135 lines
No EOL
4.3 KiB
C#
135 lines
No EOL
4.3 KiB
C#
/*
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Copyright (c) 2018, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using MatterHackers.DataConverters3D;
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using MatterHackers.Localizations;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace MatterHackers.MatterControl.DesignTools.Operations
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{
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public class OperationSourceObject3D : Object3D
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{
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public OperationSourceObject3D()
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{
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Visible = false;
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Name = "Source".Localize();
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}
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public override bool Visible { get => base.Visible; set => base.Visible = value; }
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/// <summary>
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/// This function will return the source container and if it does not find one will:
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/// <para>find the first child of the parent widget</para>
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/// <para>remove it from parent</item>
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/// <para>create a new OperationSource</para>
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/// <para>add the first child to the OperationSource</para>
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/// <para>add the OperationSource to the parent</para>
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/// </summary>
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/// <param name="parent"></param>
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/// <returns>The existing or created OperationSource</returns>
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public static IObject3D GetOrCreateSourceContainer(IObject3D parent)
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{
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IObject3D sourceContainer;
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using (parent.RebuildLock())
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{
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sourceContainer = parent.Children.FirstOrDefault(c => c is OperationSourceObject3D);
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if (sourceContainer == null)
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{
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sourceContainer = new OperationSourceObject3D();
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// Move first child to sourceContainer
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var firstChild = parent.Children.First();
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parent.Children.Remove(firstChild);
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sourceContainer.Children.Add(firstChild);
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}
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}
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return sourceContainer;
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}
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/// <summary>
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/// Flatten the children of an object that has an OperationSource in it
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/// </summary>
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/// <param name="item"></param>
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public static void Flatten(IObject3D item)
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{
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using (item.RebuildLock())
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{
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// The idea is we leave everything but the source and that is the applied operation
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item.Children.Modify(list =>
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{
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var sourceItem = list.FirstOrDefault(c => c is OperationSourceObject3D);
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if (sourceItem != null)
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{
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list.Remove(sourceItem);
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}
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if (list.Count > 1)
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{
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// wrap the children in an object so they remain a group
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var group = new Object3D();
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group.Children.Modify((groupList) =>
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{
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groupList.AddRange(list);
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});
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list.Clear();
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list.Add(group);
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}
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});
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}
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}
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/// <summary>
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/// Prepare the children of an object that contains an OpperationSource to be removed
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/// </summary>
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/// <param name="parent"></param>
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internal static void Remove(IObject3D parent)
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{
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using (parent.RebuildLock())
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{
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parent.Children.Modify(list =>
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{
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var sourceItem = list.FirstOrDefault(c => c is OperationSourceObject3D);
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if (sourceItem != null)
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{
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IObject3D firstChild = sourceItem.Children.First();
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if (firstChild != null)
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{
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list.Clear();
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list.Add(firstChild);
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}
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}
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});
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}
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}
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}
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} |