GGSelectImpl.mesa
Copyright © 1985 by Xerox Corporation. All rights reserved.
Last edited by Bier on March 24, 1987 10:05:40 pm PST
Contents: Procedures dealing selecting and deselecting objects, including both selection actions and selection feedback.
Pier, April 24, 1987 2:26:19 pm PDT
Kurlander August 28, 1986 7:54:12 pm PDT
DIRECTORY
GGBasicTypes, GGBoundBox, GGInterfaceTypes, GGModelTypes, GGScene, GGOutline, GGSceneType, GGSegmentTypes, GGSelect, GGSequence, GGSlice, GGTraj, GGUtility, List;
GGSelectImpl: CEDAR PROGRAM
IMPORTS GGBoundBox, GGScene, GGOutline, GGSequence, GGSlice, GGTraj, GGUtility, List
EXPORTS GGModelTypes, GGSelect = BEGIN
BoundBox: TYPE = GGBasicTypes.BoundBox;
Caret: TYPE = GGInterfaceTypes.Caret;
EntityGenerator: TYPE = REF EntityGeneratorObj;
EntityGeneratorObj: TYPE = GGModelTypes.EntityGeneratorObj;
Joint: TYPE = GGModelTypes.Joint;
JointGenerator: TYPE = GGModelTypes.JointGenerator;
Outline: TYPE = GGModelTypes.Outline;
OutlineDescriptor: TYPE = REF OutlineDescriptorObj;
OutlineDescriptorObj: TYPE = GGModelTypes.OutlineDescriptorObj;
SceneRef: TYPE = REF SceneObj;
SceneObj: PUBLIC TYPE = GGSceneType.SceneObj;
SegAndIndex: TYPE = GGSequence.SegAndIndex;
Segment: TYPE = GGSegmentTypes.Segment;
SegmentGenerator: TYPE = GGModelTypes.SegmentGenerator;
SelectionClass: TYPE = GGInterfaceTypes.SelectionClass;
Sequence: TYPE = REF SequenceObj;
SequenceGenerator: TYPE = REF SequenceGeneratorObj;
SequenceGeneratorObj: TYPE = GGModelTypes.SequenceGeneratorObj;
SequenceObj: TYPE = GGModelTypes.SequenceObj;
Slice: TYPE = GGModelTypes.Slice;
SliceDescriptor: TYPE = GGModelTypes.SliceDescriptor;
SliceDescriptorGenerator: TYPE = GGModelTypes.SliceDescriptorGenerator;
SliceDescriptorGeneratorObj: TYPE = GGModelTypes.SliceDescriptorGeneratorObj;
SliceDescriptorObj: TYPE = GGModelTypes.SliceDescriptorObj;
SliceGenerator: TYPE = REF SliceGeneratorObj;
SliceGeneratorObj: TYPE = GGModelTypes.SliceGeneratorObj;
SliceParts: TYPE = GGModelTypes.SliceParts;
Traj: TYPE = GGModelTypes.Traj;
TrajEnd: TYPE = GGModelTypes.TrajEnd;
TrajGenerator: TYPE = REF TrajGeneratorObj;
TrajGeneratorObj: TYPE = GGModelTypes.TrajGeneratorObj;
NotYetImplemented: PUBLIC SIGNAL = CODE;
OutlineSequenceGenerator: TYPE = REF OutlineSequenceGeneratorObj;
OutlineSequenceGeneratorObj: TYPE = GGSelect.OutlineSequenceGeneratorObj;
OutlineSequence: TYPE = REF OutlineSequenceObj;
OutlineSequenceObj: TYPE = GGSelect.OutlineSequenceObj;
Implementation Notes (updated November 16, 1986, by Bier)
The Selection mechanism maintains two "structures" which must be kept consistent. The first is a list of selected entities: scene.selected. The second is the set of "selectedInFull" fields in each of the selected objects. The following types of entities can appear on scene.selected: SliceDescriptor, and OutlineDescriptor.
To efficiently answer IsSelectedInFull queries, "selectedInFull" fields are found in slices, segments, joints, and control points. IsSelectedInFull is expensive for trajectories, more expensive for outlines, and even more expensive for Gargoyle slices.
To efficiently answer IsSelectedInPart queries, the selectedInFull field does double duty in segments, joints, control points, and slices. IsSelectedInPart is somewhat expensive for outlines.
The following invariants should be maintained:
1) If an OutlineDescriptor is on the selected list, all of the selectedInFull fields of its joints, segments, and control points should be TRUE. The selected fields are maintained for efficiency only. The information they represent is always obtainable from the selected list as well.
Converse of 1: If no sequence representing a given joint, segment, or control point is on the selected list, then the selectedInFull field of that entity should be FALSE.
2) Only one sequence per trajectory may appear on the selected list.
Corollary of 1 and 2: Any given selected flag is caused by a single element of the selected list. GetSelectedSequence will find that element (for joint, segments, and control points). A selected slice is its own cause.
3) A non-gargoyle slice may only appear once on the selected list.
4) Iff a sequence representing a trajectory is on the selected list, the "selectedInPart" field of the trajectory will TRUE.
5) Iff a non-Gargoyle slice is on the selected list, the "selectedInFull" field of that slice will be true.
These invariants will be maintained with the help of SetComponentSelectedFields.
