Esempio n. 1
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        public void ClearSelection()
        {
            WSelectionChangedAction <T> undoAction = new WSelectionChangedAction <T>(this, Enumerable.ToArray(SelectedObjects), null);

            m_mode.BroadcastUndoEventGenerated(undoAction);

            BroadcastPropertyChangedNotifications();
        }
Esempio n. 2
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        public void ClearSelection()
        {
            WSelectionChangedAction undoAction = new WSelectionChangedAction(this, Enumerable.ToArray(SelectedObjects), null);

            m_world.UndoStack.Push(undoAction);

            BroadcastPropertyChangedNotifications();
        }
Esempio n. 3
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        public void RemoveFromSelection(IEnumerable <T> Nodes)
        {
            WSelectionChangedAction <T> undoAction = new WSelectionChangedAction <T>(this, Enumerable.ToArray(Nodes), null);

            m_mode.BroadcastUndoEventGenerated(undoAction);

            BroadcastPropertyChangedNotifications();
        }
Esempio n. 4
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        public void RemoveFromSelection(IEnumerable <WDOMNode> Nodes)
        {
            WSelectionChangedAction undoAction = new WSelectionChangedAction(this, Enumerable.ToArray(Nodes), null);

            m_world.UndoStack.Push(undoAction);

            BroadcastPropertyChangedNotifications();
        }
Esempio n. 5
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        private void ModifySelection(SelectionType action, WActorNode[] actors, bool clearSelection)
        {
            // Cache the current selection list.
            WActorNode[] currentSelection = new WActorNode[m_selectionList.Count];
            m_selectionList.CopyTo(currentSelection, 0);

            List <WActorNode> newSelection = new List <WActorNode>(currentSelection);

            // Now build us a new array depending on the action.
            if (clearSelection)
            {
                newSelection.Clear();
            }

            if (action == SelectionType.Add)
            {
                for (int i = 0; i < actors.Length; i++)
                {
                    if (actors[i] != null)
                    {
                        newSelection.Add(actors[i]);
                    }
                }
            }
            else if (action == SelectionType.Remove)
            {
                for (int i = 0; i < actors.Length; i++)
                {
                    if (actors[i] != null)
                    {
                        newSelection.Remove(actors[i]);
                    }
                }
            }

            WSelectionChangedAction selectionAction = new WSelectionChangedAction(this, currentSelection, newSelection.ToArray(), m_selectionList);

            m_world.UndoStack.Push(selectionAction);
        }