Пример #1
0
void SelectionState::DeselectAll(BOOL RenderBlobs)
{
	// Find the selected objects in the tree;
	SelRange* Selected = GetApplication()->FindSelection();
	ERROR3IF( Selected==NULL, "Selection object is null in DeselectAll()");

	// Get the selected spread
 	Spread* pSpread = Document::GetSelectedSpread();
	ERROR3IF(pSpread == NULL,"NULL selected spread");

	// Make sure that we have a spread and a selection
	if (pSpread == NULL || Selected == NULL)
		return;

	// Find first selected node

#if !defined(EXCLUDE_FROM_RALPH)
	Node* pFirstSelectedNode = Selected->FindFirst();
	// If there is a selection, EOR blobs off, deselect nodes, and inform everybody
	if (pFirstSelectedNode != NULL && RenderBlobs)
	{
		// Go though and render all the EOR blobs off the screen

		// Find the Blob Manager
		BlobManager* BlobMgr = GetApplication()->GetBlobManager();
		ENSURE( BlobMgr!=NULL, "Blob Manager unexpectedly not there.");

		// Render all the blobs
		BlobMgr->RenderOff(NULL, pFirstSelectedNode->FindParentSpread());

		Tool* pTool = Tool::GetCurrent();
			
		// Get the tool to remove all its blobs before we deselect the nodes.
		// Only do this if the current tool dosent update itself on sel changed messages
		if (pSpread!=NULL && pTool!=NULL && !pTool->AreToolBlobsRenderedOnSelection())
			pTool->RenderToolBlobs(pSpread,NULL);
	}
#endif

	DeselectAll(pSpread->FindFirstChild());

	// Selection cache is no longer valid, so update and tell everyone that it has changed

	// *Note*, This used to be 'Selected->Update(TRUE)', but I (Will) removed the TRUE, so
	// that a message is NOT broadcast.  This should only be called from an operation,
	// and the op will send a message when it ends.

	Selected->Update();
}
Пример #2
0
/********************************************************************************************

>	virtual void OpRemoveClipView::Do(OpDescriptor* pOpDesc, OpParam* pOpParam)

	Author:		Karim_MacDonald (Xara Group Ltd) <*****@*****.**>
	Created:	01 February 2000
	Inputs:		
	Outputs:	
	Returns:	
	Purpose:	
	Errors:		
	See also:	

********************************************************************************************/
void OpRemoveClipView::Do(OpDescriptor* pOpDesc)
{
	// try to record the selection state.
	if (DoStartSelOp(FALSE, FALSE))
	{
		// obtain the current selection.
		Range Sel(*(GetApplication()->FindSelection()));
		RangeControl rc = Sel.GetRangeControlFlags();
		rc.PromoteToParent = TRUE;
		Sel.Range::SetRangeControl(rc);

		// check that the selection is one lone NodeClipViewController.
		BOOL ok = FALSE;
		Node* pFirstNode = Sel.FindFirst();
		if (pFirstNode != NULL && pFirstNode->IsANodeClipViewController())
			if (Sel.FindNext(pFirstNode) == NULL)
				ok = TRUE;

		// remove tool blobs and localise any common attributes.
		Tool* pTool = NULL;
		Spread* pSpread = NULL;
		if (ok)
		{
			// render blobs off for tools which don't automatically redraw their blobs.
			pTool = Tool::GetCurrent();
			pSpread = Document::GetSelectedSpread();
			if (pSpread != NULL && pTool != NULL && !pTool->AreToolBlobsRenderedOnSelection())
				pTool->RenderToolBlobs(pSpread, NULL);

			// invalidate the region of screen covering the selection.
			DoInvalidateNodesRegions(*(GetApplication()->FindSelection()), TRUE, FALSE, FALSE);

			// localise any common attributes.
			ok = DoLocaliseCommonAttributes((NodeGroup*)pFirstNode);
		}

		// deselect and hide the NCVC.
		NodeHidden* pHiddenNode = NULL;
		if (ok)
		{
			// deselect the NCVC, but don't ask for its blobs to be redrawn.
			((NodeRenderable*)pFirstNode)->DeSelect(FALSE);
			ERROR3IF(pFirstNode->IsSelected(), "Deselect failed to deselect current node");

			// hide the NodeClipViewController.
			ok = DoHideNode(pFirstNode, FALSE, &pHiddenNode, FALSE);
			ERROR3IF(!ok, "Unable to hide NodeClipViewController!");
		}

		// hide the NCVC's NodeClipView node.
		if (ok)
		{
			NodeHidden* pDummy;
			NodeClipView* pClipView = ((NodeClipViewController*)pFirstNode)->GetClipView();
			ok = DoHideNode(pClipView, FALSE, &pDummy, FALSE);
			ERROR3IF(!ok, "Unable to hide NodeClipView!");
		}

