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path: root/inc/SelectMgr_SelectableObject.hxx
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// This file is generated by WOK (CPPExt).
// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to 
// this header file considered to be the "object code" form of the original source.

#ifndef _SelectMgr_SelectableObject_HeaderFile
#define _SelectMgr_SelectableObject_HeaderFile

#ifndef _Standard_HeaderFile
#include <Standard.hxx>
#endif
#ifndef _Standard_DefineHandle_HeaderFile
#include <Standard_DefineHandle.hxx>
#endif
#ifndef _Handle_SelectMgr_SelectableObject_HeaderFile
#include <Handle_SelectMgr_SelectableObject.hxx>
#endif

#ifndef _SelectMgr_SequenceOfSelection_HeaderFile
#include <SelectMgr_SequenceOfSelection.hxx>
#endif
#ifndef _Standard_Integer_HeaderFile
#include <Standard_Integer.hxx>
#endif
#ifndef _Standard_Boolean_HeaderFile
#include <Standard_Boolean.hxx>
#endif
#ifndef _Handle_Prs3d_Presentation_HeaderFile
#include <Handle_Prs3d_Presentation.hxx>
#endif
#ifndef _PrsMgr_PresentableObject_HeaderFile
#include <PrsMgr_PresentableObject.hxx>
#endif
#ifndef _PrsMgr_TypeOfPresentation3d_HeaderFile
#include <PrsMgr_TypeOfPresentation3d.hxx>
#endif
#ifndef _Handle_SelectMgr_Selection_HeaderFile
#include <Handle_SelectMgr_Selection.hxx>
#endif
#ifndef _Handle_PrsMgr_PresentationManager3d_HeaderFile
#include <Handle_PrsMgr_PresentationManager3d.hxx>
#endif
#ifndef _Quantity_NameOfColor_HeaderFile
#include <Quantity_NameOfColor.hxx>
#endif
#ifndef _Handle_SelectMgr_EntityOwner_HeaderFile
#include <Handle_SelectMgr_EntityOwner.hxx>
#endif
class Prs3d_Presentation;
class Standard_NotImplemented;
class SelectMgr_SelectionManager;
class SelectMgr_Selection;
class PrsMgr_PresentationManager3d;
class SelectMgr_SequenceOfOwner;
class SelectMgr_EntityOwner;


//! A framework to supply the structure of the object to be <br>
//! selected. At the first pick, this structure is created by <br>
//! calling the appropriate algorithm and retaining this <br>
//! framework for further picking. <br>
//! This abstract framework is inherited in Application <br>
//! Interactive Services (AIS), notably in AIS_InteractiveObject. <br>
//! Consequently, 3D selection should be handled by the <br>
//! relevant daughter classes and their member functions <br>
//! in AIS. This is particularly true in the creation of new interactive objects. <br>
class SelectMgr_SelectableObject : public PrsMgr_PresentableObject {

public:

  //! defines the number of different modes of selection <br>
//!          (or decomposition) for an Object. <br>
  Standard_EXPORT   virtual  Standard_Integer NbPossibleSelection() const;
  //! re-computes the sensitive primitives for all modes <br>
  Standard_EXPORT     void UpdateSelection() ;
  //! re-computes the sensitive primitives which correspond to <br>
//!          the <amode>th selection mode. <br>
  Standard_EXPORT     void UpdateSelection(const Standard_Integer aMode) ;
  //! Adds the selection aSelection with the selection mode <br>
//! index aMode to this framework. <br>
  Standard_EXPORT     void AddSelection(const Handle(SelectMgr_Selection)& aSelection,const Standard_Integer aMode) ;
  //! Empties all the selections in the SelectableObject <br>
//!          <update> parameter defines whether all object's <br>
//! selections should be flagged for further update or not. <br>
//! This improved method can be used to recompute an <br>
//! object's selection (without redisplaying the object <br>
//! completely) when some selection mode is activated not for the first time. <br>
  Standard_EXPORT     void ClearSelections(const Standard_Boolean update = Standard_False) ;
  //! Returns the selection Selection having the selection mode aMode. <br>
  Standard_EXPORT    const Handle_SelectMgr_Selection& Selection(const Standard_Integer aMode) const;
  //! Returns true if a selection corresponding to the <br>
//! selection mode aMode is present in this framework. <br>
  Standard_EXPORT     Standard_Boolean HasSelection(const Standard_Integer aMode) const;
  //! Begins the iteration scanning for sensitive primitives. <br>
        void Init() ;
  //! Continues the iteration scanning for sensitive primitives. <br>
        Standard_Boolean More() const;
  //! Continues the iteration scanning for sensitive primitives. <br>
        void Next() ;
  //! Returns the current selection in this framework. <br>
       const Handle_SelectMgr_Selection& CurrentSelection() const;
  
