// $Id: selop.h 1552 2006-07-26 13:43:02Z phil $ /* @@tag:xara-cn@@ DO NOT MODIFY THIS LINE ================================XARAHEADERSTART=========================== Xara LX, a vector drawing and manipulation program. Copyright (C) 1993-2006 Xara Group Ltd. Copyright on certain contributions may be held in joint with their respective authors. See AUTHORS file for details. LICENSE TO USE AND MODIFY SOFTWARE ---------------------------------- This file is part of Xara LX. Xara LX is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. Xara LX and its component source files are distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. 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Xara Group Ltd, Gaddesden Place, Hemel Hempstead, HP2 6EX, UK. http://www.xara.com/ =================================XARAHEADEREND============================ */ /* * */ #ifndef INC_SELOP #define INC_SELOP #include "undoop.h" /******************************************************************************************** > class SelOperation: public UndoableOperation Author: Simon_Maneggio (Xara Group Ltd) Created: 15/2/94 Purpose: A SelOperation SeeAlso: TransOperation ********************************************************************************************/ class CCAPI SelOperation:public UndoableOperation { CC_DECLARE_DYNCREATE( SelOperation ) public: SelOperation(); virtual ~SelOperation(); BOOL DoStartSelOp(BOOL RenderEndSelStateBlobs, BOOL RenderStartSelStateBlobs=TRUE, BOOL UndoRenderEndSelStateBlobs=FALSE, BOOL UndoRenderStartSelStateBlobs=FALSE ); virtual void End(); // Karim 21/01/2000 - see UndoableOperation base implementation. virtual BOOL MayChangeNodeBounds() const { return TRUE; } virtual BOOL GetStarted() const { return m_bStartCalled; } // -------------------------------------------------------------------------------------- // Phil 16/02/2005 // // Functions for applying attributes to nodes // Previously in OpApplyAttribstoSelected // Moved here so that any op can apply attributes and have the correct actions added // to its own undo lists // public: static BOOL DoApply(SelOperation* pOp, Node* CurrentNode, NodeAttribute* Attrib, BOOL Mutate, BOOL InvalidateRegion = TRUE, BOOL KeepExistingCharacteristics = TRUE, BOOL bOptimise = TRUE, BOOL* AttribWasRequired = NULL, BOOL* pbCanDiscardUndo = NULL ); static BOOL InvalidateNodeRegion( SelOperation* pOp, NodeRenderableBounded* CurrentNode, NodeAttribute* Attrib, BOOL Mutate); static BOOL ReleaseCachedForAttrApply(NodeRenderableBounded* pNode, BOOL bEffectRootOnly); virtual BOOL DoAttributesSelected(List& AttribsToApply, UINT32 OpName, BOOL bPasteAttrs); virtual BOOL DoApplyAttribsToSelection(OpParam* pOpParam, BOOL bClearIfNoneApplied = FALSE); virtual BOOL DoApplyToSelection(List* Attribs, List* AttrGroupList, BOOL* pAttribWasRequired); virtual BOOL DoApply(Node* CurrentNode, NodeAttribute* Attrib, BOOL Mutate, BOOL InvalidateRegion = TRUE, BOOL KeepExistingCharacteristics = TRUE, BOOL* AttribWasRequired = NULL, BOOL* pbCanDiscardUndo = NULL ); protected: virtual BOOL ApplyAttributeToBrush(Node* pCurrentNode, NodeAttribute* pAttr); virtual BOOL ApplyLineWidthToBrush(AttrBrushType* pAttrBrush, NodeRenderableInk* pBrushedNode, NodeAttribute* pAttr); virtual BOOL ApplyStrokeColourToBrush(AttrBrushType* pAttrBrush, NodeRenderableInk* pBrushedNode); virtual BOOL ApplyTransparencyToBrush(AttrBrushType* pAttrBrush, NodeRenderableInk* pBrushedNode); virtual BOOL ApplyBrushAttr(Node* pCurrentNode, AttrBrushType* pAttrBrush); private: BOOL DoEndSelOp(); // Called by End() // A pointer to a selection state object required by RestoreSelections actions. // Created in DoStartSelectionOp() SelectionState* SelState; // Flag so that derived member funcs can determine whether StartSelOp has been called // on this op yet BOOL m_bStartCalled; // Used in the End() method to dermine if we should save the selection state at the end of // the operation or not. static BOOL RenderEndSelStateBlobs; static BOOL RenderStartSelStateBlobs; static BOOL UndoRenderEndSelStateBlobs; static BOOL UndoRenderStartSelStateBlobs; }; #endif