#include "XGUI_Selection.h"
#include "XGUI_CustomPrs.h"
+#ifndef HAVE_SALOME
#include <AppElements_Viewer.h>
+#endif
#include <ModelAPI_Document.h>
#include <ModelAPI_Data.h>
#include <AIS_DimensionSelectionMode.hxx>
#include <AIS_Shape.hxx>
#include <AIS_Dimension.hxx>
+#include <AIS_Trihedron.hxx>
#include <TColStd_ListIteratorOfListOfInteger.hxx>
#include <SelectMgr_ListOfFilter.hxx>
#include <SelectMgr_ListIteratorOfListOfFilter.hxx>
// the fix from VPA for more suitable selection of sketcher lines
if(anAISIO->Width() > 1) {
for(int aModeIdx = 0; aModeIdx < myActiveSelectionModes.length(); ++aModeIdx) {
- aContext->SetSelectionSensitivity(anAISIO,
- myActiveSelectionModes.value(aModeIdx), anAISIO->Width() + 2);
+ int aMode = myActiveSelectionModes.value(aModeIdx);
+ double aPrecision = (aMode == getSelectionMode(TopAbs_VERTEX))? 20 :
+ (anAISIO->Width() + 2);
+ aContext->SetSelectionSensitivity(anAISIO, aMode, aPrecision);
}
}
}
void XGUI_Displayer::deactivateObjects(const QObjectPtrList& theObjList,
const bool theUpdateViewer)
{
+ //Handle(AIS_InteractiveObject) aTriehedron = getTrihedron();
+ //if (!aTriehedron.IsNull())
+ // deactivateAIS(aTriehedron);
+
QObjectPtrList::const_iterator anIt = theObjList.begin(), aLast = theObjList.end();
for (; anIt != aLast; anIt++) {
deactivate(*anIt, false);
}
}
+int XGUI_Displayer::getSelectionMode(int theShapeType)
+{
+ return (theShapeType >= TopAbs_SHAPE)? theShapeType :
+ AIS_Shape::SelectionMode((TopAbs_ShapeEnum)theShapeType);
+}
+
void XGUI_Displayer::activateObjects(const QIntList& theModes, const QObjectPtrList& theObjList,
const bool theUpdateViewer)
{
// Convert shape types to selection types
QIntList aModes;
foreach(int aType, theModes) {
- if (aType >= TopAbs_SHAPE)
- aModes.append(aType);
- else
- aModes.append(AIS_Shape::SelectionMode((TopAbs_ShapeEnum)aType));
+ aModes.append(getSelectionMode(aType));
}
#ifdef DEBUG_ACTIVATE_OBJECTS
Handle(AIS_InteractiveObject) anAISIO;
AIS_ListOfInteractive aPrsList;
- if (theObjList.isEmpty())
- return;
- else {
- foreach(ObjectPtr aObj, theObjList) {
- if (myResult2AISObjectMap.contains(aObj))
- aPrsList.Append(myResult2AISObjectMap[aObj]->impl<Handle(AIS_InteractiveObject)>());
- }
+ //if (aObjList.isEmpty())
+ // return;
+ //else {
+ foreach(ObjectPtr aObj, theObjList) {
+ if (myResult2AISObjectMap.contains(aObj))
+ aPrsList.Append(myResult2AISObjectMap[aObj]->impl<Handle(AIS_InteractiveObject)>());
}
+ //}
+
+ // Add trihedron because it has to partisipate in selection
+ Handle(AIS_InteractiveObject) aTrihedron = getTrihedron();
+ if (!aTrihedron.IsNull())
+ aPrsList.Append(aTrihedron);
+
+ if (aPrsList.Extent() == 0)
+ return;
AIS_ListIteratorOfListOfInteractive aLIt(aPrsList);
bool isActivationChanged = false;
if (activate(anAISIO, myActiveSelectionModes, false))
isActivationChanged = true;
}
+ if (!aTrihedron.IsNull()) {
+ foreach(int aMode, myActiveSelectionModes)
+ aContext->SetSelectionSensitivity(aTrihedron, aMode, 8);
+ }
// VSV It seems that there is no necessity to update viewer on activation
//if (theUpdateViewer && isActivationChanged)
// updateViewer();
void XGUI_Displayer::deactivateTrihedron() const
{
- Handle(AIS_InteractiveContext) aContext = myWorkshop->viewer()->AISContext();
+ Handle(AIS_InteractiveObject) aTrihedron = getTrihedron();
+ if (!aTrihedron.IsNull()) {
+ Handle(AIS_InteractiveContext) aContext = AISContext();
+ aContext->Deactivate(aTrihedron);
+ }
+}
+
+Handle(AIS_InteractiveObject) XGUI_Displayer::getTrihedron() const
+{
+ Handle(AIS_InteractiveContext) aContext = AISContext();
if (!aContext.IsNull()) {
AIS_ListOfInteractive aList;
aContext->DisplayedObjects(aList, true);
for (aIt.Initialize(aList); aIt.More(); aIt.Next()) {
Handle(AIS_Trihedron) aTrihedron = Handle(AIS_Trihedron)::DownCast(aIt.Value());
if (!aTrihedron.IsNull()) {
- aContext->Deactivate(aTrihedron);
+ return aTrihedron;
}
}
}
+ return Handle(AIS_InteractiveObject)();
}
void XGUI_Displayer::openLocalContext()
{
- Handle(AIS_InteractiveContext) aContext = myWorkshop->viewer()->AISContext();
+ Handle(AIS_InteractiveContext) aContext = AISContext();
// Open local context if there is no one
if (!aContext.IsNull() && !aContext->HasOpenedContext()) {
// Preserve selected objects
//aContext->ClearCurrents();
aContext->OpenLocalContext();
- deactivateTrihedron();
+ //deactivateTrihedron();
//aContext->NotUseDisplayedObjects();
//myUseExternalObjects = false;
void XGUI_Displayer::updateViewer() const
{
- static int ai = 0;
Handle(AIS_InteractiveContext) aContext = AISContext();
if (!aContext.IsNull() && myEnableUpdateViewer) {
myWorkshop->viewer()->Zfitall();
void XGUI_Displayer::deactivateAIS(const Handle(AIS_InteractiveObject)& theIO, const int theMode) const
{
- Handle(AIS_InteractiveContext) aContext = myWorkshop->viewer()->AISContext();
+ Handle(AIS_InteractiveContext) aContext = AISContext();
if (!aContext.IsNull()) {
if (theMode == -1)
aContext->Deactivate(theIO);
Handle(AIS_InteractiveContext) aContext = myWorkshop->viewer()->AISContext();
if (!aContext.IsNull() && !aContext->HasOpenedContext()) {
aContext->OpenLocalContext();
- deactivateTrihedron();
+ //deactivateTrihedron();
aContext->DefaultDrawer()->VIsoAspect()->SetNumber(0);
aContext->DefaultDrawer()->UIsoAspect()->SetNumber(0);
}
// trihedron AIS check should be after the AIS loading.
// If it is not loaded, it is steel selectable in the viewer.
- Handle(AIS_Trihedron) aTrihedron = Handle(AIS_Trihedron)::DownCast(theIO);
- if (aTrihedron.IsNull()) {
+ //Handle(AIS_Trihedron) aTrihedron = Handle(AIS_Trihedron)::DownCast(theIO);
+ //if (aTrihedron.IsNull()) {
//aContext->Load(anAISIO, -1, true);
// In order to clear active modes list
if (theModes.size() == 0) {
isActivationChanged = true;
}
}
- }
+ //}
}
return isActivationChanged;
}