/* Copyright (c) 2016, Lars Brubaker, 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 MatterHackers.Agg.UI; using MatterHackers.DataConverters3D; using MatterHackers.Localizations; using MatterHackers.MeshVisualizer; namespace MatterHackers.MatterControl.PartPreviewWindow { public class GroupCommand : IUndoRedoCommand { private IObject3D item; private InteractiveScene scene; public GroupCommand(InteractiveScene interactiveScene, IObject3D selectedItem) { this.scene = interactiveScene; this.item = selectedItem; } public async void Do() { var selectedItem = scene.SelectedItem; if (selectedItem == item) { // This is the original do() case. The selection needs to be changed into a group and selected // change it to a standard group var newGroup = new Object3D() { Name = "Group".Localize() }; newGroup.Children.Modify((gChildren) => { selectedItem.Children.Modify((sChildren) => { foreach(var child in sChildren) { gChildren.Add(child); } sChildren.Clear(); }); }); scene.Children.Add(newGroup); scene.SelectedItem = null; item = newGroup; scene.SelectedItem = item; } else { // This the undo -> redo() case. The original Selection group has been collapsed and we need to rebuild it scene.Children.Modify(children => { // Remove all children from the scene foreach (var child in item.Children) { children.Remove(child); } // Add the item children.Add(item); }); scene.SelectedItem = null; } } public void Undo() { if (!scene.Children.Contains(item)) { return; } scene.Children.Modify(list => { // Remove the group list.Remove(item); // Add all children from the group list.AddRange(item.Children); }); scene.SelectedItem = null; } } }