overte-lubosz/interface/src/scripting/SelectionScriptingInterface.h
2018-04-30 16:55:42 -07:00

287 lines
11 KiB
C++

// SelectionScriptingInterface.h
// interface/src/scripting
//
// Created by Zach Fox on 2017-08-22.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_SelectionScriptingInterface_h
#define hifi_SelectionScriptingInterface_h
#include <QtCore/QObject>
#include <QtCore/QMap>
#include <DependencyManager.h>
#include <AbstractViewStateInterface.h>
#include "RenderableEntityItem.h"
#include "ui/overlays/Overlay.h"
#include <avatar/AvatarManager.h>
#include <render/HighlightStyle.h>
class GameplayObjects {
public:
GameplayObjects();
bool getContainsData() const { return containsData; }
std::vector<QUuid> getAvatarIDs() const { return _avatarIDs; }
bool addToGameplayObjects(const QUuid& avatarID);
bool removeFromGameplayObjects(const QUuid& avatarID);
std::vector<EntityItemID> getEntityIDs() const { return _entityIDs; }
bool addToGameplayObjects(const EntityItemID& entityID);
bool removeFromGameplayObjects(const EntityItemID& entityID);
std::vector<OverlayID> getOverlayIDs() const { return _overlayIDs; }
bool addToGameplayObjects(const OverlayID& overlayID);
bool removeFromGameplayObjects(const OverlayID& overlayID);
private:
bool containsData { false };
std::vector<QUuid> _avatarIDs;
std::vector<EntityItemID> _entityIDs;
std::vector<OverlayID> _overlayIDs;
};
class SelectionToSceneHandler : public QObject {
Q_OBJECT
public:
SelectionToSceneHandler();
void initialize(const QString& listName);
void updateSceneFromSelectedList();
public slots:
void selectedItemsListChanged(const QString& listName);
private:
QString _listName{ "" };
};
using SelectionToSceneHandlerPointer = QSharedPointer<SelectionToSceneHandler>;
class SelectionHighlightStyle {
public:
SelectionHighlightStyle() {}
void setBoundToList(bool bound) { _isBoundToList = bound; }
bool isBoundToList() const { return _isBoundToList; }
bool fromVariantMap(const QVariantMap& properties);
QVariantMap toVariantMap() const;
render::HighlightStyle getStyle() const { return _style; }
protected:
bool _isBoundToList{ false };
render::HighlightStyle _style;
};
/**jsdoc
* The <code>Selection</code> API provides a means of grouping together avatars, entities, and overlays in named lists.
* @namespace Selection
*
* @hifi-interface
* @hifi-client-entity
*
* @example <caption>Outline an entity when it is grabbed by a controller.</caption>
* // Create a box and copy the following text into the entity's "Script URL" field.
* (function () {
* print("Starting highlight script...............");
* var _this = this;
* var prevID = 0;
* var listName = "contextOverlayHighlightList";
* var listType = "entity";
*
* _this.startNearGrab = function(entityID){
* if (prevID !== entityID) {
* Selection.addToSelectedItemsList(listName, listType, entityID);
* prevID = entityID;
* }
* };
*
* _this.releaseGrab = function(entityID){
* if (prevID !== 0) {
* Selection.removeFromSelectedItemsList("contextOverlayHighlightList", listType, prevID);
* prevID = 0;
* }
* };
*
* var cleanup = function(){
* Entities.findEntities(MyAvatar.position, 1000).forEach(function(entity) {
* try {
* Selection.removeListFromMap(listName);
* } catch (e) {
* print("Error cleaning up.");
* }
* });
* };
*
* Script.scriptEnding.connect(cleanup);
* });
*/
class SelectionScriptingInterface : public QObject, public Dependency {
Q_OBJECT
public:
SelectionScriptingInterface();
/**jsdoc
* Get the names of all the selection lists.
* @function Selection.getListNames
* @return {list[]} An array of names of all the selection lists.
*/
Q_INVOKABLE QStringList getListNames() const;
/**jsdoc
* Delete a named selection list.
* @function Selection.removeListFromMap
* @param {string} listName - The name of the selection list.
* @returns {boolean} <code>true</code> if the selection existed and was successfully removed, otherwise <code>false</code>.
*/
Q_INVOKABLE bool removeListFromMap(const QString& listName);
/**jsdoc
* Add an item to a selection list.
* @function Selection.addToSelectedItemsList
* @param {string} listName - The name of the selection list to add the item to.
* @param {Selection.ItemType} itemType - The type of the item being added.
* @param {Uuid} id - The ID of the item to add to the selection.
* @returns {boolean} <code>true</code> if the item was successfully added, otherwise <code>false</code>.
*/
Q_INVOKABLE bool addToSelectedItemsList(const QString& listName, const QString& itemType, const QUuid& id);
/**jsdoc
* Remove an item from a selection list.
* @function Selection.removeFromSelectedItemsList
* @param {string} listName - The name of the selection list to remove the item from.
* @param {Selection.ItemType} itemType - The type of the item being removed.