SetComponentSelectedFields: PROC [entity: REF ANY, selected: BOOL, selectClass: SelectionClass] = {
WITH entity SELECT FROM
sliceD: SliceDescriptor => {
SetSliceField[sliceD.slice, selected, selectClass];
};
outlineD: OutlineDescriptor => {
outlineD.slice.class.setSelectedFields[outlineD, selected, selectClass];
};
traj: Traj => { -- this case needed for ReselectTraj
joint: Joint;
jointGen: JointGenerator;
segGen: SegmentGenerator;
jointGen ← GGSequence.JointsInTraj[traj];
Joint Fields.
FOR jointNum: INT ← GGSequence.NextJoint[jointGen], GGSequence.NextJoint[jointGen] UNTIL jointNum = -1 DO
joint ← NARROW[Rosary.Fetch[traj.joints, jointNum]];
SetJointField[joint, selected, selectClass];
ENDLOOP;
Segment Fields.
segGen ← GGSequence.SegmentsInTraj[traj];
FOR seg: Segment ← GGSequence.NextSegment[segGen], GGSequence.NextSegment[segGen] UNTIL seg = NIL DO
SetSegmentField[seg, selected, selectClass];
ENDLOOP;
};
ENDCASE => ERROR;
};
Basic Selecting and Deselecting
ChangeDonkeyTail: PROC [sliceD: SliceDescriptor, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => sliceD.slice.normalSelectedParts ← sliceD;
hot => sliceD.slice.hotSelectedParts ← sliceD;
active => sliceD.slice.activeSelectedParts ← sliceD;
ENDCASE;
};
ChangeDonkeyTailOutline: PROC [sliceD: OutlineDescriptor, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => sliceD.slice.normalSelectedParts ← sliceD;
hot => sliceD.slice.hotSelectedParts ← sliceD;
active => sliceD.slice.activeSelectedParts ← sliceD;
ENDCASE;
};
NoDonkeyTail: PROC [slice: Slice, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => slice.normalSelectedParts ← NIL;
hot => slice.hotSelectedParts ← NIL;
active => slice.activeSelectedParts ← NIL;
ENDCASE;
};
NoDonkeyTailOutline: PROC [slice: Outline, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => slice.normalSelectedParts ← NIL;
hot => slice.hotSelectedParts ← NIL;
active => slice.activeSelectedParts ← NIL;
ENDCASE;
};
SelectAll: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] = {
entityGen: EntityGenerator;
entityGen ← GGScene.TopLevelEntitiesInScene[scene];
FOR entity: REF ANY ← GGScene.NextEntity[entityGen], GGScene.NextEntity[entityGen] UNTIL entity = NIL DO
WITH entity SELECT FROM
slice: Slice => {
SelectEntireSlice[slice, scene, selectClass];
};
outline: Outline => {
SelectEntireOutline[outline, scene, selectClass];
};
ENDCASE => ERROR;
ENDLOOP;
};
SelectSlice: PUBLIC PROC [sliceD: SliceDescriptor, scene: SceneRef, selectClass: SelectionClass] = {
oldSliceD, union: SliceDescriptor;
slice: Slice ← sliceD.slice;
IF slice.class.emptyParts[sliceD] THEN RETURN;
oldSliceD ← FindSelectedSlice[slice, scene, selectClass];
IF oldSliceD#NIL THEN {
union ← slice.class.unionParts[oldSliceD, sliceD];
DeselectSlice[slice, oldSliceD.parts, scene, selectClass]; -- throw away old selection
}
ELSE union ← sliceD;
IF selectClass = normal THEN union ← slice.class.augmentParts[union, selectClass];
AppendSelection[scene, union, selectClass];
ChangeDonkeyTail[union, selectClass];
}; -- end SelectSlice
SelectOutline: PUBLIC PROC [sliceD: OutlineDescriptor, scene: SceneRef, selectClass: SelectionClass] = {
oldD, union: OutlineDescriptor;
slice: Outline ← sliceD.slice;
IF slice.class.emptyParts[sliceD] THEN RETURN;
oldD ← FindSelectedOutline[slice, scene, selectClass];
IF oldD # NIL THEN {
union ← slice.class.unionParts[oldD, sliceD];
DeselectOutline[slice, oldD.parts, scene, selectClass]; -- throw away old selection
}
ELSE union ← sliceD;
IF selectClass = normal THEN union ← slice.class.augmentParts[union, selectClass];
AppendSelection[scene, union, selectClass];
ChangeDonkeyTailOutline[union, selectClass];
}; -- end SelectOutline
SelectEntireOutline: PUBLIC PROC [outline: Outline, scene: SceneRef, selectClass: SelectionClass] = {
allParts: OutlineDescriptor ← outline.class.newParts[outline, NIL, slice];
SelectOutline[allParts, scene, selectClass];
};
SelectEntireSlice: PUBLIC PROC [slice: Slice, scene: SceneRef, selectClass: SelectionClass] = {
allParts: SliceDescriptor ← slice.class.newParts[slice, NIL, slice];
SelectSlice[allParts, scene, selectClass];
};
SelectSequence: PUBLIC PROC [seq: Sequence, scene: SceneRef, selectClass: SelectionClass] = {
outline: Outline ← GGOutline.OutlineOfTraj[seq.traj];
parts: SliceParts;
seqD: OutlineDescriptor;
IF GGSequence.IsEmpty[seq] THEN RETURN;
parts ← GGOutline.PartsFromSequence[outline, seq];
seqD ← GGOutline.DescriptorFromParts[outline, parts];
SelectOutline[seqD, scene, selectClass];
};
SelectTraj: PUBLIC PROC [traj: Traj, scene: SceneRef, selectClass: SelectionClass] = {
traj is now selected. This overrides any selections on traj's parts.
