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create/src/Gui/Selection/Selection.h

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// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2011 Jürgen Riegel <juergen.riegel@web.de> *
* Copyright (c) 2011 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* 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 *
* *
***************************************************************************/
#ifndef GUI_SELECTION_H
#define GUI_SELECTION_H
#include <deque>
#include <list>
#include <string>
#include <vector>
#include <App/DocumentObject.h>
#include <App/DocumentObserver.h>
#include <Base/Observer.h>
#include "SelectionObject.h"
using PyObject = struct _object;
namespace App
{
class DocumentObject;
class Document;
class PropertyLinkSubList;
} // namespace App
namespace Gui
{
enum class ResolveMode
{
/// No resolve
NoResolve,
/// Sub-object with old style element name
OldStyleElement,
/// Sub-object with new style element name
NewStyleElement,
/// Resolve sub-object and follow link
FollowLink
};
class SelectionObject;
class SelectionFilter;
/** Transport the changes of the Selection
* This class transports closer information what was changed in the
* selection. It's an optional information and not all commands set this
* information. If not set all observer of the selection assume a full change
* and update everything (e.g 3D view). This is not a very good idea if, e.g. only
* a small parameter has changed. Therefore one can use this class and make the
* update of the document much faster!
* @see Base::Observer
*/
class GuiExport SelectionChanges
{
public:
enum MsgType
{
AddSelection,
RmvSelection,
SetSelection,
ClrSelection,
SetPreselect, // to signal observer the preselect has changed
RmvPreselect,
SetPreselectSignal, // to request 3D view to change preselect
PickedListChanged,
ShowSelection, // to show a selection
HideSelection, // to hide a selection
RmvPreselectSignal, // to request 3D view to remove preselect
MovePreselect, // to signal observer the mouse movement when preselect
};
enum class MsgSource
{
Any = 0,
Internal = 1,
TreeView = 2
};
SelectionChanges(
MsgType type = ClrSelection,
const char* docName = nullptr,
const char* objName = nullptr,
const char* subName = nullptr,
const char* typeName = nullptr,
float x = 0,
float y = 0,
float z = 0,
MsgSource subtype = MsgSource::Any
)
: Type(type)
, SubType(subtype)
, x(x)
, y(y)
, z(z)
, Object(docName, objName, subName)
{
pDocName = Object.getDocumentName().c_str();
pObjectName = Object.getObjectName().c_str();
pSubName = Object.getSubName().c_str();
if (typeName) {
TypeName = typeName;
}
pTypeName = TypeName.c_str();
} // explicit bombs
SelectionChanges(
MsgType type,
const std::string& docName,
const std::string& objName,
const std::string& subName,
const std::string& typeName = std::string(),
float x = 0,
float y = 0,
float z = 0,
MsgSource subtype = MsgSource::Any
)
: Type(type)
, SubType(subtype)
, x(x)
, y(y)
, z(z)
, Object(docName.c_str(), objName.c_str(), subName.c_str())
, TypeName(typeName)
{
pDocName = Object.getDocumentName().c_str();
pObjectName = Object.getObjectName().c_str();
pSubName = Object.getSubName().c_str();
pTypeName = TypeName.c_str();
}
SelectionChanges(const SelectionChanges& other)
{
*this = other;
}
SelectionChanges& operator=(const SelectionChanges& other)
{
Type = other.Type;
SubType = other.SubType;
x = other.x;
y = other.y;
z = other.z;
Object = other.Object;
TypeName = other.TypeName;
pDocName = Object.getDocumentName().c_str();
pObjectName = Object.getObjectName().c_str();
pSubName = Object.getSubName().c_str();
pTypeName = TypeName.c_str();
pOriginalMsg = other.pOriginalMsg;
return *this;
}
SelectionChanges(SelectionChanges&& other)
{
*this = std::move(other);
}
SelectionChanges& operator=(SelectionChanges&& other)
{
Type = other.Type;
SubType = other.SubType;
x = other.x;
y = other.y;
z = other.z;
Object = std::move(other.Object);
TypeName = std::move(other.TypeName);
pDocName = Object.getDocumentName().c_str();
pObjectName = Object.getObjectName().c_str();
pSubName = Object.getSubName().c_str();
pTypeName = TypeName.c_str();
pOriginalMsg = other.pOriginalMsg;
return *this;
}
MsgType Type;
MsgSource SubType;
const char* pDocName;
const char* pObjectName;
const char* pSubName;
const char* pTypeName;
float x;
float y;
float z;
App::SubObjectT Object;
std::string TypeName;
// Original selection message in case resolve!=0
const SelectionChanges* pOriginalMsg = nullptr;
};
class ViewProviderDocumentObject;
/**
* The SelectionObserver class simplifies the step to write classes that listen
* to what happens to the selection.
