/* Copyright (c) 2017, Kevin Pope, John Lewin All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. The views and conclusions contained in the software and documentation are those of the authors and should not be interpreted as representing official policies, either expressed or implied, of the FreeBSD Project. */ using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using MatterHackers.DataConverters3D; using MatterHackers.MatterControl.Library; using MatterHackers.MatterControl.PartPreviewWindow; using MatterHackers.MeshVisualizer; using MatterHackers.PolygonMesh; using MatterHackers.VectorMath; namespace MatterHackers.MatterControl.PrintLibrary { public class InsertionGroup : Object3D { private View3DWidget view3DWidget; // TODO: Figure out how best to collapse the InsertionGroup after the load task completes public InsertionGroup(IEnumerable items, View3DWidget view3DWidget, InteractiveScene scene, Func dragOperationActive) { Task.Run(async () => { var newItemOffset = Vector2.Zero; // Filter to content file types only foreach (var item in items.Where(item => item.IsContentFileType()).ToList()) { // Acquire var progressControl = new DragDropLoadProgress(view3DWidget, null); var contentResult = item.CreateContent(progressControl.ProgressReporter); if (contentResult != null) { // Add the placeholder var object3D = contentResult.Object3D; // HACK: set Parent ourselves so it can be used in the progress control object3D.Parent = this; this.Children.Add(object3D); // Position at accumulating offset object3D.Matrix *= Matrix4X4.CreateTranslation(newItemOffset.x, newItemOffset.y, 0); progressControl.TrackingObject = object3D; // Wait for content to load await contentResult.ContentLoaded; // Adjust next item position // TODO: do something more interesting than increment in x newItemOffset.x += contentResult.Object3D.GetAxisAlignedBoundingBox(Matrix4X4.Identity).XSize; } } if (dragOperationActive()) { // Setting the selection group ensures that on lose focus this object will be collapsed this.ItemType = Object3DTypes.SelectionGroup; } else { // Drag operation has finished, we need to perform the collapse var loadedItems = this.Children; // Collapse our contents into the root of the scene // of the scene when it loses focus scene.Children.Modify(list => { this.CollapseInto(list, Object3DTypes.Any); }); if (scene.SelectedItem == this && loadedItems.Count > 0) { scene.ClearSelection(); foreach (var item in loadedItems) { scene.AddToSelection(item); } } } view3DWidget.PartHasBeenChanged(); }); } } }