wholeSeq: Sequence;
wholeSeq ← GGSequence.CreateComplete[traj];
SelectSequence[wholeSeq, scene, selectClass];
};
DuplicateSelections: PROC [scene: SceneRef, fromClass: SelectionClass, toClass: SelectionClass] = {
sliceDescGen: GGSelect.SliceDescriptorGenerator;
seqGen: SequenceGenerator;
sliceDescGen ← SelectedSlices[scene, fromClass];
FOR sliceD: SliceDescriptor ← NextSliceDescriptor[sliceDescGen], NextSliceDescriptor[sliceDescGen] UNTIL sliceD = NIL DO
SelectSlice[sliceD, scene, toClass];
ENDLOOP;
seqGen ← SelectedSequences[scene, fromClass];
FOR seq: Sequence ← GGSequence.NextSequence[seqGen], GGSequence.NextSequence[seqGen] UNTIL seq = NIL DO
SelectSequence[seq, scene, toClass];
ENDLOOP;
};
DeselectAll: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] = {
Clear all flags that indicate the selection of each object.
FOR selected: LIST OF REF ANY ← ListSelected[scene, selectClass], selected.rest UNTIL selected = NIL DO
SetComponentSelectedFields[selected.first, FALSE, selectClass];
WITH selected.first SELECT FROM
sliceD: SliceDescriptor => NoDonkeyTail[sliceD.slice, selectClass];
outlineD: OutlineDescriptor => NoDonkeyTailOutline[outlineD.slice, selectClass];
ENDCASE => ERROR;
ENDLOOP;
SetSelectedList[scene, NIL, selectClass];
};
DeselectEntity: PUBLIC PROC [entity: REF ANY, scene: SceneRef, selectClass: SelectionClass] = {
WITH entity SELECT FROM
seq: Sequence => DeselectSequence[seq, scene, selectClass];
traj: Traj => DeselectTraj[traj, scene, selectClass];
outline: Outline => DeselectEntireOutline[outline, scene, selectClass];
outlineD: OutlineDescriptor => DeselectOutline[outlineD.slice, outlineD.parts, scene, selectClass];
slice: Slice => DeselectEntireSlice[slice, scene, selectClass];
sliceD: SliceDescriptor => DeselectSlice[sliceD.slice, sliceD.parts, scene, selectClass];
ENDCASE => ERROR;
};
DeselectEntityAllClasses: PUBLIC PROC [entity: REF ANY, scene: SceneRef] = {
DeselectEntity[entity, scene, normal];
DeselectEntity[entity, scene, active];
DeselectEntity[entity, scene, hot];
};
DeselectAllAllClasses: PUBLIC PROC [scene: SceneRef] = {
DeselectAll[scene, normal];
DeselectAll[scene, active];
DeselectAll[scene, hot];
};
DeselectEntireSlice: PUBLIC PROC [slice: Slice, scene: SceneRef, selectClass: SelectionClass] = {
If this is a non-gargoyle slice, then make sure it is on the list, and take it off.
selSliceD: SliceDescriptor ← FindSelectedSlice[slice, scene, selectClass];
IF selSliceD#NIL THEN {
IF selSliceD.slice.class.type = $Outline THEN ERROR NotYetImplemented;
DeleteSelection[scene, selSliceD, selectClass];
NoDonkeyTail[selSliceD.slice, selectClass];
SetComponentSelectedFields[selSliceD, FALSE, selectClass];
};
};
DeselectSlice: PUBLIC PROC [slice: Slice, parts: SliceParts, scene: SceneRef, selectClass: SelectionClass] = {
oldD, newD, tempD: SliceDescriptor;
oldD ← FindSelectedSlice[slice, scene, selectClass];
IF oldD # NIL THEN {
tempD ← GGSlice.DescriptorFromParts[slice, parts];
newD ← slice.class.differenceParts[oldD, tempD];
DeleteSelection[scene, oldD, selectClass];
NoDonkeyTail[oldD.slice, selectClass];
IF NOT slice.class.emptyParts[newD] THEN {
IF selectClass = normal THEN newD ← slice.class.augmentParts[newD, selectClass];
AppendSelection[scene, newD, selectClass];
ChangeDonkeyTail[newD, selectClass];
};
};
};
DeselectOutline: PUBLIC PROC [outline: Outline, parts: SliceParts, scene: SceneRef, selectClass: SelectionClass] = {
Deselect each of the component trajectories;
oldD, newD, tempD: OutlineDescriptor;
oldD ← FindSelectedOutline[outline, scene, selectClass];
IF oldD # NIL THEN {
tempD ← GGOutline.DescriptorFromParts[outline, parts];
newD ← outline.class.differenceParts[oldD, tempD];
DeleteSelection[scene, oldD, selectClass];
NoDonkeyTailOutline[outline, selectClass];
IF NOT outline.class.emptyParts[newD] THEN {
IF selectClass = normal THEN newD ← outline.class.augmentParts[newD, selectClass];
AppendSelection[scene, newD, selectClass];
ChangeDonkeyTailOutline[newD, selectClass];
};
};
};
DeselectSequence: PUBLIC PROC [seq: Sequence, scene: SceneRef, selectClass: SelectionClass] = {
outline: Outline ← GGOutline.OutlineOfTraj[seq.traj];
seqParts: SliceParts ← GGOutline.PartsFromSequence[outline, seq];
DeselectOutline[outline, seqParts, scene, selectClass];
};
DeselectEntireOutline: PUBLIC PROC [outline: Outline, scene: SceneRef, selectClass: SelectionClass] = {
Remove this outline from the selected list, and reset all selected fields.
