Files
create/src/Mod/Material/Gui/DlgMaterialImp.cpp
Markus Reitböck 79708fb4f6 Material: use CMake to generate precompiled headers on all platforms
"Professional CMake" book suggest the following:

"Targets should build successfully with or without compiler support for precompiled headers. It
should be considered an optimization, not a requirement. In particular, do not explicitly include a
precompile header (e.g. stdafx.h) in the source code, let CMake force-include an automatically
generated precompile header on the compiler command line instead. This is more portable across
the major compilers and is likely to be easier to maintain. It will also avoid warnings being
generated from certain code checking tools like iwyu (include what you use)."

Therefore, removed the "#include <PreCompiled.h>" from sources, also
there is no need for the "#ifdef _PreComp_" anymore
2025-09-22 23:17:39 +02:00

275 lines
9.2 KiB
C++

/***************************************************************************
* Copyright (c) 2002 Jürgen Riegel <juergen.riegel@web.de> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include <QDockWidget>
#include <QSignalBlocker>
#include <QString>
#include <algorithm>
#include <boost/signals2.hpp>
#include <Base/Console.h>
#include <Gui/Application.h>
#include <Gui/DockWindowManager.h>
#include <Gui/Document.h>
#include <Gui/Selection/Selection.h>
#include <Gui/ViewProvider.h>
#include <Gui/WaitCursor.h>
#include <Mod/Material/App/Exceptions.h>
#include <Mod/Material/App/MaterialManager.h>
#include <Mod/Material/App/ModelUuids.h>
#include <Mod/Material/App/PropertyMaterial.h>
#include "DlgMaterialImp.h"
#include "ui_DlgMaterial.h"
using namespace MatGui;
using namespace std;
namespace sp = std::placeholders;
/* TRANSLATOR Gui::Dialog::DlgMaterialImp */
#if 0 // needed for Qt's lupdate utility
qApp->translate("QDockWidget", "Material");
#endif
class DlgMaterialImp::Private
{
using DlgMaterialImp_Connection = boost::signals2::connection;
public:
Ui::DlgMaterial ui;
bool floating;
DlgMaterialImp_Connection connectChangedObject;
};
/**
* Constructs a DlgMaterialImp which is a child of 'parent', with the
* name 'name' and widget flags set to 'f'
*
* The dialog will by default be modeless, unless you set 'modal' to
* true to construct a modal dialog.
*/
DlgMaterialImp::DlgMaterialImp(bool floating, QWidget* parent, Qt::WindowFlags fl)
: QDialog(parent, fl)
, d(new Private)
{
d->ui.setupUi(this);
setupConnections();
d->floating = floating;
// Create a filter to only include current format materials
// that contain physical properties.
Materials::MaterialFilter filter;
filter.requirePhysical(true);
d->ui.widgetMaterial->setFilter(filter);
std::vector<App::DocumentObject*> objects = getSelectionObjects();
setMaterial(objects);
// embed this dialog into a dockable widget container
if (floating) {
Gui::DockWindowManager* pDockMgr = Gui::DockWindowManager::instance();
QDockWidget* dw =
pDockMgr->addDockWindow("Display Properties", this, Qt::AllDockWidgetAreas);
dw->setFeatures(QDockWidget::DockWidgetMovable | QDockWidget::DockWidgetFloatable);
dw->setFloating(true);
dw->show();
}
Gui::Selection().Attach(this);
// NOLINTBEGIN
d->connectChangedObject = Gui::Application::Instance->signalChangedObject.connect(
std::bind(&DlgMaterialImp::slotChangedObject, this, sp::_1, sp::_2));
// NOLINTEND
}
/**
* Destroys the object and frees any allocated resources
*/
DlgMaterialImp::~DlgMaterialImp()
{
// no need to delete child widgets, Qt does it all for us
d->connectChangedObject.disconnect();
Gui::Selection().Detach(this);
}
void DlgMaterialImp::setupConnections()
{
connect(d->ui.widgetMaterial,
&MaterialTreeWidget::materialSelected,
this,
&DlgMaterialImp::onMaterialSelected);
}
void DlgMaterialImp::changeEvent(QEvent* e)
{
if (e->type() == QEvent::LanguageChange) {
d->ui.retranslateUi(this);
}
QDialog::changeEvent(e);
}
/// @cond DOXERR
void DlgMaterialImp::OnChange(Gui::SelectionSingleton::SubjectType& rCaller,