*
* @author Werner Mayer
*/
class GuiExport SelectionObserver
{
public:
/** Constructor
*
* @param attach: whether to attach this observer on construction
* @param resolve: sub-object resolving mode.
*/
explicit SelectionObserver(bool attach = true, ResolveMode resolve = ResolveMode::OldStyleElement);
/** Constructor
*
* @param vp: filtering view object.
* @param attach: whether to attach this observer on construction
* @param resolve: sub-object resolving mode.
*
* Constructs an selection observer that receives only selection event of
* objects within the same document as the input view object.
*/
explicit SelectionObserver(
const Gui::ViewProviderDocumentObject* vp,
bool attach = true,
ResolveMode resolve = ResolveMode::OldStyleElement
);
virtual ~SelectionObserver();
bool blockSelection(bool block);
bool isSelectionBlocked() const;
bool isSelectionAttached() const;
/** Attaches to the selection. */
void attachSelection();
/** Detaches from the selection. */
void detachSelection();
private:
virtual void onSelectionChanged(const SelectionChanges& msg) = 0;
void _onSelectionChanged(const SelectionChanges& msg);
private:
using Connection = fastsignals::connection;
Connection connectSelection;
std::string filterDocName;
std::string filterObjName;
ResolveMode resolve;
bool blockedSelection;
};
/** SelectionGate
* The selection gate allows or disallows selection of certain types.
* It has to be registered to the selection.
*/
class GuiExport SelectionGate
{
public:
virtual ~SelectionGate() = default;
virtual bool allow(App::Document*, App::DocumentObject*, const char*) = 0;
/**
* @brief notAllowedReason is a string that sets the message to be
* displayed in statusbar for cluing the user on why is the selection not
* allowed. Set this variable in allow() implementation. Enclose the
* literal into QT_TR_NOOP() for translatability.
*/
std::string notAllowedReason;
};
/** SelectionGateFilterExternal
* The selection gate disallows any external object
*/
class GuiExport SelectionGateFilterExternal: public SelectionGate
{
public:
explicit SelectionGateFilterExternal(const char* docName, const char* objName = nullptr);
bool allow(App::Document*, App::DocumentObject*, const char*) override;
private:
std::string DocName;
std::string ObjName;
};
/** The Selection class
* The selection singleton keeps track of the selection state of
* the whole application. It gets messages from all entities which can
* alter the selection (e.g. tree view and 3D-view) and sends messages
* to entities which need to keep track on the selection state.
*
* The selection consists mainly out of following information per selected object:
* - document (pointer)
* - Object (pointer)
* - list of subelements (list of strings)
* - 3D coordinates where the user clicks to select (Vector3d)
*
* Also the preselection is managed. That means you can add a filter to prevent selection
* of unwanted objects or subelements.
