void GraphicsWindow::MakeUnselected(Selection *stog, bool coincidentPointTrick){ if(stog->IsEmpty()) return; Selection *s; // If an item was selected, then we just un-select it. bool wasSelected = false; selection.ClearTags(); for(s = selection.First(); s; s = selection.NextAfter(s)) { if(s->Equals(stog)) { s->tag = 1; } } // If two points are coincident, then it's impossible to hover one of // them. But make sure to deselect both, to avoid mysterious seeming // inability to deselect if the bottom one did somehow get selected. if(stog->entity.v && coincidentPointTrick) { Entity *e = SK.GetEntity(stog->entity); if(e->IsPoint()) { Vector ep = e->PointGetNum(); for(s = selection.First(); s; s = selection.NextAfter(s)) { if(!s->entity.v) continue; if(s->entity.v == stog->entity.v) continue; Entity *se = SK.GetEntity(s->entity); if(!se->IsPoint()) continue; if(ep.Equals(se->PointGetNum())) { s->tag = 1; } } } } selection.RemoveTagged(); }
void GraphicsWindow::HitTestMakeSelection(Point2d mp) { int i; double d, dmin = 1e12; Selection s; ZERO(&s); // Always do the entities; we might be dragging something that should // be auto-constrained, and we need the hover for that. for(i = 0; i < SK.entity.n; i++) { Entity *e = &(SK.entity.elem[i]); // Don't hover whatever's being dragged. if(e->h.request().v == pending.point.request().v) { // The one exception is when we're creating a new cubic; we // want to be able to hover the first point, because that's // how we turn it into a periodic spline. if(!e->IsPoint()) continue; if(!e->h.isFromRequest()) continue; Request *r = SK.GetRequest(e->h.request()); if(r->type != Request::CUBIC) continue; if(r->extraPoints < 2) continue; if(e->h.v != r->h.entity(1).v) continue; } d = e->GetDistance(mp); if(d < 10 && d < dmin) { memset(&s, 0, sizeof(s)); s.entity = e->h; dmin = d; } } // The constraints and faces happen only when nothing's in progress. if(pending.operation == 0) { // Constraints for(i = 0; i < SK.constraint.n; i++) { d = SK.constraint.elem[i].GetDistance(mp); if(d < 10 && d < dmin) { memset(&s, 0, sizeof(s)); s.constraint = SK.constraint.elem[i].h; dmin = d; } } // Faces, from the triangle mesh; these are lowest priority if(s.constraint.v == 0 && s.entity.v == 0 && showShaded && showFaces) { Group *g = SK.GetGroup(activeGroup); SMesh *m = &(g->displayMesh); uint32_t v = m->FirstIntersectionWith(mp); if(v) { s.entity.v = v; } } } if(!s.Equals(&hover)) { hover = s; InvalidateGraphics(); } }
bool GraphicsWindow::IsSelected(Selection *st) { Selection *s; for(s = selection.First(); s; s = selection.NextAfter(s)) { if(s->Equals(st)) { return true; } } return false; }