outlineD: OutlineDescriptor ← FindSelectedOutline[outline, scene, selectClass];
IF outlineD # NIL THEN {
DeleteSelection[scene, outlineD, selectClass];
NoDonkeyTailOutline[outlineD.slice, selectClass];
};
};
DeselectTraj: PUBLIC PROC [traj: Traj, scene: SceneRef, selectClass: SelectionClass] = {
Very much like DeselectOutline, but optimized for the single Traj case.
outline: Outline ← GGOutline.OutlineOfTraj[traj];
oldD, newD: OutlineDescriptor;
oldD ← FindSelectedOutline[outline, scene, selectClass];
IF oldD # NIL THEN {
newD ← GGOutline.RemoveTraj[oldD, traj];
DeleteSelection[scene, oldD, selectClass];
NoDonkeyTailOutline[outline, selectClass];
IF NOT outline.class.emptyParts[newD] THEN {
AppendSelection[scene, newD, selectClass];
ChangeDonkeyTailOutline[newD, selectClass];
};
};
};
Updating Selections When Sequences Become Obsolete
ReselectTraj: PUBLIC PROC [traj: Traj, trajEnd: TrajEnd, scene: SceneRef, extend: BOOL] RETURNS [newHot: Sequence] = {
selSeq, newSeq: Sequence;
selSeq ← FindSelectedSequence[traj, scene, normal];
normal selections
IF selSeq # NIL THEN {
newSeq ← GGSequence.Augment[selSeq, trajEnd, extend];
DeselectTraj[selSeq.traj, scene, normal];
SelectSequence[newSeq, scene, normal];
};
hot selections
selSeq ← FindSelectedSequence[traj, scene, hot];
IF selSeq # NIL THEN {
newHot ← newSeq ← GGSequence.Augment[selSeq, trajEnd, extend];
DeselectTraj[selSeq.traj, scene, hot];
SelectSequence[newSeq, scene, hot];
};
active selections
selSeq ← FindSelectedSequence[traj, scene, active];
IF selSeq # NIL THEN {
ERROR; -- I don't think ReselectTraj should be used for active
};
};
Utilities
DeleteSelection: PROC [scene: SceneRef, entity: REF ANY, selectClass: SelectionClass] = {
Deletes entity from list. If it is not on the list, do nothing.
SetSelectedList[scene,
List.DRemove[entity, ListSelected[scene, selectClass]],
selectClass];
};
ListSelected: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [selectedList: LIST OF REF ANY] = {
SELECT selectClass FROM
normal => selectedList ← scene.selected.normal;
hot => selectedList ← scene.selected.hot;
active => selectedList ← scene.selected.active;
ENDCASE => ERROR;
};
ListSelectedSequences: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [selectedList: LIST OF Sequence] = {
This can be sped up by keeping separate lists for the different types of selected object.
seq: Sequence;
selectedList ← NIL;
FOR entityList: LIST OF REF ANY ← ListSelected[scene, selectClass], entityList.rest UNTIL entityList = NIL DO
IF ISTYPE[entityList.first, Sequence] THEN {
seq ← NARROW[entityList.first];
selectedList ← CONS[seq, selectedList];
};
ENDLOOP;
};
Operations which dispatch on the SelectionClass:
SetSliceField: PROC [slice: Slice, selected: BOOL, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => slice.selectedInFull.normal ← selected;
hot => slice.selectedInFull.hot ← selected;
active => slice.selectedInFull.active ← selected;
ENDCASE;
};
SetJointField: PROC [joint: Joint, selected: BOOL, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => joint.TselectedInFull.normal ← selected;
hot => joint.TselectedInFull.hot ← selected;
active => joint.TselectedInFull.active ← selected;
ENDCASE;
};
SetSegmentField: PROC [seg: Segment, selected: BOOL, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => seg.TselectedInFull.normal ← selected;
hot => seg.TselectedInFull.hot ← selected;
active => seg.TselectedInFull.active ← selected;
ENDCASE;
};
AppendSelection: PROC [scene: SceneRef, entity: REF ANY, selectClass: SelectionClass] = {
Build the selection list in the proper order and keep it that way.