*/
class GuiExport SelectionSingleton: public Base::Subject<const SelectionChanges&>
{
public:
struct SelObj
{
const char* DocName;
const char* FeatName;
const char* SubName;
const char* TypeName;
App::Document* pDoc;
App::DocumentObject* pObject;
App::DocumentObject* pResolvedObject;
float x, y, z;
};
/// Add to selection
bool addSelection(
const char* pDocName,
const char* pObjectName = nullptr,
const char* pSubName = nullptr,
float x = 0,
float y = 0,
float z = 0,
const std::vector<SelObj>* pickedList = nullptr,
bool clearPreSelect = true
);
bool addSelection2(
const char* pDocName,
const char* pObjectName = nullptr,
const char* pSubName = nullptr,
float x = 0,
float y = 0,
float z = 0,
const std::vector<SelObj>* pickedList = nullptr
)
{
return addSelection(pDocName, pObjectName, pSubName, x, y, z, pickedList, false);
}
/// Add to selection
bool addSelection(const SelectionObject&, bool clearPreSelect = true);
/// Add to selection with several sub-elements
bool addSelections(
const char* pDocName,
const char* pObjectName,
const std::vector<std::string>& pSubNames
);
/// Update a selection
bool updateSelection(
bool show,
const char* pDocName,
const char* pObjectName = nullptr,
const char* pSubName = nullptr
);
/// Remove from selection (for internal use)
void rmvSelection(
const char* pDocName,
const char* pObjectName = nullptr,
const char* pSubName = nullptr,
const std::vector<SelObj>* pickedList = nullptr
);
/// Set the selection for a document
void setSelection(const char* pDocName, const std::vector<App::DocumentObject*>&);
/// Clear the selection of document \a pDocName. If the document name is not given the selection
/// of the active document is cleared.
void clearSelection(const char* pDocName = nullptr, bool clearPreSelect = true);
/// Clear the selection of all documents
void clearCompleteSelection(bool clearPreSelect = true);
/// Check if selected
bool isSelected(
const char* pDocName,
const char* pObjectName = nullptr,
const char* pSubName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
/// Check if selected
bool isSelected(
App::DocumentObject*,
const char* pSubName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
const char* getSelectedElement(App::DocumentObject*, const char* pSubName) const;
/// set the preselected object (mostly by the 3D view)
int setPreselect(
const char* pDocName,
const char* pObjectName,
const char* pSubName,
float x = 0,
float y = 0,
float z = 0,
SelectionChanges::MsgSource signal = SelectionChanges::MsgSource::Any
);
/// remove the present preselection
void rmvPreselect(bool signal = false);
/// sets different coords for the preselection
void setPreselectCoord(float x, float y, float z);
/// returns the present preselection
const SelectionChanges& getPreselection() const;
/// add a SelectionGate to control what is selectable
void addSelectionGate(Gui::SelectionGate* gate, ResolveMode resolve = ResolveMode::OldStyleElement);
/// remove the active SelectionGate
void rmvSelectionGate();
int disableCommandLog();
int enableCommandLog(bool silent = false);
/** Returns the number of selected objects with a special object type
* It's the convenient way to check if the right objects are selected to
* perform an operation (GuiCommand). The check also detects base types.
* E.g. "Part" also fits on "PartImport" or "PartTransform types.
* If no document name is given the active document is assumed.
*
* Set 'resolve' to true to resolve any sub object inside selection SubName
* field.
*
* The typename T must be based on App::DocumentObject.
*/
template<typename T>
inline unsigned int countObjectsOfType(
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
/**
* Does basically the same as the method above unless that it accepts a string literal as first
* argument.
* \a typeName must be a registered type, otherwise 0 is returned.
*/
unsigned int countObjectsOfType(
const char* typeName,
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
/** Returns a vector of objects of type \a TypeName selected for the given document name \a
* pDocName. If no document name is specified the objects from the active document are regarded.
* If no objects of this document are selected an empty vector is returned.
* @note The vector reflects the sequence of selection.
*/
std::vector<App::DocumentObject*> getObjectsOfType(
const Base::Type& typeId,
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
/**
* Does basically the same as the method above unless that it accepts a string literal as first
* argument.
* \a typeName must be a registered type otherwise an empty array is returned.
*/
std::vector<App::DocumentObject*> getObjectsOfType(
const char* typeName,
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
/**
* A convenience template-based method that returns an array with the correct types already.
*/
template<typename T>
inline std::vector<T*> getObjectsOfType(
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
/// Visible state used by setVisible()
enum VisibleState
{
/// Hide the selection
VisHide = 0,
/// Show the selection
VisShow = 1,
/// Toggle visibility of the selection
VisToggle = -1,
};
/** Set selection object visibility
*
* @param visible: see VisibleState
*/
void setVisible(VisibleState visible);
bool isClarifySelectionActive();
void setClarifySelectionActive(bool active);
/// signal on new object
fastsignals::signal<void(const SelectionChanges& msg)> signalSelectionChanged;
/// signal on selection change with resolved object
fastsignals::signal<void(const SelectionChanges& msg)> signalSelectionChanged2;
/// signal on selection change with resolved object and sub element map
fastsignals::signal<void(const SelectionChanges& msg)> signalSelectionChanged3;
/** Returns a vector of selection objects
*
* @param pDocName: document name. If no document name is given the objects
* of the active are returned. If nothing for this Document is selected an
* empty vector is returned. If document name is "*", then all document is
* considered.
