Logo Search packages:      
Sourcecode: opencascade version File versions  Download package

AIS_InteractiveContext_1.cxx

// File:    AIS_InteractiveContext_1.cxx
// Created: Wed Jan 29 10:29:35 1997
// Author:  Robert COUBLANC
//          <rob@robox.paris1.matra-dtv.fr>

#define UKI60826  //GG_161199 Use the requested selection color instead of default

#define     IMP280200   //GG Don't returns a NULL shape in SelectedShape()
//                method when the current selected is a shape !

#define BUC60814  //GG_300101 Idem UKI60826

#define IMP150501       //GG_150501     CADPAK_V2 Add Drag() method

#define IMP160701       //ZSV  Add InitDetected(),MoreDetected(),NextDetected(),
//                       DetectedCurrentShape(),DetectedCurrentObject()
//                       methods

#define IMP191001 //GG Avoid to raise when switching with the 
//                SetAutomaticHilight() method.
//                Thanks to IFO of SAMTECH company for this improvment.

#define OCC138          //VTN Avoding infinit loop in AddOrRemoveCurrentObject method.

#define OCC9657

#include <AIS_InteractiveContext.jxx>
#include <SelectMgr_EntityOwner.hxx>
#include <AIS_Selection.hxx>
#include <AIS_StatusOfDetection.hxx>
#include <AIS_StatusOfPick.hxx>

#include <AIS_DataMapIteratorOfDataMapOfIOStatus.hxx>
#include <AIS_LocalContext.hxx>
#include <AIS_GlobalStatus.hxx>
#include <AIS_Shape.hxx>

#include <V3d_Light.hxx>
#include <V3d_PositionalLight.hxx>
#include <V3d_SpotLight.hxx>
#include <V3d_DirectionalLight.hxx>
#include <V3d_AmbientLight.hxx>

#include <TColStd_ListIteratorOfListOfInteger.hxx>
#include <SelectMgr_Selection.hxx>
#include <SelectBasics_SensitiveEntity.hxx>

#ifdef IMP150501
#include <Visual3d_TransientManager.hxx>
#include <Prs3d_Presentation.hxx>
#endif

#ifdef OCC9657
#include <AIS_MapOfInteractive.hxx>
#include <AIS_MapIteratorOfMapOfInteractive.hxx>
#endif

//unused
/*#ifdef DEB
static void InfoOnLight(const Handle(V3d_View) aView)
{
  Standard_Real V1=0.,V2=0.,V3=0.;
  Standard_Integer IndexOfLit(0);
  
  static Standard_Boolean FirstTime (Standard_True);
  if(FirstTime)
    {
      FirstTime = Standard_False;
      for (aView->InitActiveLights();aView->MoreActiveLights();aView->NextActiveLights()){
      IndexOfLit++;
      cout<<"lumiere no "<<IndexOfLit<<"\n************\n\t";
      Handle(V3d_Light) Li = aView->ActiveLight();
      Quantity_NameOfColor Col;
      Li->Color(Col);
      cout<<"Color :"<<Standard_Integer(Col)<<"\n\t"<<endl;
      cout<<"type :";
      switch(Li->Type()){
      case V3d_AMBIENT:
        {
          cout<<" AMBIENT\n\t";
//POP K4L
//        Handle(V3d_AmbientLight)::DownCast(Li)->DisplayPosition(V1,V2,V3);
          cout<<"Position : X1 = "<<V1<<"  X2 = "<<V2<<"  X3 = "<<V3<<endl; 
          break;
        }
      case V3d_DIRECTIONAL:
        {
          cout<<" DIRECTIONAL\n\t";
          Handle(V3d_DirectionalLight)::DownCast(Li)->DisplayPosition(V1,V2,V3);
          cout<<"Position : X1 = "<<V1<<"  X2 = "<<V2<<"  X3 = "<<V3<<endl; 
          Handle(V3d_DirectionalLight)::DownCast(Li)->Direction(V1,V2,V3);
          cout<<"Direction : V1 = "<<V1<<"  V2 = "<<V2<<"  V3 = "<<V3<<endl; 

          break;
        }
      case V3d_POSITIONAL:
        {
          cout<<" POSITIONAL\n\t";
          Handle(V3d_PositionalLight)::DownCast(Li)->Position(V1,V2,V3);
          cout<<"Position : X1 = "<<V1<<"  X2 = "<<V2<<"  X3 = "<<V3<<endl; 
          Handle(V3d_PositionalLight)::DownCast(Li)->Target(V1,V2,V3);
          cout<<"Target    : x1 = "<<V1<<"  x2 = "<<V2<<"  x3 = "<<V3<<endl; 
          break;
        }
      case V3d_SPOT:
        {
          cout<<" SPOT\n\t";
          cout<<" DIRECTIONAL\n\t";
          Handle(V3d_SpotLight)::DownCast(Li)->Position(V1,V2,V3);
          cout<<"Position : X1 = "<<V1<<"  X2 = "<<V2<<"  X3 = "<<V3<<endl; 
          Handle(V3d_SpotLight)::DownCast(Li)->Direction(V1,V2,V3);
          cout<<"Direction : V1 = "<<V1<<"  V2 = "<<V2<<"  V3 = "<<V3<<endl; 
          Handle(V3d_PositionalLight)::DownCast(Li)->Target(V1,V2,V3);
          cout<<"Target    : x1 = "<<V1<<"  x2 = "<<V2<<"  x3 = "<<V3<<endl; 
          cout<<"\tAngle :"<<Handle(V3d_SpotLight)::DownCast(Li)->Angle()<<endl;
          break;
        }
      }
      }
    }
}
#endif
*/
//=======================================================================
//function : MoveTo
//purpose  : 
//=======================================================================

00129 AIS_StatusOfDetection AIS_InteractiveContext::MoveTo(const Standard_Integer XPix, 
                           const Standard_Integer YPix, 
                           const Handle(V3d_View)& aView)
{
  if(HasOpenedContext()&& aView->Viewer()!=myCollectorVwr){
    myWasLastMain = Standard_True;
    return myLocalContexts(myCurLocalIndex)->MoveTo(XPix,YPix,aView);
  }