  Standard_EXPORT     void ResetLocation() ;
  //! Recomputes the location of the selection aSelection. <br>
  Standard_EXPORT   virtual  void UpdateLocation() ;
  //! Method which draws selected owners ( for fast presentation draw ) <br>
  Standard_EXPORT   virtual  void HilightSelected(const Handle(PrsMgr_PresentationManager3d)& PM,const SelectMgr_SequenceOfOwner& Seq) ;
  //! Method which clear all selected owners belonging <br>
//! to this selectable object ( for fast presentation draw ) <br>
  Standard_EXPORT   virtual  void ClearSelected() ;
  //! Method which hilight an owner belonging to <br>
//! this selectable object  ( for fast presentation draw ) <br>
  Standard_EXPORT   virtual  void HilightOwnerWithColor(const Handle(PrsMgr_PresentationManager3d)& thePM,const Quantity_NameOfColor theColor,const Handle(SelectMgr_EntityOwner)& theOwner) ;
  //! If returns True, the old mechanism for highlighting <br>
//! selected objects is used (HilightSelected Method may be empty). <br>
//! If returns False, the HilightSelected method will be <br>
//! fully responsible for highlighting selected entity <br>
//! owners belonging to this selectable object. <br>
  Standard_EXPORT   virtual  Standard_Boolean IsAutoHilight() const;
  //! Set AutoHilight property to true or false <br>//!  Sets  up  Transform  Persistence Mode  for  this  object <br>
  Standard_EXPORT   virtual  void SetAutoHilight(const Standard_Boolean newAutoHilight) ;
  
  Standard_EXPORT     Handle_Prs3d_Presentation GetHilightPresentation(const Handle(PrsMgr_PresentationManager3d)& TheMgr) ;
  
  Standard_EXPORT     Handle_Prs3d_Presentation GetSelectPresentation(const Handle(PrsMgr_PresentationManager3d)& TheMgr) ;


friend class SelectMgr_SelectionManager;


  DEFINE_STANDARD_RTTI(SelectMgr_SelectableObject)

protected:

  
  Standard_EXPORT   SelectMgr_SelectableObject(const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d = PrsMgr_TOP_AllView);
  //! Updates locations in all sensitive entities from <aSelection> <br>
//!          and in corresponding entity owners. <br>
  Standard_EXPORT   virtual  void UpdateLocation(const Handle(SelectMgr_Selection)& aSelection) ;

SelectMgr_SequenceOfSelection myselections;


private: 

  //! Recovers and calculates any sensitive primitive, <br>
//! aSelection, available in Shape mode, specified by <br>
//! aMode. As a rule, these are sensitive faces. <br>
//! This method is defined as virtual. This enables you to <br>
//! implement it in the creation of a new class of AIS <br>
//! Interactive Object. You need to do this and in so <br>
//! doing, redefine this method, if you create a class <br>
//! which enriches the list of signatures and types. <br>
  Standard_EXPORT   virtual  void ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,const Standard_Integer aMode)  = 0;

Standard_Integer mycurrent;
Standard_Boolean myAutoHilight;
Handle_Prs3d_Presentation mySelectionPrs;
Handle_Prs3d_Presentation myHilightPrs;


};


#include <SelectMgr_SelectableObject.lxx>



// other Inline functions and methods (like "C++: function call" methods)


#endif