* @param resolve: sub-object resolving mode
* @param single: if set to true, then it will return an empty vector if
* there is more than one selections.
*
* @return The returned vector reflects the sequence of selection.
*/
std::vector<SelObj> getSelection(
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement,
bool single = false
) const;
/** Returns a vector of selection objects
*
* @param pDocName: document name. If no document name is given the objects
* of the active are returned. If nothing for this Document is selected an
* empty vector is returned. If document name is "*", then all documents are
* considered.
* @param typeId: specify the type of object to be returned.
* @param resolve: sub-object resolving mode.
* @param single: if set to true, then it will return an empty vector if
* there is more than one selection.
*
* @return The returned vector reflects the sequence of selection.
*/
std::vector<Gui::SelectionObject> getSelectionEx(
const char* pDocName = nullptr,
Base::Type typeId = App::DocumentObject::getClassTypeId(),
ResolveMode resolve = ResolveMode::OldStyleElement,
bool single = false
) const;
/** Returns a vector of selection objects children of an object
*
* @param obj: Object within which you want to find a selection.
* The selection objects returned will be direct children of Obj. The rest of the subname will
* be unresolved. So this is equivalent to ResolveMode::NoResolve, but starting from obj. For
* instance if you have : Assembly.Part.Body.LCS.PlaneXY
* - If obj = Assembly : SelectionObject = Part, subname = "Body.LCS.PlaneXY."
* - If obj = Part : SelectionObject = Body, subname = "LCS.PlaneXY."
* - If obj = Body : SelectionObject = LCS, subname = "PlaneXY."
* The docname used is the document of obj.
* if obj is nullptr, this acts as getSelectionEx with empty docName
*
* @param typeId: specify the type of object to be returned.
* @param single: if set to true, then it will return an empty vector if
* there is more than one selection.
*
* @return The returned vector reflects the sequence of selection.
*/
std::vector<Gui::SelectionObject> getSelectionIn(
App::DocumentObject* obj = nullptr,
Base::Type typeId = App::DocumentObject::getClassTypeId(),
bool single = false
) const;
/**
* @brief getAsPropertyLinkSubList fills PropertyLinkSubList with current selection.
* @param prop (output). The property object to receive links
* @return the number of items written to the link
*/
int getAsPropertyLinkSubList(App::PropertyLinkSubList& prop) const;
/** Returns a vector of all selection objects of all documents. */
std::vector<SelObj> getCompleteSelection(ResolveMode resolve = ResolveMode::OldStyleElement) const;
/// Check if there is any selection
bool hasSelection() const;
/** Check if there is any selection within a given document
*
* @param doc: specify the document to check for selection. If NULL, then
* check the current active document.
* @param resolve: whether to resolve the selected sub-object
*
* If \c resolve is true, then the selection is first resolved before
* matching its owner document. So in case the selected sub-object is
* linked from an external document, it may not match the input \c doc.
* If \c resolve is false, then the match is only done with the top
* level parent object.
*/
bool hasSelection(const char* doc, ResolveMode resolve = ResolveMode::OldStyleElement) const;
/** Check if there is any sub-element selection
*
* @param doc: optional document to check for selection
* @param subElement: whether to count sub-element only selection
*
* Example sub selections are face, edge or vertex. If \c subElement is false,
* then sub-object (i.e. a group child object) selection is also counted
* even if it selects the whole sub-object.
*/
bool hasSubSelection(const char* doc = nullptr, bool subElement = false) const;
/// Check if there is any preselection
bool hasPreselection() const;
/// Size of selected entities for all documents
unsigned int size() const
{
return static_cast<unsigned int>(_SelList.size());
}
/** @name Selection stack functions
*
* Selection stack is for storing selection history so that the user can go
* back and forward to previous selections.