		// show and select the NCVC's children.
		// a straight loop-over should do, as it should skip the now-hidden NodeClipView.
		if (ok)
		{
			// get the first child node (the NCVC's keyhole node).
			Node* pChildNode = pFirstNode->FindFirstChild();
			if (pChildNode == NULL)
				TRACEUSER( "Karim", _T("OpRemoveClipView::Do(); Found an empty NodeClipViewController!\n"));

			// move and select the child nodes in turn.
			Node* pAnchorNode = pHiddenNode;
			Node* pNextChildNode = NULL;
			while (pChildNode != NULL)
			{
				// get the next child-node.
				pNextChildNode = pChildNode->FindNext();

				// if the node is not a NodeHidden then move the node to its new location in 
				// the tree - there is no need to render the node.
				if (!pChildNode->IsAnAttribute() && !pChildNode->IsNodeHidden())
				{
					// move pChildNode to be the next-sibling of the anchor node.
					ok = DoMoveNode(pChildNode, pAnchorNode, NEXT);
					if (!ok)
						break;

					pAnchorNode = pChildNode;
				}

				// select the child node and invalidate its bounding rect,
				// but don't bother redrawing its blobs yet.
				if (pChildNode->IsAnObject())
				{
					((NodeRenderableInk*)pChildNode)->Select(FALSE);
					((NodeRenderableInk*)pChildNode)->InvalidateBoundingRect();
					ok = this->DoInvalidateNodeRegion(((NodeRenderableInk*)pChildNode), TRUE);
					if (!ok)
						break;
				}

				pChildNode = pNextChildNode;
			}
		}

		// render blobs back on for tools which don't automatically redraw their blobs.
		if (ok)
		{
			if (pSpread != NULL && pTool != NULL && !pTool->AreToolBlobsRenderedOnSelection())
				pTool->RenderToolBlobs(pSpread, NULL);
		}

		// fail gracefully if things went pear-shaped.
		else
			FailAndExecute();
	}

	End();
}			
Пример #3
0
void SelectionState::Restore(BOOL RestoreSelBlobs, BOOL RemoveBlobs) 	     	
{
	DeselectAll(RemoveBlobs); // Deselect all selections

	#ifdef _DEBUG
	UINT32 NumRestored = 0; 	 
	#endif

	 
    // ----------------------------------------------------------------------------------
	// Restore all nodes in the SelNdList
	
	UINT32 i; 

	for (i=0; i < NumNd; i++)
	{
		// Only NodeRenderableInk nodes should be selected
		ENSURE(SelNdList[i]->IsKindOf(CC_RUNTIME_CLASS(NodeRenderableInk)), 
			   "Node to be selected is not a NodeRenderableInk");
			    
		// Ensure node to be selected is not already selected                                
		//ENSURE(!(SelNdList[i]->IsSelected()), "Invalid selected node"); 

		// Select the node 
		SelNdList[i]->SetSelected(TRUE); 
		#ifdef _DEBUG
		NumRestored++; 	 
		#endif	
	}
	   
	// ----------------------------------------------------------------------------------
	// Restore all nodes in the SelNdRngList	  

	Node* Current; 
	   
	for (i=0; i < NumNdRng; i++) 
	{  
		// A SelNdRng shold represent at least two contiguous selected nodes
		ENSURE(SelNdRngList[i].NumSelected >= 2, "Number of nodes in SelNdRng < 2");    

		UINT32 NumNodesSelected = 0; 
		Current = SelNdRngList[i].FirstNode; // First node in range 
		
		// Select the next SelNdRng->NumSelected nodes
		do  
		{   
			ENSURE((Current != NULL), "Node in a SelNdRng is NULL, Has tree changed ?" );  
			// Only NodeRenderableInk nodes should be selected   
			
			ENSURE(Current->IsKindOf(CC_RUNTIME_CLASS(NodeRenderableInk)), 
				   "Selected node is not a NodeRenderableInk"); 

			// [Phil, 11/10/2005] The Current node may be a Caret node
			// because Carets are included in the selection, even when
			// a sub-selection of characters is present, so that attributes
			// optimise correctly within the text story
			// However, the Record function treats them as single selected
			// nodes, not part of a contiguous run of selected nodes to
			// allow for them moving around...
			// So we should ignore carets here
			if (!IS_A(Current, CaretNode))
			{
				// Ensure SelNode not already selected  
				ENSURE(!(Current->IsSelected()), "Invalid selected node");

				Current->SetSelected(TRUE); 	// Set the nodes selected flag
				NumNodesSelected++;
#ifdef _DEBUG
				NumRestored++; 	 
#endif	
			}
			Current = Current->FindNextNonHidden();  
		}
		while (NumNodesSelected != SelNdRngList[i].NumSelected); 
	}

