Exemple #1
0
 internal void SelectEntity(IDiagramEntity entity, Point surfacePoint)
 {
     // Groups are treated specially because we can drill-down
     // into the group.  The process of drilling is the first
     // mouse hit will select the group.  The second mouse hit
     // will select a child, if there's a child at that point.
     if (entity is IGroup)
     {
         if (entity.IsSelected == false)
         {
             entity.IsSelected = true;
             mSelection.Add(entity);
         }
         else
         {
             IGroup group = entity as IGroup;
             for (int j = group.Entities.Count - 1; j >= 0; j--)
             {
                 IDiagramEntity child = group.Entities[j];
                 if (child.Hit(surfacePoint))
                 {
                     // Repeat the process because what if this
                     // child is too a group!
                     SelectEntity(child, surfacePoint);
                     group.IsSelected = false;
                     if (mSelection.Contains(group))
                     {
                         mSelection.Remove(group);
                     }
                     break;
                 }
             }
         }
     }
     //else if (entity.Group != null)
     //{
     //    //entity.Group.IsSelected = true;
     //    //mSelection.Add(entity.Group);
     //}
     else
     {
         entity.IsSelected = true;
         mSelection.Add(entity);
     }
 }
Exemple #2
0
        public static void CollectEntitiesAt(Point surfacePoint)
        {
            if (surfacePoint == Point.Empty)
            {
                return;
            }
            if (Selection.mController == null)
            {
                return;
            }

            //only change the current selection if the mouse did not hit an already selected element
            if (mSelection.Count > 0)
            {
                foreach (IDiagramEntity entity in mSelection)
                {
                    if (entity.Rectangle.Contains(surfacePoint))
                    {
                        return;
                    }
                }
            }

            //here the scene-graph will play a role in the future,
            //for now we'll keep is simple
            Selection.Clear();

            IConnection con;
            IShape      sh;

            //we use the paintables here rather than traversing the scene-graph because only
            //visible things can be collected
            //We traverse the paintables from top to bottom since the highest z-order
            //is at the top of the stack.

            for (int k = Model.Paintables.Count - 1; k >= 0; k--)
            {
                IDiagramEntity entity = Model.Paintables[k];

                #region we give priority to the connector selection
                if (typeof(IConnection).IsInstanceOfType(entity))
                {
                    con = entity as IConnection;
                    if (con.From.Hit(surfacePoint))
                    {
                        connector            = con.From;
                        connector.IsSelected = true;
                        Invalidate();
                        return;
                    }
                    if (con.To.Hit(surfacePoint))
                    {
                        connector            = con.To;
                        connector.IsSelected = true;
                        Invalidate();
                        return;
                    }
                }
                else
                if (typeof(IShape).IsInstanceOfType(entity))
                {
                    sh = entity as IShape;
                    foreach (IConnector cn in sh.Connectors)
                    {
                        //if there are connectors attached to the shape connector, the attached ones should be picked up and not the one of the shape
                        if (cn.Hit(surfacePoint) && cn.AttachedConnectors.Count == 0)
                        {
                            connector            = cn;
                            connector.IsSelected = true;
                            Invalidate(); //this will invalidate only the selected connector
                            return;       //we hit a connector and quit the selection. If the user intended to select the entity it had to be away from the connector!
                        }
                    }
                }

                #endregion

                #region no connector was hit, maybe the entity itself
                if (entity.Hit(surfacePoint))
                {
                    //if the entity is part of an IGroup, the IGroup should be selected
                    //rather than the entity itself
                    //Note that the Group property returns the top group parent and not
                    //just the immediate parent of an entity
                    if (entity.Group != null)
                    {
                        entity.Group.IsSelected = true;
                        mSelection.Add(entity.Group);
                    }
                    else
                    {
                        entity.IsSelected = true;
                        mSelection.Add(entity);
                    }


                    break;
                }
                #endregion
            }
            RaiseOnNewSelection();
            Invalidate();

            //Using a full invalidate is rather expensive, so we'll only refresh the current selection
            //Controller.View.Invalidate();
        }
Exemple #3
0
        /// <summary>
        /// Collects the shapes at the given (transformed surface) location.
        /// The shapes selected in this way are available
        /// </summary>
        /// <param name="surfacePoint">The surface point.</param>
        public void CollectEntitiesAt(
            Point surfacePoint,
            bool clearSelectionFirst)
        {
            if (surfacePoint == Point.Empty)
            {
                return;
            }
            if (mModel == null)
            {
                return;
            }

            // Only change the current selection if the mouse did not hit an
            // already selected element and the element is not a group.  This
            // allows drilling down into group's children.
            if (mSelection.Count > 0)
            {
                foreach (IDiagramEntity entity in mSelection)
                {
                    if ((entity.Hit(surfacePoint)) &&
                        ((entity is IGroup) == false))
                    {
                        return;
                    }
                }
            }

            // Clear the current selection only if we're supposed to.
            if (clearSelectionFirst)
            {
                Clear();
            }

            IConnection con;
            IShape      sh;

            //we use the paintables here rather than traversing the scene-graph because only
            //visible things can be collected
            //We traverse the paintables from top to bottom since the highest z-order
            //is at the top of the stack.

            for (int k = Model.Paintables.Count - 1; k >= 0; k--)
            {
                IDiagramEntity entity = Model.Paintables[k];

                #region we give priority to the connector selection
                if (typeof(IConnection).IsInstanceOfType(entity))
                {
                    con = entity as IConnection;
                    if (con.From.Hit(surfacePoint))
                    {
                        connector            = con.From;
                        connector.IsSelected = true;
                        this.RaiseOnNewSelection();
                        Invalidate();
                        return;
                    }
                    if (con.To.Hit(surfacePoint))
                    {
                        connector            = con.To;
                        connector.IsSelected = true;
                        this.RaiseOnNewSelection();
                        Invalidate();
                        return;
                    }
                }
                else if (entity is IGroup)
                {
                    //should I care about the connectors at this point...?
                }
                else if (entity is IShape)
                {
                    sh = entity as IShape;
                    foreach (IConnector cn in sh.Connectors)
                    {
                        //if there are connectors attached to the shape connector, the attached ones should be picked up and not the one of the shape
                        if (cn.Hit(surfacePoint) && cn.AttachedConnectors.Count == 0)
                        {
                            connector            = cn;
                            connector.IsSelected = true;
                            this.RaiseOnNewSelection();
                            Invalidate(); //this will invalidate only the selected connector
                            return;       //we hit a connector and quit the selection. If the user intended to select the entity it had to be away from the connector!
                        }
                    }
                }

                #endregion

                #region no connector was hit, maybe the entity itself
                if (entity.Hit(surfacePoint))
                {
                    SelectEntity(entity, surfacePoint);
                    break;
                }
                #endregion
            }
            RaiseOnNewSelection();

            // Using a full invalidate is rather expensive, so we'll only
            // refresh the current selection.
            //Controller.View.Invalidate();
            Invalidate();
        }