*/
//@{
/// Return the current selection stack size
std::size_t selStackBackSize() const
{
return _SelStackBack.size();
}
/// Return the current forward selection stack size
std::size_t selStackForwardSize() const
{
return _SelStackForward.size();
}
/** Obtain selected objects from stack
*
* @param pDocName: optional filtering document, NULL for current active
* document
* @param resolve: sub-object resolving mode.
* @param index: optional position in the stack
*/
std::vector<Gui::SelectionObject> selStackGet(
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement,
int index = 0
) const;
/** Go back selection history
*
* @param count: optional number of steps to go back
*
* This function pops the selection stack, and populate the current
* selection with the content of the last pop'd entry
*/
void selStackGoBack(int count = 1);
/** Go forward selection history
*
* @param count: optional number of steps to go back
*
* This function pops the selection stack, and populate the current
* selection with the content of the last pop'd entry
*/
void selStackGoForward(int count = 1);
/** Save the current selection on to the stack
*
* @param clearForward: whether to clear forward selection stack
* @param overwrite: whether to overwrite the current top entry of the
* stack instead of pushing a new entry.
*/
void selStackPush(bool clearForward = true, bool overwrite = false);
//@}
/** @name Picked list functions
*
* Picked list stores all selected geometry elements that intersects the
* 3D pick point. The list population is done by SoFCUnifiedSelection through
* addSelection() with the pickedList argument.
*/
//@{
/// Check whether picked list is enabled
bool needPickedList() const;
/// Turn on or off picked list
void enablePickedList(bool);
/// Check if there is any selection inside picked list
bool hasPickedList() const;
/// Return select objects inside picked list
std::vector<SelectionSingleton::SelObj> getPickedList(const char* pDocName) const;
/// Return selected object inside picked list grouped by top level parents
std::vector<Gui::SelectionObject> getPickedListEx(
const char* pDocName = nullptr,
Base::Type typeId = App::DocumentObject::getClassTypeId()
) const;
//@}
/** @name Selection style functions
*
* The selection style changes the way selection works. In Greedy selection
* it is as if you were pressing Ctrl.
*/
//@{
enum class SelectionStyle
{
NormalSelection,
GreedySelection
};
/// Changes the style of selection between greedy and normal.
void setSelectionStyle(SelectionStyle selStyle);
/// Get the style of selection.
SelectionStyle getSelectionStyle();
//@}
static SelectionSingleton& instance();
static void destruct();
friend class SelectionFilter;
// Python interface
static PyMethodDef Methods[];
protected:
static PyObject* sAddSelection(PyObject* self, PyObject* args);
static PyObject* sUpdateSelection(PyObject* self, PyObject* args);
static PyObject* sRemoveSelection(PyObject* self, PyObject* args);
static PyObject* sClearSelection(PyObject* self, PyObject* args);
static PyObject* sIsSelected(PyObject* self, PyObject* args);
static PyObject* sCountObjectsOfType(PyObject* self, PyObject* args);
static PyObject* sGetSelection(PyObject* self, PyObject* args);
static PyObject* sSetPreselection(PyObject* self, PyObject* args, PyObject* kwd);
static PyObject* sGetPreselection(PyObject* self, PyObject* args);
static PyObject* sRemPreselection(PyObject* self, PyObject* args);
static PyObject* sGetCompleteSelection(PyObject* self, PyObject* args);
static PyObject* sGetSelectionEx(PyObject* self, PyObject* args);
static PyObject* sGetSelectionObject(PyObject* self, PyObject* args);
static PyObject* sSetSelectionStyle(PyObject* self, PyObject* args);
static PyObject* sAddSelObserver(PyObject* self, PyObject* args);
static PyObject* sRemSelObserver(PyObject* self, PyObject* args);
static PyObject* sAddSelectionGate(PyObject* self, PyObject* args);
static PyObject* sRemoveSelectionGate(PyObject* self, PyObject* args);
static PyObject* sGetPickedList(PyObject* self, PyObject* args);