#ifdef IMP160701
    //Nullify class members storing information about detected AIS objects.
  myAISCurDetected = 0;
  myAISDetectedSeq.Clear();
#endif

  // OCC11904 - local variables made non-static - it looks and works better like this
  Handle (PrsMgr_PresentationManager3d) pmgr ;
  Handle (StdSelect_ViewerSelector3d) selector;
  Standard_Boolean ismain = Standard_True,UpdVwr = Standard_False;
  
  // Preliminaires
  if(aView->Viewer()== myMainVwr) {
    pmgr = myMainPM;
    selector=myMainSel;
    myLastPicked = myLastinMain;
    myWasLastMain = Standard_True;
  }
  else if (aView->Viewer()== myCollectorVwr){
    pmgr = myCollectorPM;
    selector=myCollectorSel;
    myLastPicked = myLastinColl;
    ismain = Standard_False;
    myWasLastMain = Standard_False;
  }
  else 
    return AIS_SOD_Error;
  
  AIS_StatusOfDetection TheStat(AIS_SOD_Nothing);
  
  
  // allonzy
  selector->Pick(XPix, YPix, aView);

#ifdef IMP160701
  //filling of myAISDetectedSeq sequence storing information about detected AIS objects
  // (the objects must be AIS_Shapes).
  Handle(SelectMgr_EntityOwner) anEntityOwner;
  const Standard_Integer NbDetected = selector->NbPicked();
  for(Standard_Integer i_detect = 1;i_detect<=NbDetected;i_detect++)
  {
    anEntityOwner = selector->Picked(i_detect);
    if(!anEntityOwner.IsNull())
      if(myFilters->IsOk(anEntityOwner))
      {
        Handle(AIS_InteractiveObject) anObj = 
            Handle(AIS_InteractiveObject)::DownCast(anEntityOwner->Selectable());
        if(!Handle(AIS_Shape)::DownCast(anObj).IsNull())
          myAISDetectedSeq.Append(anObj);
      }
  }
#endif

  selector->Init();
  if ( selector->More() )
  {
    if ( HasOpenedContext() )
      if ( !myFilters->IsOk( selector->OnePicked() ) ) 
      return AIS_SOD_AllBad;
      else
        if ( !myLocalContexts( myCurLocalIndex )->Filter()->IsOk( selector->OnePicked() ) )
          return AIS_SOD_AllBad;
    
    // si c'est le meme qu'au coup precedent -> fin
    // Does nothing if previously detected object is equal to the current one
    if ( selector->OnePicked()->Selectable() == myLastPicked )
      return AIS_SOD_OnlyOneDetected;
    //si le precedent est un objet courant, on ne le desilighte pas, sinon si
    
    // Previously detected object is unhilighted if it is not selected or hilighted 
    // with selection color if it is selected. Such highlighting with selection color 
    // is needed only if myToHilightSelected flag is true. In this case previously detected
    // object has been already highlighted with myHilightColor during previous MoveTo() 
    // method call. As result it is necessary to rehighligt it with mySelectionColor.
    if ( !myLastPicked.IsNull() )
    {
      Standard_Integer HiMod =  
        myLastPicked->HasHilightMode() ? myLastPicked->HilightMode() : 0;
      if ( myLastPicked->State() != 1 )
      {
      pmgr->Unhighlight( myLastPicked, HiMod );
        UpdVwr = Standard_True;
      }
      else if ( myToHilightSelected )
      {
        pmgr->Color( myLastPicked, mySelectionColor, HiMod );
        UpdVwr = Standard_True;
      }
    }
    
    // Initialize myLastPicked field with currently detected object
    Handle(SelectMgr_SelectableObject) SO = selector->OnePicked()->Selectable();
    myLastPicked = *((Handle(AIS_InteractiveObject)*)&SO);
    
    if ( ismain )
      myLastinMain = myLastPicked;
    else 
      myLastinColl = myLastPicked;
    // si l'objet detecte n'est pas courant, on le hilighte...
#ifdef IMP191001
    // Highlight detected object if it is not selected or myToHilightSelected flag is true
    if ( !myLastPicked.IsNull() && 
         ( myLastPicked->State()!= 1 || myToHilightSelected ) )
#else
     if ( myLastPicked->State()!= 1 )
#endif
    {
      Standard_Integer HiMod =  
        myLastPicked->HasHilightMode() ? myLastPicked->HilightMode() : 0;
      pmgr->Color( myLastPicked, myHilightColor, HiMod );
      UpdVwr = Standard_True;
    }
    
    if ( myLastPicked->State()==1 )
      TheStat = AIS_SOD_Selected;
  }
  else 
  {
    // Previously detected object is unhilighted if it is not selected or hilighted 
    // with selection color if it is selected. 
    TheStat = AIS_SOD_Nothing;
    if ( !myLastPicked.IsNull() )
    {
      Standard_Integer HiMod =  
        myLastPicked->HasHilightMode() ? myLastPicked->HilightMode() : 0;
      if ( myLastPicked->State() != 1 )
      {
      pmgr->Unhighlight( myLastPicked, HiMod );
        UpdVwr = Standard_True;
      }
      else if ( myToHilightSelected )
      {
        pmgr->Color( myLastPicked, mySelectionColor, HiMod );
        UpdVwr = Standard_True;
      }
    }
    
    if ( ismain )
      myLastinMain.Nullify();
    else
      myLastinColl.Nullify();
  }
  
  if(UpdVwr) aView->Viewer()->Update();
  myLastPicked.Nullify();
  
  mylastmoveview = aView;
  return TheStat;
}

//=======================================================================
//function : Select
//purpose  : 
//=======================================================================

00293 AIS_StatusOfPick AIS_InteractiveContext::Select(const Standard_Integer XPMin,
                                    const Standard_Integer  YPMin,
                                    const Standard_Integer  XPMax,
                                    const Standard_Integer  YPMax, 
                                    const Handle(V3d_View)& aView,
                                    const Standard_Boolean updateviewer)
{
  // on prend  tous les objets detectes par le selecteur, on vide les precedents objets courants,
  // on met les nouveaux...

