public void ClearSelection() { WSelectionChangedAction <T> undoAction = new WSelectionChangedAction <T>(this, Enumerable.ToArray(SelectedObjects), null); m_mode.BroadcastUndoEventGenerated(undoAction); BroadcastPropertyChangedNotifications(); }
public void ClearSelection() { WSelectionChangedAction undoAction = new WSelectionChangedAction(this, Enumerable.ToArray(SelectedObjects), null); m_world.UndoStack.Push(undoAction); BroadcastPropertyChangedNotifications(); }
public void RemoveFromSelection(IEnumerable <T> Nodes) { WSelectionChangedAction <T> undoAction = new WSelectionChangedAction <T>(this, Enumerable.ToArray(Nodes), null); m_mode.BroadcastUndoEventGenerated(undoAction); BroadcastPropertyChangedNotifications(); }
public void RemoveFromSelection(IEnumerable <WDOMNode> Nodes) { WSelectionChangedAction undoAction = new WSelectionChangedAction(this, Enumerable.ToArray(Nodes), null); m_world.UndoStack.Push(undoAction); BroadcastPropertyChangedNotifications(); }
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); }