#if !defined(EXCLUDE_FROM_RALPH)
	// Only restore the blobs if any selections have been restored
	if (((NumNdRng != 0) || (NumNd !=0)) && RestoreSelBlobs)	// We need to restore the selection blobs 
	{
		// Find the current selections 
		SelRange* pSel; 
		pSel = GetApplication()->FindSelection();
 
		Current = pSel->FindFirst(); // The first selected node 

		Spread *pSpread = NULL;
		if (Current != NULL)
			pSpread = Current->FindParentSpread();

//		ENSURE(pSpread != NULL, "First selected node does not have a parent spread");
		// It's a legal state to not find a selected node - the layers may all be locked.
		if (pSpread == NULL)
		{
			AttrFillGeometry::LastRenderedMesh = NULL;
			return;
		}

		// Go get the blob manager
		BlobManager* BlobMgr = GetApplication()->GetBlobManager();
		ENSURE( BlobMgr!=NULL, "Blob Manger was not there when we needed him!");
		if (BlobMgr==NULL)
			return;

	    Current = pSel->FindFirst();   // The first selected node 

		while (Current != NULL)
		{
			ENSURE(Current->IsSelected(), "Node not selected"); 
			ENSURE(Current->IsKindOf(CC_RUNTIME_CLASS(NodeRenderable)), 
					"Selected Node not a NodeRenderable"); 

			// Tell the node to add selection blobs
			BlobMgr->RenderMyBlobsOn(NULL, pSpread, (NodeRenderable*)Current);
			
			Current = pSel->FindNext(Current); 	// Get next selected node 
		}

		Tool* pTool = Tool::GetCurrent();
			
		// Get the tool to remove all its blobs before we deselect the nodes.
		// Only do this if the current tool dosent update itself on sel changed messages
		if (pSpread!=NULL && pTool!=NULL && !pTool->AreToolBlobsRenderedOnSelection())
			pTool->RenderToolBlobs(pSpread,NULL);

		AttrFillGeometry::LastRenderedMesh = NULL;
	}
#endif
	
	#ifdef _DEBUG
	//if (IsUserName("Simon"))
	//	TRACE( _T(" Num Restored = %lu\n"), NumRestored);  
	#endif	
	 
}  
Пример #4
0
/********************************************************************************************

>	virtual void OpApplyClipView::Do(OpDescriptor* pOpDesc, OpParam* pOpParam)

	Author:		Karim_MacDonald (Xara Group Ltd) <*****@*****.**>
	Created:	01 February 2000
	Inputs:		
	Outputs:	
	Returns:	
	Purpose:	
	Errors:		
	See also:	

********************************************************************************************/
void OpApplyClipView::Do(OpDescriptor* pOpDesc)
{
	// obtain the current selection.
	Range Sel(*(GetApplication()->FindSelection()));
	RangeControl rc = Sel.GetRangeControlFlags();
	rc.PromoteToParent = TRUE;
	Sel.Range::SetRangeControl(rc);

	// check that at least two nodes are selected.
	Node* pNode = NULL;
	Node* pFirstNode = Sel.FindFirst();
	if (pFirstNode != NULL)
		pNode = Sel.FindNext(pFirstNode);
		
	if (pFirstNode == NULL || pNode == NULL)
	{
		ERROR3("OpApplyClipView invoked with less than two selected nodes. This should never occur.");
		End();
		return;
	}

	// render blobs off for tools which don't automatically redraw their blobs.
	Tool* pTool = Tool::GetCurrent();
	Spread* pSpread = Document::GetSelectedSpread();
	if (pSpread != NULL && pTool != NULL && !pTool->AreToolBlobsRenderedOnSelection())
		pTool->RenderToolBlobs(pSpread, NULL);

	// record the current selection state and if required, render off any selection blobs.
	if (!DoStartSelOp(FALSE, FALSE))
	{
		End();
		return;
	}

	// invalidate the region bounding the selection.
	// the commented code doesn't do the job properly (doesn't tackle undo)
	// though it should - I get the feeling I'm not using it correctly.
	// so we'll just have to invalidate the selection node by node.
//	if (!DoInvalidateNodesRegions(Sel, TRUE, FALSE, FALSE))
//	{
//		End();
//		return;
//	}
	Node* pSelNode = Sel.FindFirst();
	while (pSelNode != NULL)
	{
		if (pSelNode->IsAnObject())
		{
			if (!DoInvalidateNodeRegion((NodeRenderableInk*)pSelNode, TRUE))
			{
				End();
				return;
			}
		}
		pSelNode = Sel.FindNext(pSelNode);
	}

	// we need to insert the controller node at the position of the highest
	// selected node in the z-order, ie last in the selection, so find it.
	Node* pLastNode = NULL;
	while (pNode != NULL)
	{
		pLastNode = pNode;
		pNode = Sel.FindNext(pLastNode);
	}	// loop terminates with pNode == NULL, pLastNode == last-node-in-sel.