Gui::SelectionSingleton::MessageType Reason)
{
Q_UNUSED(rCaller);
if (Reason.Type == Gui::SelectionChanges::AddSelection
|| Reason.Type == Gui::SelectionChanges::RmvSelection
|| Reason.Type == Gui::SelectionChanges::SetSelection
|| Reason.Type == Gui::SelectionChanges::ClrSelection) {
std::vector<App::DocumentObject*> objects = getSelectionObjects();
setMaterial(objects);
}
}
/// @endcond
void DlgMaterialImp::slotChangedObject(const Gui::ViewProvider& obj, const App::Property& prop)
{
// This method gets called if a property of any view provider is changed.
// We pick out all the properties for which we need to update this dialog.
std::vector<Gui::ViewProvider*> Provider = getSelection();
auto vp = std::find_if(Provider.begin(), Provider.end(), [&obj](Gui::ViewProvider* v) {
return v == &obj;
});
if (vp != Provider.end()) {
const char* name = obj.getPropertyName(&prop);
// this is not a property of the view provider but of the document object
if (!name) {
return;
}
std::string prop_name = name;
if (prop.isDerivedFrom<App::PropertyMaterial>()) {
//auto& value = static_cast<const App::PropertyMaterial&>(prop).getValue();
if (prop_name == "ShapeMaterial") {
// bool blocked = d->ui.buttonColor->blockSignals(true);
// auto color = value.diffuseColor;
// d->ui.buttonColor->setColor(QColor((int)(255.0f * color.r),
// (int)(255.0f * color.g),
// (int)(255.0f * color.b)));
// d->ui.buttonColor->blockSignals(blocked);
}
}
}
}
/**
* Destroys the dock window this object is embedded into without destroying itself.
*/
void DlgMaterialImp::reject()
{
if (d->floating) {
// closes the dock window
Gui::DockWindowManager* pDockMgr = Gui::DockWindowManager::instance();
pDockMgr->removeDockWindow(this);
}
QDialog::reject();
}
void DlgMaterialImp::setMaterial(const std::vector<App::DocumentObject*>& objects)
{
for (auto it : objects) {
if (auto prop = dynamic_cast<Materials::PropertyMaterial*>(it->getPropertyByName("ShapeMaterial"))) {
try {
const auto& material = prop->getValue();
d->ui.widgetMaterial->setMaterial(material.getUUID());
return;
}
catch (const Materials::MaterialNotFound&) {
}
}
}
d->ui.widgetMaterial->setMaterial(Materials::MaterialManager::defaultMaterialUUID());
}
std::vector<Gui::ViewProvider*> DlgMaterialImp::getSelection() const
{
std::vector<Gui::ViewProvider*> views;
// get the complete selection
std::vector<Gui::SelectionSingleton::SelObj> sel = Gui::Selection().getCompleteSelection();
for (const auto& it : sel) {
Gui::ViewProvider* view =
Gui::Application::Instance->getDocument(it.pDoc)->getViewProvider(it.pObject);
views.push_back(view);
}
return views;
}
std::vector<App::DocumentObject*> DlgMaterialImp::getSelectionObjects() const
{
std::vector<App::DocumentObject*> objects;
// get the complete selection
std::vector<Gui::SelectionSingleton::SelObj> sel = Gui::Selection().getCompleteSelection();
for (const auto& it : sel) {
objects.push_back(it.pObject);
}
return objects;
}
void DlgMaterialImp::onMaterialSelected(const std::shared_ptr<Materials::Material>& material)
{
std::vector<App::DocumentObject*> objects = getSelectionObjects();
for (auto it : objects) {
if (auto prop = dynamic_cast<Materials::PropertyMaterial*>(it->getPropertyByName("ShapeMaterial"))) {
prop->setValue(*material);
}
}
}
// ----------------------------------------------------------------------------
/* TRANSLATOR Gui::Dialog::TaskMaterial */
TaskMaterial::TaskMaterial()
{
this->setButtonPosition(TaskMaterial::North);
widget = new DlgMaterialImp(false);
taskbox = new Gui::TaskView::TaskBox(QPixmap(), widget->windowTitle(), true, nullptr);
taskbox->groupLayout()->addWidget(widget);
Content.push_back(taskbox);
}
TaskMaterial::~TaskMaterial() = default;
QDialogButtonBox::StandardButtons TaskMaterial::getStandardButtons() const
{
return QDialogButtonBox::Close;
}
bool TaskMaterial::reject()
{
widget->reject();
return (widget->result() == QDialog::Rejected);
}
#include "moc_DlgMaterialImp.cpp"