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#include "LayerManager.h"
#include "i18n.h"
#include "itextstream.h"
#include "scene/Node.h"
#include "scenelib.h"
#include "module/StaticModule.h"
#include "AddToLayerWalker.h"
#include "MoveToLayerWalker.h"
#include "RemoveFromLayerWalker.h"
#include "SetLayerSelectedWalker.h"
#include <functional>
#include <climits>
#include <unordered_set>
namespace scene
{
namespace
{
constexpr const char* const DEFAULT_LAYER_NAME = N_("Default");
constexpr int DEFAULT_LAYER = 0;
constexpr int NO_PARENT_ID = -1;
}
LayerManager::LayerManager(INode& rootNode) :
_rootNode(rootNode),
_activeLayer(DEFAULT_LAYER)
{
// Create the "master" layer with ID DEFAULT_LAYER
createLayer(_(DEFAULT_LAYER_NAME), DEFAULT_LAYER);
}
int LayerManager::createLayer(const std::string& name, int layerID)
{
// Check if the ID already exists
if (_layers.count(layerID) > 0)
{
// already exists => quit
return -1;
}
// Insert the new layer
auto result = _layers.emplace(layerID, name);
if (result.second == false)
{
rError() << "LayerSystem: Could not create layer!" << std::endl;
return -1;
}
// Update the visibility cache, so get the highest ID
int highestID = getHighestLayerID();
// Make sure the vectors are large enough
_layerVisibility.resize(highestID+1);
_layerParentIds.resize(highestID+1);
// Set the newly created layer to "visible"
_layerVisibility[layerID] = true;
_layerParentIds[layerID] = NO_PARENT_ID;
// Layers have changed
onLayersChanged();
// Return the ID of the inserted layer
return layerID;
}
int LayerManager::createLayer(const std::string& name)
{
// Check if the layer already exists
int existingID = getLayerID(name);
if (existingID != -1)
{
rError() << "Could not create layer, name already exists: " << name << std::endl;
return -1;
}
// Layer doesn't exist yet, get the lowest free Id
int newID = getLowestUnusedLayerID();
// pass the call to the overload and return
return createLayer(name, newID);
}
void LayerManager::deleteLayer(const std::string& name)
{
// Check if the layer already exists
int layerID = getLayerID(name);
if (layerID == -1)
{
rError() << "Could not delete layer, name doesn't exist: " << name << std::endl;
return;
}
if (layerID == DEFAULT_LAYER)
{
rError() << "Cannot delete the default layer" << std::endl;
return;
}
// Remove all nodes from this layer first, but don't de-select them yet
RemoveFromLayerWalker walker(layerID);
_rootNode.traverse(walker);
// Remove the layer
_layers.erase(layerID);
// Reset the visibility flag to TRUE, remove parent
_layerVisibility[layerID] = true;
_layerParentIds[layerID] = NO_PARENT_ID;
if (layerID == _activeLayer)
{
// We have removed the active layer, fall back to default
_activeLayer = DEFAULT_LAYER;
}
// Layers have changed
onLayersChanged();
// Nodes might have switched to default, fire the visibility
// changed event, update the scenegraph and redraw the views
onNodeMembershipChanged();
}
void LayerManager::foreachLayer(const LayerVisitFunc& visitor)
{
for (const auto& pair : _layers)
{
visitor(pair.first, pair.second);
}
}
void LayerManager::reset()
{
_activeLayer = DEFAULT_LAYER;
_layers.clear();
_layers.emplace(DEFAULT_LAYER, _(DEFAULT_LAYER_NAME));
_layerVisibility.resize(1);
_layerVisibility[DEFAULT_LAYER] = true;
_layerParentIds.resize(1);
_layerParentIds[DEFAULT_LAYER] = NO_PARENT_ID;
// Emit all changed signals
_layersChangedSignal.emit();
_layerVisibilityChangedSignal.emit();
_layerHierarchyChangedSignal.emit();
}
bool LayerManager::renameLayer(int layerID, const std::string& newLayerName)
{
// Check sanity
if (newLayerName.empty() || newLayerName == _(DEFAULT_LAYER_NAME)) {
return false; // empty name or default name used
}
auto i = _layers.find(layerID);
if (i == _layers.end())
{
return false; // not found
}
// Rename that layer
i->second = newLayerName;
// Fire the update signal
onLayersChanged();
return true;
}
int LayerManager::getFirstVisibleLayer() const
{
// Iterate over all IDs and check the visibility status, return the first visible
for (const auto& [layerId, _] : _layers)
{
if (_layerVisibility[layerId])
{
return layerId;
}
}
// No layer visible, return DEFAULT_LAYER to prevent callers from doing unreasonable things.