static PyObject* sEnablePickedList(PyObject* self, PyObject* args);
static PyObject* sPreselect(PyObject* self, PyObject* args);
static PyObject* sSetVisible(PyObject* self, PyObject* args);
static PyObject* sPushSelStack(PyObject* self, PyObject* args);
static PyObject* sHasSelection(PyObject* self, PyObject* args);
static PyObject* sHasSubSelection(PyObject* self, PyObject* args);
static PyObject* sGetSelectionFromStack(PyObject* self, PyObject* args);
protected:
/// Construction
SelectionSingleton();
/// Destruction
~SelectionSingleton() override;
/// Observer message from the App doc
void slotDeletedObject(const App::DocumentObject&);
/// helper to retrieve document by name
App::Document* getDocument(const char* pDocName = nullptr) const;
void slotSelectionChanged(const SelectionChanges& msg);
SelectionChanges CurrentPreselection;
std::deque<SelectionChanges> NotificationQueue;
bool Notifying = false;
void notify(SelectionChanges&& Chng);
void notify(const SelectionChanges& Chng)
{
notify(SelectionChanges(Chng));
}
struct _SelObj
{
std::string DocName;
std::string FeatName;
std::string SubName;
std::string TypeName;
App::Document* pDoc = nullptr;
App::DocumentObject* pObject = nullptr;
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
bool logged = false;
App::ElementNamePair elementName;
App::DocumentObject* pResolvedObject = nullptr;
void log(bool remove = false, bool clearPreselect = true);
std::string getSubString() const;
};
mutable std::list<_SelObj> _SelList;
mutable std::list<_SelObj> _PickedList;
bool _needPickedList {false};
using SelStackItem = std::set<App::SubObjectT>;
std::deque<SelStackItem> _SelStackBack;
std::deque<SelStackItem> _SelStackForward;
int checkSelection(
const char* pDocName,
const char* pObjectName,
const char* pSubName,
ResolveMode resolve,
_SelObj& sel,
const std::list<_SelObj>* selList = nullptr
) const;
std::vector<Gui::SelectionObject> getObjectList(
const char* pDocName,
Base::Type typeId,
std::list<_SelObj>& objs,
ResolveMode resolve,
bool single = false
) const;
static App::DocumentObject* getObjectOfType(
_SelObj& sel,
Base::Type type,
ResolveMode resolve,
const char** subelement = nullptr
);
unsigned int countObjectsOfType(
const Base::Type& typeId = App::DocumentObject::getClassTypeId(),
const char* pDocName = nullptr,
ResolveMode resolve = ResolveMode::OldStyleElement
) const;
static SelectionSingleton* _pcSingleton;
std::string DocName;
std::string FeatName;
std::string SubName;
float hx, hy, hz;
Gui::SelectionGate* ActiveGate;
ResolveMode gateResolve;
int logDisabled = 0;
bool logHasSelection = false;
bool clarifySelectionActive = false;
SelectionStyle selectionStyle;
};
/**
* A convenience template-based method that returns the number of objects of the given type.
*/
template<typename T>
inline unsigned int SelectionSingleton::countObjectsOfType(const char* pDocName, ResolveMode resolve) const
{
static_assert(
std::is_base_of<App::DocumentObject, T>::value,
"Template parameter T must be derived from App::DocumentObject"
);
return this->countObjectsOfType(T::getClassTypeId(), pDocName, resolve);
}
/**
* A convenience template-based method that returns an array with the correct types already.
*/
template<typename T>
inline std::vector<T*> SelectionSingleton::getObjectsOfType(const char* pDocName, ResolveMode resolve) const
{
std::vector<T*> type;
std::vector<App::DocumentObject*> obj
= this->getObjectsOfType(T::getClassTypeId(), pDocName, resolve);
type.reserve(obj.size());
for (auto it = obj.begin(); it != obj.end(); ++it) {
type.push_back(static_cast<T*>(*it));
}
return type;
}
/// Get the global instance
inline SelectionSingleton& Selection()
{
return SelectionSingleton::instance();
}
/** Helper class to disable logging selection action to MacroManager
*/
class GuiExport SelectionLogDisabler
{
public:
explicit SelectionLogDisabler(bool silent = false)
: silent(silent)
{
Selection().disableCommandLog();
}
~SelectionLogDisabler()
{
Selection().enableCommandLog(silent);
}
private:
bool silent;
};
} // namespace Gui
#endif // GUI_SELECTION_H