SELECT selectClass FROM
normal => scene.selected.normal ← List.Nconc[scene.selected.normal, LIST[entity]];
hot => scene.selected.hot ← List.Nconc[scene.selected.hot, LIST[entity]];
active => scene.selected.active ← List.Nconc[scene.selected.active, LIST[entity]];
ENDCASE => ERROR;
};
SetSelectedList: PROC [scene: SceneRef, value: LIST OF REF ANY, selectClass: SelectionClass] = {
SELECT selectClass FROM
normal => scene.selected.normal ← value;
hot => scene.selected.hot ← value;
active => scene.selected.active ← value;
ENDCASE => ERROR;
};
Enumerate Selected Objects
IsSelectedInFull: PUBLIC PROC [entity: REF ANY, scene: SceneRef, selectClass: SelectionClass] RETURNS [BOOL] = {
WITH entity SELECT FROM
slice: Slice => {
IF slice.class.type = $Outline THEN ERROR NotYetImplemented;
SELECT selectClass FROM
normal => RETURN[slice.selectedInFull.normal];
hot => RETURN[slice.selectedInFull.hot];
active => RETURN[slice.selectedInFull.active];
ENDCASE => ERROR;
};
outline: Outline => {
trajGen: TrajGenerator;
trajGen ← GGOutline.TrajsInOutline[outline];
FOR traj: Traj ← GGScene.NextTraj[trajGen], GGScene.NextTraj[trajGen] UNTIL traj = NIL DO
IF NOT IsSelectedInFull[traj, scene, selectClass] THEN RETURN[FALSE];
ENDLOOP;
RETURN[TRUE];
};
traj: Traj => {
seq: Sequence;
seq ← FindSelectedSequence[traj, scene, selectClass];
IF seq = NIL THEN RETURN[FALSE];
RETURN[GGSequence.IsComplete[seq]];
};
ENDCASE => ERROR;
};
IsSelectedInPart: PUBLIC PROC [entity: REF ANY, scene: SceneRef, selectClass: SelectionClass] RETURNS [BOOL] = {
Returns TRUE if all or part of entity is selected. These are the cases:
1) entity is a slice. Some outline is selected all or in part.
2) entity is an outline. Some trajectory is selected all or in part.
3) entity is a trajectory. Some joint or segment is selected.
4) entity is a sequence. Some joint or segment is selected.
WITH entity SELECT FROM
slice: Slice => {
sliceD: SliceDescriptor;
sliceD ← FindSelectedSlice[slice, scene, selectClass];
RETURN[sliceD # NIL];
};
outline: Outline => {
outlineD: OutlineDescriptor;
outlineD ← FindSelectedOutline[outline, scene, selectClass];
RETURN[outlineD # NIL]
};
traj: Traj => {
seq: Sequence;
seq ← FindSelectedSequence[traj, scene, selectClass];
RETURN[seq # NIL];
};
seq: Sequence => {
selSeq: Sequence;
selSeq ← FindSelectedSequence[seq.traj, scene, selectClass];
IF selSeq = seq THEN RETURN[TRUE];
IF selSeq = NIL THEN RETURN[FALSE];
RETURN[GGSequence.Overlap[seq, selSeq]];
};
ENDCASE => ERROR;
};
NoSelections: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [BOOL] = {
SELECT selectClass FROM
normal => RETURN[scene.selected.normal = NIL];
hot => RETURN[scene.selected.hot = NIL];
active => RETURN[scene.selected.active = NIL];
ENDCASE => ERROR;
};
SelectedStuff: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [selectedGen: EntityGenerator] = {
Preserves order.
selectedGen ← NEW[EntityGeneratorObj ← [
list: ListSelected[scene, selectClass],
countValid: FALSE,
count: 0
]];
};
FindSelectedSequence: PUBLIC PROC [traj: Traj, scene: SceneRef, selectClass: SelectionClass] RETURNS [seq: Sequence] = {
FOR l: LIST OF REF ANY ← ListSelected[scene, selectClass], l.rest UNTIL l = NIL DO
IF ISTYPE[l.first, OutlineDescriptor] THEN {
outlineD: OutlineDescriptor ← NARROW[l.first, OutlineDescriptor];
seq ← GGOutline.FindTrajInDescriptor[outlineD, traj];
IF seq # NIL THEN RETURN[seq];
};
ENDLOOP;
RETURN[NIL];
};
FindSequenceInList: PUBLIC PROC [traj: Traj, selectedList: LIST OF REF ANY] RETURNS [seq: Sequence] = {
FOR l: LIST OF REF ANY ← selectedList, l.rest UNTIL l = NIL DO
IF ISTYPE[l.first, OutlineDescriptor] THEN {
outlineD: OutlineDescriptor ← NARROW[l.first, OutlineDescriptor];
seq ← GGOutline.FindTrajInDescriptor[outlineD, traj];
IF seq # NIL THEN RETURN[seq];
};
ENDLOOP;
RETURN[NIL];
};
SelectedSequences: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [seqGen: SequenceGenerator] = {
seq: Sequence;
ptr, seqList: LIST OF Sequence;
seqGen ← NEW[SequenceGeneratorObj];
[seqGen.list, ptr] ← GGUtility.StartSequenceList[];
FOR entityList: LIST OF REF ANY ← ListSelected[scene, selectClass], entityList.rest UNTIL entityList = NIL DO
IF ISTYPE[entityList.first, OutlineDescriptor] THEN {
seqList ← GGOutline.SequencesOfOutline[NARROW[entityList.first]];