return DEFAULT_LAYER;
}
int LayerManager::getActiveLayer() const
{
return _activeLayer;
}
void LayerManager::setActiveLayer(int layerID)
{
if (_layers.count(layerID) == 0)
{
return; // do nothing
}
// ID is valid, assign active layer
_activeLayer = layerID;
}
bool LayerManager::layerIsVisible(int layerID)
{
// Sanity check
if (layerID < 0 || layerID >= static_cast<int>(_layerVisibility.size()))
{
rMessage() << "LayerSystem: Querying invalid layer ID: " << layerID << std::endl;
return false;
}
return _layerVisibility[layerID];
}
void LayerManager::setLayerVisibility(int layerId, bool visible)
{
auto layerVisibilityChanged = setLayerVisibilityRecursively(layerId, visible);
if (!visible && !_layerVisibility.at(_activeLayer))
{
// We just hid the active layer, fall back to another one
_activeLayer = getFirstVisibleLayer();
}
// If the active layer is hidden (which can occur after "hide all")
// re-set the active layer to this one as it has been made visible
if (visible && _activeLayer < static_cast<int>(_layerVisibility.size()) &&
!_layerVisibility[_activeLayer])
{
_activeLayer = layerId;
}
if (layerVisibilityChanged)
{
// Fire the visibility changed event
onLayerVisibilityChanged();
}
}
bool LayerManager::setLayerVisibilityRecursively(int rootLayerId, bool visible)
{
bool visibilityChange = false;
foreachLayerInHierarchy(rootLayerId, [&](int layerId)
{
if (layerId < 0 || layerId >= _layerVisibility.size()) return;
visibilityChange |= _layerVisibility.at(layerId) != visible;
_layerVisibility.at(layerId) = visible;
});
return visibilityChange;
}
void LayerManager::updateSceneGraphVisibility()
{
UpdateNodeVisibilityWalker walker(*this);
_rootNode.traverseChildren(walker);
// Redraw
SceneChangeNotify();
}
void LayerManager::onLayersChanged()
{
_layersChangedSignal.emit();
}
void LayerManager::onNodeMembershipChanged()
{
_nodeMembershipChangedSignal.emit();
updateSceneGraphVisibility();
}
void LayerManager::onLayerVisibilityChanged()
{
// Update all nodes and views
updateSceneGraphVisibility();
// Update the UI
_layerVisibilityChangedSignal.emit();
}
void LayerManager::addSelectionToLayer(int layerID)
{
// Check if the layer ID exists
if (_layers.count(layerID) == 0) return;
// Instantiate a Selectionwalker and traverse the selection
AddToLayerWalker walker(layerID);
GlobalSelectionSystem().foreachSelected(walker);
onNodeMembershipChanged();
}
void LayerManager::moveSelectionToLayer(int layerID)
{
// Check if the layer ID exists
if (_layers.count(layerID) == 0) return;
// Instantiate a Selectionwalker and traverse the selection
MoveToLayerWalker walker(layerID);
GlobalSelectionSystem().foreachSelected(walker);
onNodeMembershipChanged();
}
void LayerManager::removeSelectionFromLayer(int layerID)
{
// Check if the layer ID exists
if (_layers.count(layerID) == 0) return;
// Instantiate a Selectionwalker and traverse the selection
RemoveFromLayerWalker walker(layerID);
GlobalSelectionSystem().foreachSelected(walker);
onNodeMembershipChanged();
}
bool LayerManager::updateNodeVisibility(const INodePtr& node)
{
if (!node->supportsStateFlag(Node::eLayered))
{
return true; // doesn't support layers, return true for visible
}
// Get the list of layers the node is associated with
const auto& layers = node->getLayers();
// We start with the assumption that a node is hidden
bool isHidden = true;
// Cycle through the Node's layers, and show the node as soon as
// a visible layer is found.
