smesh/src/SMESHGUI/SMESHGUI_SelectionOp.h

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// Copyright (C) 2007-2013 CEA/DEN, EDF R&D, OPEN CASCADE
//
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// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
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// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License.
//
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// This library 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
// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
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//
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// File : SMESHGUI_SelectionOp.h
// Author : Alexander SOLOVYOV, Open CASCADE S.A.S.
//
#ifndef SMESHGUI_SELECTIONOP_H
#define SMESHGUI_SELECTIONOP_H
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// SMESH includes
#include "SMESH_SMESHGUI.hxx"
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#include "SMESHGUI_Operation.h"
#include "SMESHGUI_Dialog.h"
// SALOME GUI includes
#include <SVTK_Selection.h>
#include <SALOME_InteractiveObject.hxx>
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// IDL includes
#include <SALOMEconfig.h>
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#include CORBA_SERVER_HEADER(SMESH_Mesh)
class SUIT_SelectionFilter;
class TColStd_MapOfInteger;
class SVTK_ViewWindow;
class SVTK_Selector;
class SMESH_Actor;
/*
Class : SMESHGUI_SelectionOp
Description : Base operation for all operations using object selection in viewer or objectbrowser
through common widgets created by LightApp_Dialog::createObject
*/
class SMESHGUI_EXPORT SMESHGUI_SelectionOp : public SMESHGUI_Operation
{
Q_OBJECT
public:
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typedef QList<int> IdList; //! List of node or element ids
public:
SMESHGUI_SelectionOp( const Selection_Mode = ActorSelection );
virtual ~SMESHGUI_SelectionOp();
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static void extractIds( const QStringList&, IdList&, const QChar );
protected:
typedef enum
{
Object,
MeshNode,
MeshElement
} EntityType;
/*!
This enumeration is used in typeById method to distinguish objects, mesh nodes and mesh elements,
because node end element ids may overlap
*/
protected:
virtual void startOperation();
virtual void commitOperation();
virtual void abortOperation();
virtual void selectionDone();
//! sets the dialog widgets to state just after operation start
virtual void initDialog();
/*!
* Creates filter being used when certain object selection widget is active
* If no filter must be used, then function must return 0
* if id is negative, then function must return filter for common using independently of active widget
*/
virtual SUIT_SelectionFilter* createFilter( const int ) const;
//! Remove only filters set by this operation (they are in map myFilters )
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void removeCustomFilters();
//! Return what selection mode is set in VTK viewer
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Selection_Mode selectionMode() const;
//! Set selection mode in VTK viewer
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void setSelectionMode( const Selection_Mode );
//! Hilight object in VTK viewer
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void highlight( const Handle( SALOME_InteractiveObject )&,
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const bool, const bool = true );
//! Select some nodes or elements in VTK
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void addOrRemoveIndex( const Handle( SALOME_InteractiveObject )&,
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const TColStd_MapOfInteger&, const bool isModeShift);
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SVTK_ViewWindow* viewWindow() const;
SVTK_Selector* selector() const;
//! Get names, types and ids of selected objects
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virtual void selected( QStringList&,
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SMESHGUI_Dialog::TypesList&, QStringList& ) const;
//! Find type by id
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virtual int typeById( const QString&, const EntityType ) const;
//! Char using to divide <entry> and <id> in string id representation. By default, '#'
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virtual QChar idChar() const;
//! Try to find in certain object selection widget selected node or element ids and return it
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void selectedIds( const int, IdList& ) const;
//! Find in QStringList correct node or element ids representation and append integer(id) to IdList
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void extractIds( const QStringList&, IdList& ) const;
//! Return selected mesh if selection mode isn't ActorSelection and only one object is selected
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SMESH::SMESH_Mesh_var mesh() const;
//! Return actor according to selected mesh if selection mode isn't ActorSelection
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SMESH_Actor* actor() const;
protected slots:
//! Installs filter corresponding to certain object selection widget
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virtual void onActivateObject( int );
//! Removes filter corresponding to certain object selection widget
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virtual void onDeactivateObject( int );
/*!
* Empty default implementation. In successors it may be used for more advanced selection checking.
* This slot is connected to signal when the selection changed in some object selection widget
*/
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virtual void onSelectionChanged( int );
/*! Default implementation allowing user to edit selected ids "by hands".
In order to run default mechanism, you must set for some
object selection widget the "name indication" to "ListOfNames",
"read only" state to false and connect the dialog's signal "objectChanged"
to this slot
Warning: this mechanism can process only integer ids, NOT MESH OR GROUP NAMES!!!
*/
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virtual void onTextChanged( int, const QStringList& );
private:
typedef QMap<int, SUIT_SelectionFilter*> Filters;
private:
Filters myFilters;
Selection_Mode myDefSelectionMode, myOldSelectionMode;
};
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#endif // SMESHGUI_SELECTIONOP_H