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#pragma once
#include <map>
#include "iselectable.h"
#include "iselectiontest.h"
#include "ientity.h"
namespace selection
{
/**
* A Selector implementation sorting entities before primitives.
* It's used by the selection tests when in SelectionMode::Primitive mode.
*/
class EntitiesFirstSelector :
public Selector
{
private:
using SelectableSortedSet = std::multimap<SelectionIntersection, ISelectable*>;
SelectableSortedSet _entityPool;
SelectableSortedSet _primitivePool;
SelectionIntersection _curIntersection;
ISelectable* _curSelectable;
// A set of all current ISelectable* candidates, to prevent double-insertions
// The iterator value points to an element in the SelectableSortedSet
// to allow for fast lookup and removal.
std::map<ISelectable*, SelectableSortedSet::iterator> _currentSelectables;
public:
EntitiesFirstSelector() :
_curSelectable(nullptr)
{}
void pushSelectable(ISelectable& selectable) override
{
_curIntersection = SelectionIntersection();
_curSelectable = &selectable;
}
void popSelectable() override
{
addSelectable(_curIntersection, _curSelectable);
_curIntersection = SelectionIntersection();
}
void addIntersection(const SelectionIntersection& intersection) override
{
_curIntersection.assignIfCloser(intersection);
}
void addSelectable(const SelectionIntersection& intersection, ISelectable* selectable)
{
if (!intersection.isValid()) return; // skip invalid intersections
auto existing = _currentSelectables.find(selectable);
auto isEntity = dynamic_cast<IEntityNode*>(selectable) != nullptr;
auto& pool = isEntity ? _entityPool : _primitivePool;
if (existing != _currentSelectables.end())
{
// greebo: We had that selectable before, check if the intersection is a better one
// and update it if necessary. It's possible that the selectable is the parent of
// two different child primitives, but both may want to add themselves to this pool.
// To prevent the "worse" primitive from shadowing the "better" one, perform this check.
// Check if the intersection is better
if (intersection < existing->second->first)
{
// Yes, update the map, remove old stuff first
pool.erase(existing->second);
_currentSelectables.erase(existing);
}
else
{
// The existing intersection is better, we're done here
return;
}
}
// At this point, the selectable is ready for insertion into the pool
// Either it's a completely new Selectable, or it is replacing an existing one
auto result = pool.emplace(intersection, selectable);
// Memorise the Selectable for fast lookups
_currentSelectables.emplace(selectable, result);
}
bool empty() const override
{
return _entityPool.empty() && _primitivePool.empty();
}
// Visit each selectable, entities first, then primitives
void foreachSelectable(const std::function<void(ISelectable*)>& functor) override
{
for (const auto& [_, selectable] : _entityPool)
{
functor(selectable);
}
for (const auto& [_, selectable] : _primitivePool)
{
functor(selectable);
}
}
};
}
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