  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->Select(XPMin,YPMin,XPMax,YPMax,aView,updateviewer);

  ClearCurrents(Standard_False);
  // OCC11904 - local variables made non-static - it looks and works better like this
  Handle(StdSelect_ViewerSelector3d) selector;
  
  if(aView->Viewer()== myMainVwr) {
    selector= myMainSel;
    myWasLastMain = Standard_True;}
  
  else if (aView->Viewer()==myCollectorVwr){
    selector= myCollectorSel;
    myWasLastMain = Standard_False;}
  
  
  selector->Pick(XPMin,YPMin,XPMax,YPMax,aView);
  AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());

#ifdef OCC9657
  AIS_MapOfInteractive theSelectedObj;
  for( selector->Init(); selector->More(); selector->Next() )
  {
    Handle( AIS_InteractiveObject ) anObj = 
      Handle( AIS_InteractiveObject )::DownCast( selector->Picked()->Selectable() );
    if( !anObj.IsNull() )
      theSelectedObj.Add( anObj );
  }
  AIS_MapIteratorOfMapOfInteractive anIt( theSelectedObj );
  for( ; anIt.More(); anIt.Next() )
  {
    AIS_Selection::Select( anIt.Key() );
    anIt.Key()->State(1);
  }
#else
  for(selector->Init();selector->More();selector->Next()){
    const Handle(SelectMgr_SelectableObject)& SO = selector->Picked()->Selectable();
    if(!SO.IsNull()){
#ifdef OCC138
      AIS_Selection::Select(SO);
      (*((Handle(AIS_InteractiveObject)*)&SO))->State(1);
#else
      (*((Handle(AIS_InteractiveObject)*)&SO))->State(1);
      AIS_Selection::Select(SO);
#endif //OCC138
    }
  }

#endif //OCC9657
  HilightCurrents(updateviewer);
  
  Standard_Integer NS = NbCurrents();
  if(NS==0) return AIS_SOP_NothingSelected;
  if(NS==1) return AIS_SOP_OneSelected;
  return AIS_SOP_SeveralSelected;
  
}

//=======================================================================
//function : Select
//purpose  : Selection by polyline
//=======================================================================

00366 AIS_StatusOfPick AIS_InteractiveContext::Select(const TColgp_Array1OfPnt2d& aPolyline,
                                    const Handle(V3d_View)& aView,
                                    const Standard_Boolean updateviewer)
{
  // on prend  tous les objets detectes par le selecteur, on vide les precedents objets courants,
  // on met les nouveaux...

  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->Select(aPolyline,aView,updateviewer);

  ClearCurrents(Standard_False);
  // OCC11904 - local variables made non-static - it looks and works better like this
  Handle(StdSelect_ViewerSelector3d) selector;
  
  if(aView->Viewer()== myMainVwr) {
    selector= myMainSel;
    myWasLastMain = Standard_True;}
  
  else if (aView->Viewer()==myCollectorVwr){
    selector= myCollectorSel;
    myWasLastMain = Standard_False;}
  
  
  selector->Pick(aPolyline,aView);
  AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());


#ifdef OCC9657
  AIS_MapOfInteractive theSelectedObj;
  for( selector->Init(); selector->More(); selector->Next() )
  {
    Handle( AIS_InteractiveObject ) anObj = 
      Handle( AIS_InteractiveObject )::DownCast( selector->Picked()->Selectable() );
    if( !anObj.IsNull() )
      theSelectedObj.Add( anObj );
  }
  AIS_MapIteratorOfMapOfInteractive anIt( theSelectedObj );
  for( ; anIt.More(); anIt.Next() )
  {
    AIS_Selection::Select( anIt.Key() );
    anIt.Key()->State(1);
  }
#else
  for(selector->Init();selector->More();selector->Next()){
    const Handle(SelectMgr_SelectableObject)& SO = selector->Picked()->Selectable();
    if(!SO.IsNull()){
#ifdef OCC138
      AIS_Selection::Select(SO);
      (*((Handle(AIS_InteractiveObject)*)&SO))->State(1);
#else
      (*((Handle(AIS_InteractiveObject)*)&SO))->State(1);
      AIS_Selection::Select(SO);
#endif //OCC138
    }
  }
#endif //OCC9657
  HilightCurrents(updateviewer);
  
  Standard_Integer NS = NbCurrents();
  if(NS==0) return AIS_SOP_NothingSelected;
  if(NS==1) return AIS_SOP_OneSelected;
  return AIS_SOP_SeveralSelected;
  
}

//=======================================================================
//function : Select
//purpose  : 
//=======================================================================

00436 AIS_StatusOfPick AIS_InteractiveContext::Select(const Standard_Boolean updateviewer)
{
  if(HasOpenedContext()){
    if(myWasLastMain)
      return myLocalContexts(myCurLocalIndex)->Select(updateviewer);
    else
      // on a picke dans le collecteur, il faut faire un traitement special...
      {
      myLocalContexts(myCurLocalIndex)->SetSelected(myLastPicked,updateviewer);
      return AIS_SOP_OneSelected;
      }
  }
//  AIS_StatusOfPick PS(AIS_SOP_NothingSelected);
  if(myWasLastMain && !myLastinMain.IsNull()){
    if(myLastinMain->State()!=1){
      SetCurrentObject(myLastinMain,Standard_False);
      if(updateviewer)
      UpdateCurrentViewer();}
  }
  else if (!myWasLastMain && !myLastinColl.IsNull()){
    if(myLastinColl->State()!=1){
      SetCurrentObject(myLastinColl,Standard_False);
      if(updateviewer)
      UpdateCollector();}
  }
  else{
    AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());
    Handle(AIS_Selection) S = AIS_Selection::CurrentSelection();
    Handle(Standard_Transient) Tr;
    Handle(AIS_InteractiveObject) IO;
    
    for(S->Init();S->More();S->Next()){
      Tr = S->Value();
      IO = (*((Handle(AIS_InteractiveObject)*)&Tr));
      IO->State(0);
      Unhilight(IO,Standard_False);
      if(myObjects.IsBound(IO)){ // anti-plantage-rob
      if(myObjects(IO)->IsSubIntensityOn())
        HilightWithColor(IO,mySubIntensity,Standard_False);
      }
    }
    