for (int layerId : layers)
{
if (_layerVisibility[layerId])
{
// The layer is visible, set the visibility to true and quit
isHidden = false;
break;
}
}
if (isHidden)
{
node->enable(Node::eLayered);
}
else
{
node->disable(Node::eLayered);
}
// If node is hidden, return FALSE
return !isHidden;
}
void LayerManager::foreachLayerInHierarchy(int rootLayerId, const std::function<void(int)>& functor)
{
if (rootLayerId == -1) return;
// Hit the root node itself
functor(rootLayerId);
// Recurse into each child layer
// Start with index 1, as the default layer cannot have any parent
for (std::size_t childLayerId = 1; childLayerId < _layerParentIds.size(); ++childLayerId)
{
// If this local layer is assigned as parent to this child layer, recurse into it
if (_layerParentIds.at(childLayerId) == rootLayerId)
{
foreachLayerInHierarchy(static_cast<int>(childLayerId), functor);
}
}
}
void LayerManager::setSelected(int layerId, bool selected)
{
// Assemble the list of layer IDs this operation is affecting
std::unordered_set<int> layerIds(32);
foreachLayerInHierarchy(layerId, [&](int childLayerId)
{
layerIds.insert(childLayerId);
});
SetLayerSelectedWalker walker(layerIds, selected);
_rootNode.traverseChildren(walker);
}
int LayerManager::getParentLayer(int layerId)
{
return layerId == -1 ? NO_PARENT_ID : _layerParentIds.at(layerId);
}
void LayerManager::setParentLayer(int childLayerId, int parentLayerId)
{
if (childLayerId == DEFAULT_LAYER && parentLayerId != -1)
{
throw std::invalid_argument("Cannot assign a parent to the default layer");
}
// Non-existent layer IDs will throw
if (!layerExists(childLayerId) ||
parentLayerId != -1 && !layerExists(parentLayerId))
{
throw std::invalid_argument("Invalid layer ID");
}
if (childLayerId == parentLayerId)
{
throw std::invalid_argument("Cannot assign a layer as parent of itself");
}
// Detect recursions, if any parent layer has this layer in its hierarchy, we should throw
if (layerIsChildOf(parentLayerId, childLayerId))
{
throw std::invalid_argument("This relationship change would result in a recursion");
}
if (_layerParentIds.at(childLayerId) != parentLayerId)
{
_layerParentIds.at(childLayerId) = parentLayerId;
_layerHierarchyChangedSignal.emit();
}
}
bool LayerManager::layerIsChildOf(int candidateLayerId, int parentLayerId)
{
// Nothing is a parent of the null layer
if (candidateLayerId == NO_PARENT_ID || parentLayerId == NO_PARENT_ID)
{
return false;
}
// Check the hierarchy of the candidate
for (int immediateParentId = getParentLayer(candidateLayerId);
immediateParentId != NO_PARENT_ID;
immediateParentId = getParentLayer(immediateParentId))
{
if (immediateParentId == parentLayerId)
{
return true;
}
}
return false;
}
sigc::signal<void> LayerManager::signal_layersChanged()
{
return _layersChangedSignal;
}
sigc::signal<void> LayerManager::signal_layerVisibilityChanged()
{
return _layerVisibilityChangedSignal;
}
sigc::signal<void> LayerManager::signal_layerHierarchyChanged()
{
return _layerHierarchyChangedSignal;
}
sigc::signal<void> LayerManager::signal_nodeMembershipChanged()
{
return _nodeMembershipChangedSignal;
}
int LayerManager::getLayerID(const std::string& name) const
{
for (const auto& [layerId, layerName] : _layers)
{
if (layerName == name) {
// Name found, return the ID
return layerId;
}
}
return -1;
}
std::string LayerManager::getLayerName(int layerID) const
{
auto found = _layers.find(layerID);
return found != _layers.end() ? found->second : std::string();
}
bool LayerManager::layerExists(int layerID) const
{
return _layers.count(layerID) > 0;
}
int LayerManager::getHighestLayerID() const
{
if (_layers.size() == 0)
{
// Empty layer map, just return DEFAULT_LAYER
return DEFAULT_LAYER;
}
// A map is sorted, so return the ID of the element from the end of the map
return _layers.rbegin()->first;
}
int LayerManager::getLowestUnusedLayerID()
{
for (int i = 0; i < INT_MAX; i++)
{
if (_layers.count(i) == 0)
{
// Found a free ID
return i;
}
}
return -1;
}
} // namespace scene
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