FOR list: LIST OF Sequence ← seqList, list.rest UNTIL list = NIL DO
seq ← NARROW[list.first];
[seqGen.list, ptr] ← GGUtility.AddSequence[seq, seqGen.list, ptr];
ENDLOOP;
};
ENDLOOP;
};
SelectedOutlines: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [outDGen: GGModelTypes.OutlineDescriptorGenerator] = {
sliceD: OutlineDescriptor ← NIL;
ptr: LIST OF OutlineDescriptor ← NIL;
outDGen ← NEW[GGModelTypes.OutlineDescriptorGeneratorObj];
FOR entityList: LIST OF REF ANY ← ListSelected[scene, selectClass], entityList.rest UNTIL entityList = NIL DO
IF ISTYPE[entityList.first, OutlineDescriptor] THEN {
sliceD ← NARROW[entityList.first];
[outDGen.list, ptr] ← AddOutlineDescriptor[sliceD, outDGen.list, ptr];
};
ENDLOOP;
};
FindSelectedSlice: PUBLIC PROC [slice: Slice, scene: SceneRef, selectClass: SelectionClass] RETURNS [sliceD: SliceDescriptor] = {
FOR l: LIST OF REF ANY ← ListSelected[scene, selectClass], l.rest UNTIL l = NIL DO
IF ISTYPE[l.first, SliceDescriptor] THEN {
sliceD ← NARROW[l.first];
IF sliceD.slice = slice THEN RETURN;
};
ENDLOOP;
RETURN[NIL];
};
FindSelectedOutline: PUBLIC PROC [outline: Outline, scene: SceneRef, selectClass: SelectionClass] RETURNS [outlineD: OutlineDescriptor] = {
FOR l: LIST OF REF ANY ← ListSelected[scene, selectClass], l.rest UNTIL l = NIL DO
WITH l.first SELECT FROM
sliceD: SliceDescriptor => NULL;
outlineD: OutlineDescriptor => {
IF outlineD.slice = outline THEN RETURN[outlineD];
};
ENDCASE => ERROR;
ENDLOOP;
RETURN[NIL];
};
FindSelectedOutline: PUBLIC PROC [outline: Outline, scene: SceneRef, selectClass: SelectionClass] RETURNS [outlineD: OutlineDescriptor] = {
SELECT selectClass FROM
normal => outlineD ← IF outline.normalSelectedParts = NIL THEN NIL ELSE outline.normalSelectedParts;
hot => outlineD ← IF outline.hotSelectedParts = NIL THEN NIL ELSE outline.hotSelectedParts;
active => outlineD ← IF outline.activeSelectedParts = NIL THEN NIL ELSE outline.activeSelectedParts;
ENDCASE => ERROR;
};
FindSelectedSlice: PUBLIC PROC [slice: Slice, scene: SceneRef, selectClass: SelectionClass] RETURNS [sliceD: SliceDescriptor] = {
SELECT selectClass FROM
normal => sliceD ← IF slice.normalSelectedParts = NIL THEN NIL ELSE slice.normalSelectedParts;
hot => sliceD ← IF slice.hotSelectedParts = NIL THEN NIL ELSE slice.hotSelectedParts;
active => sliceD ← IF slice.activeSelectedParts = NIL THEN NIL ELSE slice.activeSelectedParts;
ENDCASE => ERROR;
};
SelectedSlices: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [sliceDescGen: SliceDescriptorGenerator] = {
sliceD: SliceDescriptor ← NIL;
ptr: LIST OF SliceDescriptor ← NIL;
sliceDescGen ← NEW[SliceDescriptorGeneratorObj];
FOR entityList: LIST OF REF ANY ← ListSelected[scene, selectClass], entityList.rest UNTIL entityList = NIL DO
IF ISTYPE[entityList.first, SliceDescriptor] THEN {
sliceD ← NARROW[entityList.first];
[sliceDescGen.list, ptr] ← AddSliceDescriptor[sliceD, sliceDescGen.list, ptr];
};
ENDLOOP;
};
NextSliceDescriptor: PUBLIC PROC [g: SliceDescriptorGenerator] RETURNS [next: SliceDescriptor] = {
IF g.list = NIL THEN RETURN[NIL]
ELSE {
next ← g.list.first;
g.list ← g.list.rest;
};
};
NextOutlineDescriptor: PUBLIC PROC [g: GGModelTypes.OutlineDescriptorGenerator] RETURNS [next: OutlineDescriptor] = {
IF g.list = NIL THEN RETURN[NIL]
ELSE {
next ← g.list.first;
g.list ← g.list.rest;
};
};
AddSliceDescriptor: PROC [entity: SliceDescriptor, entityList, ptr: LIST OF SliceDescriptor] RETURNS [newList, newPtr: LIST OF SliceDescriptor] = {
IF ptr = NIL THEN {
IF NOT entityList = NIL THEN ERROR;
newPtr ← newList ← CONS[entity, NIL];
RETURN;
}
ELSE {
newList ← entityList;
ptr.rest ← CONS[entity, NIL];
newPtr ← ptr.rest;
};
};
AddOutlineDescriptor: PROC [entity: OutlineDescriptor, entityList, ptr: LIST OF OutlineDescriptor] RETURNS [newList, newPtr: LIST OF OutlineDescriptor] = {
IF ptr = NIL THEN {
IF NOT entityList = NIL THEN ERROR;
newPtr ← newList ← CONS[entity, NIL];
RETURN;
}
ELSE {
newList ← entityList;
ptr.rest ← CONS[entity, NIL];
newPtr ← ptr.rest;
};
};
nilSeqGen: SequenceGenerator ← NEW[SequenceGeneratorObj ← [list: NIL]];
SelectedOutlineSequences: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass] RETURNS [outSeqGen: OutlineSequenceGenerator] = {
Returns a generator for all selected sequences, grouped by outline.