    AIS_Selection::Select();
    if(updateviewer){
      if(myWasLastMain)
      UpdateCurrentViewer();
      else
      UpdateCollector();
    }
  }
  Standard_Integer NS = NbCurrents();
  if(NS==0) return AIS_SOP_NothingSelected;
  if(NS==1) return AIS_SOP_OneSelected;
  return AIS_SOP_SeveralSelected;
}

//=======================================================================
//function : ShiftSelect
//purpose  : 
//=======================================================================

00497 AIS_StatusOfPick AIS_InteractiveContext::ShiftSelect(const Standard_Boolean updateviewer)
{
  if(HasOpenedContext()){
    if(myWasLastMain)
      return myLocalContexts(myCurLocalIndex)->ShiftSelect(updateviewer);
    else{
      myLocalContexts(myCurLocalIndex)->AddOrRemoveSelected(myLastPicked,updateviewer);
      Standard_Integer NS =NbSelected();
      if(NS==0) return AIS_SOP_NothingSelected;
      if(NS==1) return AIS_SOP_OneSelected;
      return AIS_SOP_SeveralSelected;
    }
  }
  if(myWasLastMain && !myLastinMain.IsNull())
    AddOrRemoveCurrentObject(myLastinMain,updateviewer);
  else if (!myWasLastMain && !myLastinColl.IsNull())
    AddOrRemoveCurrentObject(myLastinColl,updateviewer);
  
  
  Standard_Integer NS = NbCurrents();
  if(NS==0) return AIS_SOP_NothingSelected;
  if(NS==1) return AIS_SOP_OneSelected;
  return AIS_SOP_SeveralSelected;
}


//=======================================================================
//function : ShiftSelect
//purpose  : 
//=======================================================================

00528 AIS_StatusOfPick AIS_InteractiveContext::ShiftSelect(const Standard_Integer XPMin, 
                                         const Standard_Integer YPMin, 
                                         const Standard_Integer XPMax, 
                                         const Standard_Integer YPMax, 
                                         const Handle(V3d_View)& aView,
                                         const Standard_Boolean updateviewer)
{
  
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->ShiftSelect(XPMin,YPMin,XPMax,YPMax,aView,updateviewer);
  
  UnhilightCurrents(Standard_False);
  // OCC11904 - local variables made non-static - it looks and works better like this
  Handle(StdSelect_ViewerSelector3d) selector;
  
  if(aView->Viewer()== myMainVwr) {
    selector= myMainSel;
    myWasLastMain = Standard_True;}
  
  else if (aView->Viewer()==myCollectorVwr){
    selector= myCollectorSel;
    myWasLastMain = Standard_False;}
  else
    return AIS_SOP_NothingSelected;
  
  selector->Pick(XPMin,YPMin,XPMax,YPMax,aView);
  AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());
  for(selector->Init();selector->More();selector->Next()){
    const Handle(SelectMgr_SelectableObject)& SO = selector->Picked()->Selectable();
    if(!SO.IsNull()){
      AIS_SelectStatus SelStat = AIS_Selection::Select(SO);
      Standard_Integer mod = (SelStat==AIS_SS_Added)?1:0;
      (*((Handle(AIS_InteractiveObject)*)&SO))->State(mod);
    }
  }
  
  HilightCurrents(updateviewer);
  
  Standard_Integer NS =NbCurrents();
  if(NS==0) return AIS_SOP_NothingSelected;
  if(NS==1) return AIS_SOP_OneSelected;
  return AIS_SOP_SeveralSelected;
  
}

//=======================================================================
//function : ShiftSelect
//purpose  : 
//=======================================================================

00578 AIS_StatusOfPick AIS_InteractiveContext::ShiftSelect( const TColgp_Array1OfPnt2d& aPolyline,
                                                      const Handle(V3d_View)& aView,
                                                      const Standard_Boolean updateviewer )
{
    if( HasOpenedContext() )
        return myLocalContexts( myCurLocalIndex )->ShiftSelect( aPolyline, aView, updateviewer );

    UnhilightCurrents( Standard_False );
    // OCC11904 - local variables made non-static - it looks and works better like this
    Handle(StdSelect_ViewerSelector3d) selector;
  
    if( aView->Viewer() == myMainVwr ) {
        selector= myMainSel;
        myWasLastMain = Standard_True;
    }
    else if ( aView->Viewer() == myCollectorVwr ) {
        selector= myCollectorSel;
        myWasLastMain = Standard_False;
    }
    else
        return AIS_SOP_NothingSelected;

    selector->Pick( aPolyline, aView );
    
    AIS_Selection::SetCurrentSelection( myCurrentName.ToCString() );
    for( selector->Init(); selector->More(); selector->Next() ) {
        const Handle(SelectMgr_SelectableObject)& SO = selector->Picked()->Selectable();
        if( !SO.IsNull() ) {
            AIS_SelectStatus SelStat = AIS_Selection::Select( SO );
            Standard_Integer mod = ( SelStat == AIS_SS_Added ) ? 1 : 0;
            (*((Handle(AIS_InteractiveObject)*)&SO))->State( mod );
        }
    }
    
    HilightCurrents( updateviewer );
    Standard_Integer NS = NbCurrents();
    if( NS == 0 ) return AIS_SOP_NothingSelected;
    if( NS == 1 ) return AIS_SOP_OneSelected;
    return AIS_SOP_SeveralSelected;
}

//=======================================================================
//function : SetCurrentObject
//purpose  : 
//=======================================================================

00624 void AIS_InteractiveContext::SetCurrentObject(const Handle(AIS_InteractiveObject)& anIObj,
                                    const Standard_Boolean updateviewer)
{
  // traitement d'un cas singulier...
  if(NbCurrents()==1 && anIObj->State()==1){
    Quantity_NameOfColor HiCol;
    Standard_Boolean HasHiCol;
    if(IsHilighted(anIObj,HasHiCol,HiCol)){
      if(HasHiCol && HiCol!= mySelectionColor) {
#ifdef UKI60826
      HilightWithColor(anIObj,mySelectionColor,updateviewer);
#else
      Hilight(anIObj,updateviewer);
#endif
      }
    }
    return;
  }


