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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D Editor of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "resetentitycommand.h"
#include "editorscene.h"
#include "editorsceneitem.h"
#include "editorsceneitemmodel.h"
#include "editorutils.h"
#include <Qt3DCore/QEntity>
#include <QtQml/QQmlEngine>
ResetEntityCommand::ResetEntityCommand(EditorSceneItemModel *sceneModel,
const QString &entityName) :
m_sceneModel(sceneModel),
m_row(0),
m_entityName(entityName),
m_removedEntity(nullptr)
{
setText(QObject::tr("Reset entity"));
}
ResetEntityCommand::~ResetEntityCommand()
{
delete m_removedEntity;
}
void ResetEntityCommand::undo()
{
if (m_removedEntity) {
// Remove the new entity with default values
QModelIndex index = m_sceneModel->getModelIndexByName(m_entityName);
EditorSceneItem *item = m_sceneModel->editorSceneItemFromIndex(index);
bool reselect = item->entity() == m_sceneModel->scene()->selection();
m_sceneModel->removeEntity(index);
// Insert the old entity back
QModelIndex parentIndex = m_sceneModel->getModelIndexByName(m_parentEntityName);
m_sceneModel->insertExistingEntity(m_removedEntity, m_row, parentIndex);
if (reselect)
m_sceneModel->scene()->setSelection(m_removedEntity);
m_removedEntity = nullptr;
}
}
void ResetEntityCommand::redo()
{
QModelIndex index = m_sceneModel->getModelIndexByName(m_entityName);
QModelIndex parentIndex = m_sceneModel->parent(index);
m_parentEntityName = m_sceneModel->entityName(parentIndex);
m_row = index.row();
EditorSceneItem *item = m_sceneModel->editorSceneItemFromIndex(index);
m_type = EditorUtils::insertableEntityType(item->entity());
bool reselect = item->entity() == m_sceneModel->scene()->selection();
// Insert a new entity with default values
Qt3DCore::QEntity *entity = m_sceneModel->createEntity(m_type, QVector3D(), parentIndex);
m_sceneModel->insertExistingEntity(entity, m_row, parentIndex);
entity->setObjectName(m_entityName);
// Remove the old entity
m_removedEntity = m_sceneModel->duplicateEntity(item->entity(), nullptr);
// Grab explicit ownership of the removed entity,
// otherwise QML garbage collector may clean it up.
QQmlEngine::setObjectOwnership(m_removedEntity, QQmlEngine::CppOwnership);
m_sceneModel->removeEntity(index);
// Check if the entity had child entities. Reset model if it did.
foreach (QObject *obj, m_removedEntity->children()) {
Qt3DCore::QEntity *childEntity = qobject_cast<Qt3DCore::QEntity *>(obj);
if (childEntity) {
m_sceneModel->resetModel();
break;
}
}
if (reselect)
m_sceneModel->scene()->setSelection(entity);
}
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