* @param {Uuid} id - The ID of the item to remove.
* @returns {boolean} <code>true</code> if the item was successfully removed, otherwise <code>false</code>.
* <codefalse</code> is returned if the list doesn't contain any data.
*/
Q_INVOKABLE bool removeFromSelectedItemsList(const QString& listName, const QString& itemType, const QUuid& id);
/**jsdoc
* Remove all items from a selection.
* @function Selection.clearSelectedItemsList
* @param {string} listName - The name of the selection list.
* @returns {boolean} <code>true</code> if the item was successfully cleared, otherwise <code>false</code>.
*/
Q_INVOKABLE bool clearSelectedItemsList(const QString& listName);
/**jsdoc
* Print out the list of avatars, entities, and overlays in a selection to the <em>debug log</em> (not the script log).
* @function Selection.printList
* @param {string} listName - The name of the selection list.
*/
Q_INVOKABLE void printList(const QString& listName);
/**jsdoc
* Get the list of avatars, entities, and overlays stored in a selection list.
* @function Selection.getSelectedItemsList
* @param {string} listName - The name of the selection list.
* @return {Selection.SelectedItemsList} The content of a selection list. If the list name doesn't exist, the function
* returns an empty object with no properties.
*/
Q_INVOKABLE QVariantMap getSelectedItemsList(const QString& listName) const;
/**jsdoc
* Get the names of the highlighted selection lists.
* @function Selection.getHighlightedListNames
* @return {string[]} An array of names of the selection list currently highlight enabled.
*/
Q_INVOKABLE QStringList getHighlightedListNames() const;
/**jsdoc
* Enable highlighting for a selection list.
* If the selection list doesn't exist, it will be created.
* All objects in the list will be displayed with the highlight effect specified.
* The function can be called several times with different values in the style to modify it.<br />
* Note: This function implicitly calls {@link Selection.enableListToScene}.
* @function Selection.enableListHighlight
* @param {string} listName - The name of the selection list.
* @param {Selection.HighlightStyle} highlightStyle - The highlight style.
* @returns {boolean} true if the selection was successfully enabled for highlight.
*/
Q_INVOKABLE bool enableListHighlight(const QString& listName, const QVariantMap& highlightStyle);
/**jsdoc
* Disable highlighting for the selection list.
* If the selection list doesn't exist or wasn't enabled for highlighting then nothing happens and <code>false</code> is
* returned.<br />
* Note: This function implicitly calls {@link Selection.disableListToScene}.
* @function Selection.disableListHighlight
* @param {string} listName - The name of the selection list.
* @returns {boolean} <code>true</code> if the selection was successfully disabled for highlight, otherwise
* <code>false</code>.
*/
Q_INVOKABLE bool disableListHighlight(const QString& listName);
/**jsdoc
* Enable scene selection for the selection list.
* If the Selection doesn't exist, it will be created.
* All objects in the list will be sent to a scene selection.
* @function Selection.enableListToScene
* @param {string} listName - The name of the selection list.
* @returns {boolean} <code>true</code> if the selection was successfully enabled on the scene, otherwise <code>false</code>.
*/
Q_INVOKABLE bool enableListToScene(const QString& listName);
/**jsdoc
* Disable scene selection for the named selection.
* If the selection list doesn't exist or wasn't enabled on the scene then nothing happens and <code>false</code> is
* returned.
* @function Selection.disableListToScene
* @param {string} listName - The name of the selection list.
* @returns {boolean} true if the selection was successfully disabled on the scene, false otherwise.
*/
Q_INVOKABLE bool disableListToScene(const QString& listName);
/**jsdoc
* Get the highlight style values for the a selection list.
* If the selection doesn't exist or hasn't been highlight enabled yet, an empty object is returned.
* @function Selection.getListHighlightStyle
* @param {string} listName - The name of the selection list.
* @returns {Selection.HighlightStyle} highlight style
*/
Q_INVOKABLE QVariantMap getListHighlightStyle(const QString& listName) const;
GameplayObjects getList(const QString& listName);
render::HighlightStyle getHighlightStyle(const QString& listName) const;
void onSelectedItemsListChanged(const QString& listName);
signals:
/**jsdoc
* Triggered when a list's content changes.
* @function Selection.selectedItemsListChanged
* @param {string} listName - The name of the selection list that changed.
* @returns {Signal}
*/
void selectedItemsListChanged(const QString& listName);
private:
mutable QReadWriteLock _selectionListsLock;
QMap<QString, GameplayObjects> _selectedItemsListMap;
mutable QReadWriteLock _selectionHandlersLock;
QMap<QString, SelectionToSceneHandler*> _handlerMap;
mutable QReadWriteLock _highlightStylesLock;
QMap<QString, SelectionHighlightStyle> _highlightStyleMap;
template <class T> bool addToGameplayObjects(const QString& listName, T idToAdd);
template <class T> bool removeFromGameplayObjects(const QString& listName, T idToRemove);
void setupHandler(const QString& selectionName);
void removeHandler(const QString& selectionName);
};
#endif // hifi_SelectionScriptingInterface_h