	// create a new NodeClipViewController, which we will shortly insert into the tree;
	// note that ALLOC_WITH_FAIL automatically calls FailAndExecute() if things go wrong.
	NodeClipViewController* pClipViewController = NULL;
	ALLOC_WITH_FAIL(pClipViewController, new NodeClipViewController, this);
	BOOL ok = (pClipViewController != NULL);

	// put an action to hide the NodeClipViewController onto the undo action-list,
	// so that if the user presses undo then it will be hidden.
	if (ok)
	{
		HideNodeAction* pUndoHideNodeAction = NULL;
		ActionCode ac = HideNodeAction::Init(this,
											&UndoActions,
											pClipViewController,
											FALSE,		// don't include subtree size
											(Action**)&pUndoHideNodeAction,
											FALSE);		// don't tell subtree when undone
		if (ac == AC_FAIL)
		{
			delete pClipViewController;
			End();
			return;
		}
		else
		{
			// right! we've got our node, we've got our action - lets stick it in the tree
			// (at a position just next to the last node which will go in the group).
			pClipViewController->AttachNode(pLastNode, NEXT);
		}
	}

	// move each item from the selection into our ClipView group,
	// remembering to deselect them as we go.
	// TODO:
	//	sneaky suspicion I should be putting this in a Do fn in UndoableOperation...
	if (ok)
	{
		pNode = Sel.FindNext(pFirstNode);				// the node we're moving now.
		ok = DoMoveNode(pFirstNode, pClipViewController, FIRSTCHILD);
		if (ok)
			((NodeRenderable*)pFirstNode)->DeSelect(FALSE);
	}

	Node* pNextNode		= NULL;							// the next node to move.
	Node* pAnchorNode	= pFirstNode;					// the node we've just moved.
	while (ok && pNode != NULL)
	{
		// get the next node to move.
		pNextNode = Sel.FindNext(pNode);

		// now move the current node next to the anchor and deselect it.
		ok = DoMoveNode(pNode, pAnchorNode, NEXT);
		if (ok)
			((NodeRenderable*)pNode)->DeSelect(FALSE);

		// get the new anchor node and the next node to move.
		pAnchorNode = pNode;
		pNode = pNextNode;
	}

	// try and locate a suitable candidate for a keyhole node.
	Node* pKeyhole = NULL;
	if (ok)
	{
		// now get the keyhole node, which is the first object-node child of the NCVC.
		pKeyhole = pClipViewController->FindFirstChild();
		while (pKeyhole != NULL && !pKeyhole->IsAnObject())
		{
			pKeyhole = pKeyhole->FindNext();
		}

		// doh! can't find _one_ NodeRenderableInk child! I don't know...
		if (pKeyhole == NULL)
		{
			ok = FALSE;
			ERROR2RAW("ClipViewController has no object children");
		}
	}

	// now attach a new NodeClipView, as the immediate NEXT-sibling of the keyhole node.
	NodeClipView* pClipView = NULL;
	if (ok)
	{
		ALLOC_WITH_FAIL(pClipView, new NodeClipView(pKeyhole, NEXT), this);
		ok = (pClipView != NULL);
	}

	// wow - succeeded! now all we need to do is some house-keeping.
	if (ok)
	{
		// tell the new NodeClipViewController that its current keyhole path is now invalid.
		pClipViewController->MarkKeyholeInvalid();

		// invalidate ours and our parent's bounding rects. our bounding rect is almost
		// certainly already invalid, as we haven't done anything to make it valid yet.
		// this is why we invalidate *both* rects - just to cover all cases.
		pClipViewController->InvalidateBoundingRect();
		Node* pParent = pClipViewController->FindParent();
		if (pParent != NULL && pParent->IsBounded())
			((NodeRenderableBounded*)pParent)->InvalidateBoundingRect();

		// select the new NodeClipViewController, but don't draw any blobs yet.
		pClipViewController->Select(FALSE);

		// invalidate the region bounding the selection.
		if (!DoInvalidateNodesRegions(*(GetApplication()->FindSelection()), TRUE, FALSE, FALSE))
		{
			End();
			return;
		}

		// factor out any common attributes.
		if (!DoFactorOutCommonChildAttributes(pClipViewController))
		{
			End();
			return;
		}
		
		// render blobs back on if the current tool doesn't automatically redraw its blobs.
		if (pSpread != NULL && pTool != NULL && !pTool->AreToolBlobsRenderedOnSelection())
			pTool->RenderToolBlobs(pSpread, NULL);
	}
	else
	{
		FailAndExecute();
	}

	// end the operation.
 	End();
}