Wed, 10 Apr 2013 01:51:35 +0300
Split some stuff out of the edit tool bar into move and object tool bars. The object tool bar is now located on the left side of the screen as the top one is running out of space.
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 Santeri `arezey` Piippo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "gui.h" #include "common.h" #include "zz_setContentsDialog.h" #include "file.h" #include "zz_colorSelectDialog.h" #include "history.h" vector<LDObject*> g_Clipboard; // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static bool copyToClipboard () { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); if (objs.size() == 0) return false; // Clear the clipboard first. for (LDObject* obj : g_Clipboard) delete obj; g_Clipboard.clear (); // Now, copy the contents into the clipboard. The objects should be // separate objects so that modifying the existing ones does not affect // the clipboard. Thus, we add clones of the objects to the clipboard, not // the objects themselves. for (ulong i = 0; i < objs.size(); ++i) g_Clipboard.push_back (objs[i]->clone ()); return true; } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (cut, "Cut", "cut", "Cut the current selection to clipboard.", CTRL (X)) { if (!copyToClipboard ()) return; g_ForgeWindow->deleteSelection (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (copy, "Copy", "copy", "Copy the current selection to clipboard.", CTRL (C)) { copyToClipboard (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (paste, "Paste", "paste", "Paste clipboard contents.", CTRL (V)) { for (LDObject* obj : g_Clipboard) g_CurrentFile->addObject (obj->clone ()); g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (del, "Delete", "delete", "Delete the selection", KEY (Delete)) { vector<LDObject*> sel = g_ForgeWindow->getSelectedObjects (); if (sel.size() == 0) return; vector<ulong> ulaIndices; vector<LDObject*> copies; for (LDObject* obj : sel) { copies.insert (copies.begin(), obj->clone ()); ulaIndices.insert (ulaIndices.begin(), obj->getIndex (g_CurrentFile)); g_CurrentFile->forgetObject (obj); delete obj; } History::addEntry (new DeleteHistory (ulaIndices, copies)); g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static void doInline (bool bDeep) { vector<LDObject*> sel = g_ForgeWindow->getSelectedObjects (); for (LDObject* obj : sel) { // Obviously, only subfiles can be inlined. if (obj->getType() != OBJ_Subfile) continue; // Get the index of the subfile so we know where to insert the // inlined contents. long idx = obj->getIndex (g_CurrentFile); if (idx == -1) continue; LDSubfile* ref = static_cast<LDSubfile*> (obj); // Get the inlined objects. These are clones of the subfile's contents. vector<LDObject*> objs = ref->inlineContents (bDeep, true); // Merge in the inlined objects for (LDObject* inlineobj : objs) g_CurrentFile->objects.insert (g_CurrentFile->objects.begin() + idx++, inlineobj); // Delete the subfile now as it's been inlined. g_CurrentFile->forgetObject (ref); delete ref; } g_ForgeWindow->refresh (); } ACTION (inlineContents, "Inline", "inline", "Inline selected subfiles.", CTRL (I)) { doInline (false); } ACTION (deepInline, "Deep Inline", "inline-deep", "Recursively inline selected subfiles " "down to polygons only.", CTRL_SHIFT (I)) { doInline (true); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (splitQuads, "Split Quads", "quad-split", "Split quads into triangles.", (0)) { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); for (LDObject* obj : objs) { if (obj->getType() != OBJ_Quad) continue; // Find the index of this quad long lIndex = obj->getIndex (g_CurrentFile); if (lIndex == -1) { // couldn't find it? logf (LOG_Error, "Couldn't find quad %p in " "current object list!!