  // 
  if(!HasOpenedContext()) {
    if(anIObj.IsNull()) return;
    if(!myObjects.IsBound(anIObj)) 
      Display(anIObj,Standard_False);
    
    AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());
    Handle(AIS_Selection) sel = AIS_Selection::Selection(myCurrentName.ToCString());
    Handle(Standard_Transient) TR;
    Handle(AIS_InteractiveObject) IO;
    sel->Init();
    while (sel->More()) {
      TR = sel->Value();
      IO = *((Handle(AIS_InteractiveObject)*)&TR);
      Unhilight(IO,Standard_False);
      IO->State(0);
      sel->Next();
    }
    
    // ajout pour ne pas faire d'updateviewer intempestif...
    AIS_Selection::ClearAndSelect(anIObj);
    anIObj->State(1);
    Quantity_NameOfColor HiCol;
    Standard_Boolean HasHiCol;
    if(IsHilighted(anIObj,HasHiCol,HiCol)){
      if(HasHiCol && HiCol!= mySelectionColor) {
#ifdef UKI60826
        HilightWithColor(anIObj,mySelectionColor,Standard_False);
#else
        Hilight(anIObj,Standard_False);
#endif
      }
    }
    else{
#ifdef UKI60826
      HilightWithColor(anIObj,mySelectionColor,Standard_False);
#else
      Hilight(anIObj,Standard_False);
#endif
    }
    if (updateviewer) 
      UpdateCurrentViewer();
  }
  else{
#ifdef DEB
    cout<<"Nothing Done : Opened Local Context"<<endl;
#endif
  }
}

//=======================================================================
//function : AddOrRemoveCurrentObject
//purpose  : 
//=======================================================================

void AIS_InteractiveContext::
00700 AddOrRemoveCurrentObject(const Handle(AIS_InteractiveObject)& anIObj,
                   const Standard_Boolean updateviewer)
{
  if(anIObj.IsNull()) return;
//OCC5682 to remove an object from neutral point even if Local Context is opened (Remove method)
  if(!HasOpenedContext() /*OCC5682*/|| myObjects.IsBound(anIObj)) {
    
    AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());
    Handle(AIS_Selection) sel = AIS_Selection::Selection(myCurrentName.ToCString());

    AIS_SelectStatus SelStat = AIS_Selection::Select(anIObj);
    
    Standard_Integer mod = (SelStat==AIS_SS_Added) ? 1 : 0;
    anIObj->State(mod);
    if(mod==1)
#ifdef BUC60814
      HilightWithColor(anIObj,mySelectionColor,Standard_False);
#else
      Hilight(anIObj,Standard_False);
#endif
    else 
      Unhilight(anIObj,Standard_False);
    
    
    if(updateviewer) 
      UpdateCurrentViewer();
  }
  else{
#ifdef DEB
    cout<<"Nothing Done : Opened Local Context"<<endl;
#endif
  }
}
//=======================================================================
//function : UpdateCurrent
//purpose  : 
//=======================================================================

00738 void AIS_InteractiveContext::UpdateCurrent()
{
  HilightCurrents();
}

//=======================================================================
//function : IsCurrent
//purpose  : 
//=======================================================================

00748 Standard_Boolean AIS_InteractiveContext::IsCurrent(const Handle(AIS_InteractiveObject)& anIObj) const 
{

  if (anIObj.IsNull()) return Standard_False;
  return (anIObj->State()==1);
  
  //   Handle(AIS_Selection) sel = AIS_Selection::Selection(myCurrentName.ToCString());
  //   sel->Init();
  //   while (sel->More()) {
  //     if (anIObj == sel->Value()) return Standard_True;
  //     sel->Next();
  //   }
  //   return Standard_False;

}

//=======================================================================
//function : InitCurrent
//purpose  : 
//=======================================================================

00769 void AIS_InteractiveContext::InitCurrent()
{
  AIS_Selection::Selection(myCurrentName.ToCString())->Init();
}

//=======================================================================
//function : MoreCurrent
//purpose  : 
//=======================================================================

00779 Standard_Boolean AIS_InteractiveContext::MoreCurrent() const 
{
  return AIS_Selection::Selection(myCurrentName.ToCString())->More();

}

//=======================================================================
//function : NextCurrent
//purpose  : 
//=======================================================================

00790 void AIS_InteractiveContext::NextCurrent()
{
  AIS_Selection::Selection(myCurrentName.ToCString())->Next();
}

//=======================================================================
//function : Current
//purpose  : 
//=======================================================================

Handle(AIS_InteractiveObject) AIS_InteractiveContext::Current() const 
{
  Handle(Standard_Transient) TR = AIS_Selection::Selection(myCurrentName.ToCString())->Value();
  Handle(AIS_InteractiveObject) IO = *((Handle(AIS_InteractiveObject)*)&TR);
  return IO;
}

//=======================================================================
//function : FirstCurrentObject
//purpose  : 
//=======================================================================
Handle(AIS_InteractiveObject) AIS_InteractiveContext::FirstCurrentObject()  
{
  Handle(AIS_InteractiveObject) IO ;
  InitCurrent();
  if(MoreCurrent()){
    return Current();
  }
  return IO;
}

//=======================================================================
//function : NbCurrents
//purpose  : 
//=======================================================================
Standard_Integer AIS_InteractiveContext::NbCurrents()
{
  Standard_Integer i(0);
  for(InitCurrent();MoreCurrent();NextCurrent())
    {i++;}
  return i;
}