holeSeqs, ptr: LIST OF Sequence;
outSeqPtr: LIST OF OutlineSequence;
outlineSeq: OutlineSequence;
fenceSeq, seq: Sequence;
entityGen: GGModelTypes.EntityGenerator;
seqList: LIST OF Sequence;
newSeqGen: SequenceGenerator;
outSeqGen ← NEW[OutlineSequenceGeneratorObj];
[outSeqGen.list, outSeqPtr] ← StartOutlineSequenceList[];
entityGen ← SelectedStuff[scene, selectClass];
FOR entity: REF ANY ← GGScene.NextEntity[entityGen], GGScene.NextEntity[entityGen] UNTIL entity = NIL DO
WITH entity SELECT FROM
sliceD: SliceDescriptor => NULL;
outlineD: OutlineDescriptor => {
fenceSeq ← NIL;
[holeSeqs, ptr] ← GGUtility.StartSequenceList[];
seqList ← GGOutline.SequencesOfOutline[outlineD];
seq ← seqList.first;
IF seq.traj.role = fence OR seq.traj.role = open THEN {
fenceSeq ← seq;
seqList ← seqList.rest;
};
FOR list: LIST OF Sequence ← seqList, list.rest UNTIL list = NIL DO
[holeSeqs, ptr] ← GGUtility.AddSequence[list.first, holeSeqs, ptr];
ENDLOOP;
newSeqGen ← IF holeSeqs=NIL THEN nilSeqGen ELSE NEW[SequenceGeneratorObj ← [list: holeSeqs]];
outlineSeq ← NEW[OutlineSequenceObj ← [outline: outlineD.slice, fenceSeq: fenceSeq, holeSeqs: newSeqGen]];
[outSeqGen.list, outSeqPtr] ← AddOutlineSequence[outlineSeq, outSeqGen.list, outSeqPtr];
};
ENDCASE => ERROR;
ENDLOOP;
};
NextOutlineSequences: PUBLIC PROC [outSeqGen: OutlineSequenceGenerator] RETURNS [outSeq: OutlineSequence] = {
IF outSeqGen.list = NIL THEN RETURN[NIL];
outSeq ← outSeqGen.list.first;
outSeqGen.list ← outSeqGen.list.rest;
};
AddOutlineSequence: PUBLIC PROC [entity: OutlineSequence, entityList, ptr: LIST OF OutlineSequence] RETURNS [newList, newPtr: LIST OF OutlineSequence] = {
IF ptr = NIL THEN {
IF NOT entityList = NIL THEN ERROR;
newPtr ← newList ← CONS[entity, NIL];
RETURN;
}
ELSE {
newList ← entityList;
ptr.rest ← CONS[entity, NIL];
newPtr ← ptr.rest;
};
};
StartOutlineSequenceList: PUBLIC PROC [] RETURNS [entityList, ptr: LIST OF OutlineSequence] = {
ptr ← entityList ← NIL;
};
Modifying All Selected Runs With A Call-Back Proc
ForEachOutlineRun: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass, runProc: RunProc, segmentsOnly: BOOLTRUE, selectNewRuns: BOOLFALSE] RETURNS [bBox: BoundBox] = {
outSeqGen: OutlineSequenceGenerator;
fenceSeq: Sequence;
thisBox: BoundBox;
bBox ← GGBoundBox.BoundBoxOfSelected[scene, normal];
DuplicateSelections[scene, normal, active]; -- all normal selected objects become active
outSeqGen ← SelectedOutlineSequences[scene, active];
IF outSeqGen.list # NIL THEN {
GGCaret.NoAttractor[caret: caret];
GGCaret.SitOn[caret, NIL];
};
WHILE outSeqGen.list # NIL DO -- while any active objects remain.
FOR outSeq: GGSelect.OutlineSequence ← NextOutlineSequences[outSeqGen], NextOutlineSequences[outSeqGen] UNTIL outSeq = NIL DO
fenceSeq ← outSeq.fenceSeq;
IF fenceSeq # NIL THEN {
thisBox ← GetRunAndReplace[fenceSeq, scene, runProc, segmentsOnly, selectNewRuns];
GGBoundBox.EnlargeByBox[bBox: bBox, by: thisBox];
GOTO SelectionsHaveChanged;
};
FOR holeSeq: Sequence ← GGSequence.NextSequence[outSeq.holeSeqs], GGSequence.NextSequence[outSeq.holeSeqs] UNTIL holeSeq = NIL DO
thisBox ← GetRunAndReplace[holeSeq, scene, runProc, segmentsOnly, selectNewRuns];
GGBoundBox.EnlargeByBox[bBox: bBox, by: thisBox];
GOTO SelectionsHaveChanged;
ENDLOOP;
REPEAT
SelectionsHaveChanged => {
outSeqGen ← SelectedOutlineSequences[scene, active];
};
ENDLOOP;
ENDLOOP;
};
RunProc: TYPE = GGSelect.RunProc;
GetRunAndReplace: PROC [seq: Sequence, scene: SceneRef, runProc: RunProc, segmentsOnly: BOOL, selectNewRuns: BOOL] RETURNS [bBox: BoundBox] = {
This procedure is a utility for ForEachOutlineRun. We get the first run of seq and replace it with the results of runProc.
IMPORTANT INVARIANT: When exiting from this loop, make sure that some part of seq has been deselected from the active list. Otherwise, infinite loops are possible.
oldOutline: Outline;
runGen: SequenceGenerator;
runCount: NAT;
newRun: Traj;
newOutlines: LIST OF Outline;
run: Sequence;
oldOutline ← GGOutline.OutlineOfTraj[seq.traj];
GGOutline.SaveSelectionsInOutline[oldOutline, scene];
IF GGSequence.IsComplete[seq] THEN run ← seq
ELSE {
[runGen, runCount] ← GGSequence.RunsInSequence[seq];
IF runCount = 0 THEN {
DeselectSequence[seq, scene, active]; -- maintain the important invariant
bBox ← GGBoundBox.emptyBoundBox;
RETURN; -- The sequence has only control points.