\n", obj); return; } std::vector<LDTriangle*> triangles = static_cast<LDQuad*> (obj)->splitToTriangles (); // Replace the quad with the first triangle and add the second triangle // after the first one. g_CurrentFile->objects[lIndex] = triangles[0]; g_CurrentFile->objects.insert (g_CurrentFile->objects.begin() + lIndex + 1, triangles[1]); // Delete this quad now, it has been split. delete obj; } g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (setContents, "Set Contents", "set-contents", "Set the raw code of this object.", KEY (F9)) { if (g_ForgeWindow->qObjList->selectedItems().size() != 1) return; LDObject* obj = g_ForgeWindow->getSelectedObjects ()[0]; SetContentsDialog::staticDialog (obj, g_ForgeWindow); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (setColor, "Set Color", "palette", "Set the color on given objects.", KEY (F10)) { if (g_ForgeWindow->qObjList->selectedItems().size() <= 0) return; short dColor; short dDefault = -1; std::vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); // If all selected objects have the same color, said color is our default // value to the color selection dialog. for (LDObject* obj : objs) { if (obj->dColor == -1) continue; // doesn't use color if (dDefault != -1 && obj->dColor != dDefault) { // No consensus in object color, therefore we don't have a // proper default value to use. dDefault = -1; break; } if (dDefault == -1) dDefault = obj->dColor; } // Show the dialog to the user now and ask for a color. if (ColorSelectDialog::staticDialog (dColor, dDefault, g_ForgeWindow)) { for (LDObject* obj : objs) if (obj->dColor != -1) obj->dColor = dColor; g_ForgeWindow->refresh (); } } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (makeBorders, "Make Borders", "make-borders", "Add borders around given polygons.", CTRL_SHIFT (B)) { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); for (LDObject* obj : objs) { if (obj->getType() != OBJ_Quad && obj->getType() != OBJ_Triangle) continue; short dNumLines; LDLine* lines[4]; if (obj->getType() == OBJ_Quad) { dNumLines = 4; LDQuad* quad = static_cast<LDQuad*> (obj); lines[0] = new LDLine (quad->vaCoords[0], quad->vaCoords[1]); lines[1] = new LDLine (quad->vaCoords[1], quad->vaCoords[2]); lines[2] = new LDLine (quad->vaCoords[2], quad->vaCoords[3]); lines[3] = new LDLine (quad->vaCoords[3], quad->vaCoords[0]); } else { dNumLines = 3; LDTriangle* tri = static_cast<LDTriangle*> (obj); lines[0] = new LDLine (tri->vaCoords[0], tri->vaCoords[1]); lines[1] = new LDLine (tri->vaCoords[1], tri->vaCoords[2]); lines[2] = new LDLine (tri->vaCoords[2], tri->vaCoords[0]); } for (short i = 0; i < dNumLines; ++i) { lines[i]->dColor = dEdgeColor; g_CurrentFile->addObject (lines[i]); } } g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static void doMoveSelection (const bool bUp) { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); // If we move down, we need to iterate the array in reverse order. const long start = bUp ? 0 : (objs.size() - 1); const long end = bUp ? objs.size() : -1; const long incr = bUp ? 1 : -1; for (long i = start; i != end; i += incr) { LDObject* obj = objs[i]; const long lIndex = obj->getIndex (g_CurrentFile), lTarget = lIndex + (bUp ? -1 : 1); if ((bUp == true and lIndex == 0) or (bUp == false and lIndex == (long)(g_CurrentFile->objects.size() - 1))) { // One of the objects hit the extrema. If this happens, this should be the first // object to be iterated on. Thus, nothing has changed yet and it's safe to just // abort the entire operation. assert (i == start); return; } obj->swap (g_CurrentFile->objects[lTarget]); } g_ForgeWindow->buildObjList (); } ACTION (moveUp, "Move Up", "arrow-up", "Move the current selection up.", CTRL (Up)) { doMoveSelection (true); } ACTION (moveDown, "Move Down", "arrow-down", "Move the current selection down.", CTRL (Down)) { doMoveSelection (false); } ACTION (undo, "Undo", "undo", "Undo a step.", CTRL (Z)) { History::undo (); } ACTION (redo, "Redo", "redo", "Redo a step.", CTRL_SHIFT (Z)) { History::redo (); }