//=======================================================================
//function : HilightCurrents
//purpose  : 
//=======================================================================
00837 void AIS_InteractiveContext::HilightCurrents(const Standard_Boolean updateviewer)
{
  AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());
  Handle(AIS_Selection) sel = AIS_Selection::Selection(myCurrentName.ToCString());
  Handle(Standard_Transient) TR;
  Handle(AIS_InteractiveObject) IO;
  sel->Init();
  while (sel->More()) {
    TR = sel->Value();
    IO = *((Handle(AIS_InteractiveObject)*)&TR);
#ifdef BUC60814
    HilightWithColor(IO,mySelectionColor,Standard_False);
#else
    Hilight(IO,Standard_False);
#endif
    sel->Next();
  }
  if(updateviewer) 
    UpdateCurrentViewer();
}

//=======================================================================
//function : UnhilightCurrents
//purpose  : 
//=======================================================================

00863 void AIS_InteractiveContext::UnhilightCurrents(const Standard_Boolean updateviewer)
{
  AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());
  Handle(AIS_Selection) sel = AIS_Selection::Selection(myCurrentName.ToCString());
  Handle(Standard_Transient) TR;
  Handle(AIS_InteractiveObject) IO;
  sel->Init();
  while (sel->More()) {
    TR = sel->Value();
    IO = *((Handle(AIS_InteractiveObject)*)&TR);
    Unhilight(IO,Standard_False);
    sel->Next();
  }
  if(updateviewer) 
    UpdateCurrentViewer();
}

//=======================================================================
//function : ClearCurrents
//purpose  : 
//=======================================================================

00885 void AIS_InteractiveContext::ClearCurrents(const Standard_Boolean updateviewer)
{
  if(NbCurrents()==0) return;
  AIS_Selection::SetCurrentSelection(myCurrentName.ToCString());
  Handle(AIS_Selection) S = AIS_Selection::CurrentSelection();
  Handle(Standard_Transient) Tr;
  Handle(AIS_InteractiveObject) IO;
  for(S->Init();S->More();S->Next()){
    Tr = S->Value();
    IO = (*((Handle(AIS_InteractiveObject)*)&Tr));
    IO->State(0);
    Unhilight(IO,Standard_False);
  }
  AIS_Selection::Select();
  if(updateviewer)
    UpdateCurrentViewer();
}


//=======================================================================
//function : HilightSelected
//purpose  : 
//=======================================================================

00909 void AIS_InteractiveContext::HilightSelected(const Standard_Boolean updateviewer)
{
  if(!HasOpenedContext()){
    AIS_Selection::SetCurrentSelection(mySelectionName.ToCString());
    Handle(AIS_Selection) sel = AIS_Selection::Selection(myCurrentName.ToCString());
    Handle(Standard_Transient) TR;
    Handle(AIS_InteractiveObject) IO;
    sel->Init();
    while (sel->More()) {
      TR = sel->Value();
      IO = *((Handle(AIS_InteractiveObject)*)&TR);
#ifdef BUC60814
      HilightWithColor(IO,mySelectionColor,Standard_False);
#else
      Hilight(IO,Standard_False);
#endif
      sel->Next();
    }
  }
  else
    {
      myLocalContexts(myCurLocalIndex)->HilightPicked(updateviewer);
    }
  if(updateviewer)
    UpdateCurrentViewer();
}

//=======================================================================
//function : UnhilightSelected
//purpose  : 
//=======================================================================

00941 void AIS_InteractiveContext::UnhilightSelected(const Standard_Boolean updateviewer)
{
  if(!HasOpenedContext()){
    AIS_Selection::SetCurrentSelection(mySelectionName.ToCString());
    Handle(AIS_Selection) sel = AIS_Selection::Selection(myCurrentName.ToCString());
    Handle(Standard_Transient) TR;
    Handle(AIS_InteractiveObject) IO;
    sel->Init();
    while (sel->More()) {
      TR = sel->Value();
      IO = *((Handle(AIS_InteractiveObject)*)&TR);
      Unhilight(IO,Standard_False);
      sel->Next();
    }
    if(updateviewer)
      UpdateCurrentViewer();
  }
  else
    {
      myLocalContexts(myCurLocalIndex)->UnhilightPicked(updateviewer);
    }
}


//=======================================================================
//function : ClearSelected
//purpose  : 
//=======================================================================

00970 void AIS_InteractiveContext::ClearSelected(const Standard_Boolean updateviewer)
{
  if(!HasOpenedContext())
    ClearCurrents(updateviewer);
  else 
    myLocalContexts(myCurLocalIndex)->ClearSelected(updateviewer);
  
}


//=======================================================================
//function : SetSelectedCurrent
//purpose  : 
//=======================================================================

00985 void AIS_InteractiveContext::SetSelectedCurrent()
{


#ifdef DEB
  cout<<"Not Yet Implemented"<<endl;
#endif
}

//=======================================================================
//function : UpdateSelection
//purpose  : 
//=======================================================================

00999 void AIS_InteractiveContext::UpdateSelected(const Standard_Boolean updateviewer)
{
  if(!HasOpenedContext()) {
    HilightSelected();
#ifndef BUG
    return;
#endif
  }
  myLocalContexts(myCurLocalIndex)->UpdateSelected(updateviewer);
}

//=======================================================================
//function : SetCurrentObject
//purpose  : 
//=======================================================================
01014 void AIS_InteractiveContext::SetSelected(const Handle(AIS_InteractiveObject)& anIObj,const Standard_Boolean updateviewer)
{
  if(!HasOpenedContext()) 
    SetCurrentObject(anIObj,updateviewer);
  else
    myLocalContexts(myCurLocalIndex)->SetSelected(anIObj,updateviewer);
}

//=======================================================================
//function : AddOrRemoveSelected
//purpose  : 
//=======================================================================

01027 void AIS_InteractiveContext::AddOrRemoveSelected(const Handle(AIS_InteractiveObject)& anIObj,
                                     const Standard_Boolean updateviewer)
{
  if(!anIObj->HasInteractiveContext()) anIObj->SetContext(this);
  if(!HasOpenedContext())
    AddOrRemoveCurrentObject(anIObj,updateviewer);
  else
    myLocalContexts(myCurLocalIndex)->AddOrRemoveSelected(anIObj,updateviewer);
  
}
//=======================================================================
//function : AddOrRemoveSelected
//purpose  : 
//=======================================================================