};
run ← GGSequence.NextSequence[runGen];
IF run = NIL THEN ERROR;
};
Only call the runProc if there is a segment in the run
IF run.segCount>0 OR NOT segmentsOnly THEN {
newRun ← runProc[run];
IF newRun # NIL THEN {
SetSelectionBits[newRun, FALSE, active]; -- don't process run twice
IF selectNewRuns THEN SetSelectionBits[newRun, TRUE, normal];
};
[newOutlines: newOutlines] ← ReplaceRun[run, newRun, scene];
bBox ← BoundBoxOfOutlines[newOutlines];
DeselectEntityAllClasses[oldOutline, scene];
FOR list: LIST OF Outline ← newOutlines, list.rest UNTIL list = NIL DO
GGOutline.RemakeSelectionsFromOutline[list.first, scene];
ENDLOOP;
}
ELSE {
DeselectSequence[seq, scene, active]; -- maintain the important invariant
bBox ← GGBoundBox.emptyBoundBox;
};
};
ReplaceRun: PROC [run: Sequence, newRun: Traj, scene: SceneRef] RETURNS [newOutlines: LIST OF Outline, newTraj: Traj ← NIL] = {
Replaces a run with a new one. Returns a list of new outlines created. If only one traj was modified, the new traj is also returned.
IF newRun = NIL THEN [----, newOutlines] ← GGScene.DeleteSequence[run, scene]
ELSE {
newTraj ← GGTraj.SpliceIn[run, newRun];
newOutlines ← LIST[newTraj.parent];
GGScene.DeleteOutline[scene, GGOutline.OutlineOfTraj[run.traj]];
GGScene.AddOutline[scene, newTraj.parent, -1];
};
};
SubstituteForSegment: PUBLIC PROC [traj: Traj, segNum: NAT, newRun: Traj, scene: SceneRef] RETURNS [bBox: BoundBox, newTraj: Traj] = {
Replaces a segment with a new run. If newRun is not NIL, then only one trajectory is modified, and the new trajectory is returned. Also returned is the bbox of modified Outlines.
newOutlines: LIST OF Outline;
replaceSeq: Sequence ← GGSequence.CreateFromSegment[traj, segNum];
GGOutline.SaveSelectionsInOutline[traj.parent, scene];
DeselectTraj[traj, scene, normal];
DeselectTraj[traj, scene, hot];
[newOutlines, newTraj] ← ReplaceRun[replaceSeq, newRun, scene];
FOR list: LIST OF Outline ← newOutlines, list.rest UNTIL list = NIL DO
GGOutline.RemakeSelectionsFromOutline[list.first, scene];
ENDLOOP;
bBox ← BoundBoxOfOutlines[newOutlines];
};
SetSelectionBits: PUBLIC PROC [traj: Traj, selected: BOOL, selectClass: SelectionClass] = {
segGen: GGModelTypes.SegmentGenerator;
jointGen: GGModelTypes.JointGenerator;
joint: Joint;
segGen ← GGSequence.SegmentsInTraj[traj];
FOR seg: Segment ← GGSequence.NextSegment[segGen], GGSequence.NextSegment[segGen] UNTIL seg = NIL DO
SetSegmentField[seg, selected, selectClass];
FOR i: NAT IN [0..seg.class.controlPointCount[seg]-1] DO
seg.class.controlPointFieldSet[seg, i, selected, selectClass];
ENDLOOP;
ENDLOOP;
jointGen ← GGSequence.JointsInTraj[traj];
FOR jointNum: INT ← GGSequence.NextJoint[jointGen], GGSequence.NextJoint[jointGen] UNTIL jointNum = -1 DO
joint ← GGTraj.FetchJoint[traj, jointNum];
SetJointField[joint, selected, selectClass];
ENDLOOP;
};
BoundBoxOfOutlines: PROC [outlines: LIST OF Outline] RETURNS [bBox: BoundBox] = {
bBox ← GGBoundBox.NullBoundBox[];
FOR list: LIST OF Outline ← outlines, list.rest UNTIL list = NIL DO
GGBoundBox.EnlargeByBox[bBox: bBox, by: list.first.boundBox];
ENDLOOP;
};
SliceProc: TYPE = GGSelect.SliceProc;
OutlineProc: TYPE = GGSelect.OutlineProc;
DoForEachSelectedSlice: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass, sliceProc: SliceProc] = {
sliceDescGen: SliceDescriptorGenerator ← SelectedSlices[scene, selectClass];
FOR sliceD: SliceDescriptor ← NextSliceDescriptor[sliceDescGen], NextSliceDescriptor[sliceDescGen] UNTIL sliceD = NIL DO
sliceProc[sliceD];
ENDLOOP;
};
DoForEachSelectedOutline: PUBLIC PROC [scene: SceneRef, selectClass: SelectionClass, outlineProc: OutlineProc] = {
outDGen: GGModelTypes.OutlineDescriptorGenerator ← SelectedOutlines[scene, selectClass];
FOR outlineD: OutlineDescriptor ← NextOutlineDescriptor[outDGen], NextOutlineDescriptor[outDGen] UNTIL outlineD = NIL DO
outlineProc[outlineD];
ENDLOOP;
};
END.