pChildNode->InkPath.GetVerbArray()[loop] & ~PT_CLOSEFIGURE;
						}

						// Now stick the new path into the tree
						CALL_WITH_FAIL
						(
							DoInsertNewNode(pChildNode, pSplitNode, NEXT, TRUE, FALSE),
							this,ok
						);

						if (!ok)
						{
							pChildNode->CascadeDelete();
							delete pChildNode;
							goto DeleteList;
						}

						pSplitNode = pChildNode;
					}

					// Karim 05/12/2000
					// Fix for memory leak.
					else
					{
						delete pChildPath;
					}
			    }
			    while (split);

				// Clear out any remaining closefigures on the last bit of the path
				for (INT32 loop = 0; loop < pSplitNode->InkPath.GetNumCoords(); loop ++)
				{
					pSplitNode->InkPath.GetVerbArray()[loop] = pSplitNode->InkPath.GetVerbArray()[loop] & ~PT_CLOSEFIGURE;
				}

				// Now we've broken up this path, let's hide it
				CALL_WITH_FAIL(DoHideNode(pThisNode,TRUE), this, ok)
				if (!ok) goto DeleteList;
			}
		}
		CurItem = (NodeListItem*)(NodeList->GetNext(CurItem));
	}