01042 void AIS_InteractiveContext::AddOrRemoveSelected(const TopoDS_Shape& aShap,
                                    const Standard_Boolean updateviewer)
{ 
  if(!HasOpenedContext()) {
#ifdef DEB
    cout<<" Attempt to remove a selected shape with no opened local context"<<endl;
#endif
    return;
  }
  
  myLocalContexts(myCurLocalIndex)->AddOrRemoveSelected(aShap,updateviewer);
  if(updateviewer) UpdateCurrentViewer();
  
}
//=======================================================================
//function : AddOrRemoveSelected
//purpose  : 
//=======================================================================

01061 void AIS_InteractiveContext::AddOrRemoveSelected(const Handle(SelectMgr_EntityOwner)& Own,
                                     const Standard_Boolean updateviewer)
{ 
  if(!HasOpenedContext()) {
#ifdef DEB
    cout<<" Attempt to remove a selected ownr with no opened local context"<<endl;
#endif
    return;
  }
  
  myLocalContexts(myCurLocalIndex)->AddOrRemoveSelected(Own,Standard_False);
  if(updateviewer) UpdateCurrentViewer();
  
}



//=======================================================================
//function : IsSelected
//purpose  : 
//=======================================================================

Standard_Boolean AIS_InteractiveContext::
01084 IsSelected(const Handle(AIS_InteractiveObject)& anIObj) const 
{
  if (anIObj.IsNull()) return Standard_False;
  
  if(!HasOpenedContext()) 
    return (anIObj->State()==1);
  else 
    return myLocalContexts(myCurLocalIndex)->IsSelected(anIObj);
}


//=======================================================================
//function : InitSelected
//purpose  : 
//=======================================================================

01100 void AIS_InteractiveContext::InitSelected()
{
  if(!HasOpenedContext())
    AIS_Selection::Selection(myCurrentName.ToCString())->Init();
  else
    myLocalContexts(myCurLocalIndex)->InitSelected();
}

//=======================================================================
//function : MoreSelected
//purpose  : 
//=======================================================================

01113 Standard_Boolean AIS_InteractiveContext::MoreSelected() const 
{
  if(!HasOpenedContext())
    return AIS_Selection::Selection(myCurrentName.ToCString())->More();
  return myLocalContexts(myCurLocalIndex)->MoreSelected();
}

//=======================================================================
//function : NextSelected
//purpose  : 
//=======================================================================

01125 void AIS_InteractiveContext::NextSelected()
{
  if(!HasOpenedContext())
    AIS_Selection::Selection(myCurrentName.ToCString())->Next();
  else
    myLocalContexts(myCurLocalIndex)->NextSelected();
}

//=======================================================================
//function : HasSelectedShape
//purpose  : 
//=======================================================================

01138 Standard_Boolean AIS_InteractiveContext::HasSelectedShape() const 
{
  if(!HasOpenedContext()) {
#ifdef IMP280200
    Handle(AIS_Shape) shape = 
      Handle(AIS_Shape)::DownCast(SelectedInteractive());
    if( !shape.IsNull() ) return Standard_True;
#endif
    return Standard_False;
  }
  return myLocalContexts(myCurLocalIndex)->HasShape();
  
  
}

//=======================================================================
//function : SelectedShape
//purpose  : 
//=======================================================================

01158 TopoDS_Shape AIS_InteractiveContext::SelectedShape() const 
{

  if(!HasOpenedContext()){
    TopoDS_Shape sh;
#ifdef IMP280200
    Handle(AIS_Shape) shape = 
      Handle(AIS_Shape)::DownCast(SelectedInteractive());
    if( !shape.IsNull() ) sh = shape->Shape();
#endif
    return sh;
  } else
    return myLocalContexts(myCurLocalIndex)->SelectedShape();
}

//=======================================================================
//function : Interactive
//purpose  : 
//=======================================================================

Handle(AIS_InteractiveObject) AIS_InteractiveContext::Interactive() const 
{
  return SelectedInteractive();
}

Handle(AIS_InteractiveObject) AIS_InteractiveContext::SelectedInteractive() const 
{
  if(!HasOpenedContext()){
    Handle(Standard_Transient) TR  =AIS_Selection::Selection(myCurrentName.ToCString())->Value();
    Handle(AIS_InteractiveObject) IO = *((Handle(AIS_InteractiveObject)*)&TR);
    return IO;}
  
  return  myLocalContexts(myCurLocalIndex)->SelectedInteractive();
  
}
//=======================================================================
//function : Interactive
//purpose  : 
//=======================================================================

Handle(SelectMgr_EntityOwner) AIS_InteractiveContext::SelectedOwner() const 
{
  if(!HasOpenedContext()){
    Handle(SelectMgr_EntityOwner) Ownr;
    return Ownr;
  }
  return  myLocalContexts(myCurLocalIndex)->SelectedOwner();
  
}

//=======================================================================
//function : EntityOwners
//purpose  : 
//=======================================================================
01212 void AIS_InteractiveContext::EntityOwners(SelectMgr_IndexedMapOfOwner& theOwners,
                                const Handle(AIS_InteractiveObject)& theIObj,
                                const Standard_Integer theMode) const 
{
  if ( theIObj.IsNull() )
      return;

  TColStd_ListOfInteger aModes;
  if ( theMode == -1 )
    ActivatedModes( theIObj, aModes );
  else
    aModes.Append( theMode );

  TColStd_ListIteratorOfListOfInteger anItr( aModes );
  for (; anItr.More(); anItr.Next() )
  {
    int aMode = anItr.Value();
    if ( !theIObj->HasSelection( aMode ) )
      continue;

    Handle(SelectMgr_Selection) aSel = theIObj->Selection( aMode );

    for ( aSel->Init(); aSel->More(); aSel->Next() )
    {
      Handle(SelectBasics_SensitiveEntity) aEntity = aSel->Sensitive();
      if ( aEntity.IsNull() )
      continue;

      Handle(SelectMgr_EntityOwner) aOwner =
      Handle(SelectMgr_EntityOwner)::DownCast(aEntity->OwnerId());
      if ( !aOwner.IsNull() )
      theOwners.Add( aOwner );
    }
  }
}

Standard_Integer AIS_InteractiveContext::NbSelected() 
{
  Standard_Integer i(0);
  for(InitSelected();MoreSelected();NextSelected())
    {i++;}
  return i;
}

//=======================================================================
//function : HasApplicative
//purpose  : 
//=======================================================================

01261   Standard_Boolean AIS_InteractiveContext::HasApplicative() const 
{
  return Interactive()->HasOwner();
}

//=======================================================================
//function : Applicative
//purpose  : 
//=======================================================================

Handle(Standard_Transient) AIS_InteractiveContext::Applicative() const 
{
  return Interactive()->GetOwner();
}



//==================================================
// Function: 
// Purpose :
//==================================================
01282 Standard_Boolean AIS_InteractiveContext::HasDetected() const 
{
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->HasDetected();
  else
    return !myLastPicked.IsNull();
}

//=======================================================================
//function : HasDetectedShape
//purpose  : 
//=======================================================================

01295 Standard_Boolean AIS_InteractiveContext::HasDetectedShape() const 
{
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->HasDetectedShape();
  return Standard_False;
}

//=======================================================================
//function : DetectedShape
//purpose  : 
//=======================================================================

const TopoDS_Shape&
01308 AIS_InteractiveContext::DetectedShape() const
{
  return myLocalContexts(myCurLocalIndex)->DetectedShape();
}                                 

//=======================================================================
//function : DetectedInteractive
//purpose  : 
//=======================================================================

Handle(AIS_InteractiveObject) 
AIS_InteractiveContext::DetectedInteractive() const 
{
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->DetectedInteractive();
  return myLastPicked;
}


01327 Standard_Boolean AIS_InteractiveContext::HasNextDetected() const 
{
  if(!HasOpenedContext())
    return Standard_False; // temporaire
  else
    return myLocalContexts(myCurLocalIndex)->HasNextDetected();
  
}


//=======================================================================
//function : DetectedOwner
//purpose  : 
//=======================================================================
Handle(SelectMgr_EntityOwner) AIS_InteractiveContext::DetectedOwner() const
{
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->DetectedOwner();
  Handle(SelectMgr_EntityOwner) Ownr;
  return Ownr;
}


//=======================================================================
//function : HilightNextDetected
//purpose  : 
//=======================================================================
01354 Standard_Integer AIS_InteractiveContext::HilightNextDetected(const Handle(V3d_View)& V)
{
  if(!HasOpenedContext())
    return 0;
  return myLocalContexts(myCurLocalIndex)->HilightNextDetected(V);
    
}

//=======================================================================
//function : HilightNextDetected
//purpose  : 
//=======================================================================
01366 Standard_Integer AIS_InteractiveContext::HilightPreviousDetected(const Handle(V3d_View)& V)
{
  if(!HasOpenedContext())
    return 0;
  return myLocalContexts(myCurLocalIndex)->HilightPreviousDetected(V);
    
}

#ifdef IMP150501
01375 void AIS_InteractiveContext::Drag(
                                const Handle(V3d_View)& aView,
                                const Handle(AIS_InteractiveObject)& anObject,
                                const Handle(Geom_Transformation)& aTrsf,
                                const Standard_Boolean postConcatenate,
                                const Standard_Boolean update,
                                const Standard_Boolean zBuffer) {

  if( anObject.IsNull() || aView.IsNull() ) return;

  if( update ) {
    anObject->SetTransformation(aTrsf,postConcatenate,Standard_True);
    aView->Update();
  } else if( Visual3d_TransientManager::BeginDraw(aView->View(),
                                        zBuffer,Standard_False) ) {
    Handle(Prs3d_Presentation) P = anObject->Presentation();
    if( !P.IsNull() ) {
      if( postConcatenate ) P->Multiply(aTrsf);
      else                  P->Transform(aTrsf);
      Visual3d_TransientManager::DrawStructure(P);
    }
    Visual3d_TransientManager::EndDraw(Standard_True);
  }
}
#endif

#ifdef IMP160701
//=======================================================================
//function : InitDetected
//purpose  :
//=======================================================================
void AIS_InteractiveContext::InitDetected()
{
  if(HasOpenedContext())
  {
    myLocalContexts(myCurLocalIndex)->InitDetected();
    return;
  }

  if(myAISDetectedSeq.Length() != 0)
    myAISCurDetected = 1;

}

//=======================================================================
//function : MoreDetected
//purpose  :
//=======================================================================
Standard_Boolean AIS_InteractiveContext::MoreDetected() const
{
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->MoreDetected();

  return (myAISCurDetected>0 &&myAISCurDetected <= myAISDetectedSeq.Length()) ?
          Standard_True : Standard_False;
}

//=======================================================================
//function : NextDetected
//purpose  :
//=======================================================================
void AIS_InteractiveContext::NextDetected()
{
  if(HasOpenedContext())
  {
    myLocalContexts(myCurLocalIndex)->NextDetected();
    return;
  }

  myAISCurDetected++;
}

//=======================================================================
//function : DetectedCurrentShape
//purpose  :
//=======================================================================

const TopoDS_Shape& AIS_InteractiveContext::DetectedCurrentShape() const
{
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->DetectedCurrentShape();

  static TopoDS_Shape bidsh;
  if(myAISCurDetected > 0 &&
     myAISCurDetected <= myAISDetectedSeq.Length())
    return Handle(AIS_Shape)::DownCast(myAISDetectedSeq(myAISCurDetected))->Shape();
  return bidsh;
}

//=======================================================================
//function : DetectedCurrentObject
//purpose  :
//=======================================================================

Handle(AIS_InteractiveObject) AIS_InteractiveContext::DetectedCurrentObject() const {
  if(HasOpenedContext())
    return myLocalContexts(myCurLocalIndex)->DetectedCurrentObject();

  Handle(AIS_InteractiveObject) aBad;
 
  if(myAISCurDetected > 0 &&
     myAISCurDetected <= myAISDetectedSeq.Length())
      return myAISDetectedSeq(myAISCurDetected);
  else
    return aBad;
}
#endif

Generated by  Doxygen 1.6.0   Back to index