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#pragma once
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#include <QObject>
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#include <QList>
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#include <QRectF>
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#include <QMimeData>
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#include "ZxPaintParam.h"
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#include "ZxRenderAlign.h"
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#include "iPlotBase_global.h"
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class ZxRenderItem;
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class ZxSceneItem;
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class QTimer;
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class QTime;
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class ZxSelectionPrivate;
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class ZxSelectionNode;
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/// 当前选择的图件列表.
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/// 已经为大数据量及频繁选择做了优化.
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/// @note 此类的行为类似Qt的shared类.
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class I_PLOTBASE_EXPORT ZxSelection
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{
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public:
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public:
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ZxSelection();
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ZxSelection(const ZxSelection& c);
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~ZxSelection();
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const ZxSelection& operator=(const ZxSelection& c);
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// // 获取实际对象, 以挂接信号
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// QObject & operator*();
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// // 获取实际对象, 以挂接信号
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// const QObject & operator*() const;
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/// 获取实际对象, 以挂接信号
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QObject* qobject() const;
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/// 获取所属的场景
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ZxSceneItem* getScene() const;
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/// 选择
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void add(ZxRenderItem* p, bool force = false);
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/// 选择
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void add(const QList<ZxRenderItem*> & items, bool force = false);
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/// 取消选择
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void remove(ZxRenderItem* p);
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/// 取消选择
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void remove(const QList<ZxRenderItem*> & items);
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/// 反选
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void invert(ZxRenderItem* p, bool force = false);
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/// 反选
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void invert(const QList<ZxRenderItem*> & items, bool force = false);
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/// 清除选择
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void clear();
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/// 获取第一个图元
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/// @return 列表不为空时返回第一个图元, 列表为空时返回NULL
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/// @see begin() end() last()
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ZxRenderItem* first() const;
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/// 获取最后一个图元
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/// @return 列表不为空时最后一个图元, 列表为空时返回NULL
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/// @see begin() end() first()
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ZxRenderItem* last() const;
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/// 转换成list
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QList<ZxRenderItem *> toList() const;
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class I_PLOTBASE_EXPORT const_iterator
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{
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ZxSelectionPrivate * imp;
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ZxSelectionNode* p;
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const_iterator(ZxSelectionPrivate * imp, ZxSelectionNode* p);
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public:
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const_iterator();
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ZxRenderItem* operator*();
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bool operator!=( const const_iterator& ) const;
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bool operator==( const const_iterator& ) const;
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const_iterator& operator++();
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friend class ZxSelection;
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};
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/// Returns an STL-style iterator pointing to the first item in the list.
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/// @see first() last() end()
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/// @code
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/// for(auto it = selection.begin(); it != selection.end(); ++it)
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/// {
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/// ZxRenderItem* p = *it;
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/// // do something
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/// }
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/// @endcode
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const_iterator begin() const;
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/// Returns an STL-style iterator pointing to the imaginary item after the last item in the list.
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/// @see last() last() begin()
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/// @code
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/// for(auto it = selection.begin(); it != selection.end(); ++it)
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/// {
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/// ZxRenderItem* p = *it;
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/// // do something
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/// }
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/// @endcode
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const_iterator end() const;
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/// 列表是否为空
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bool empty() const;
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/// 列表是否为空
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bool isEmpty() const;
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/// 是否单选
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bool isSingle() const;
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/// 选中的图元数量
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int count() const;
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// 选中的图元是否相同类型.
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// @return 类型相同或列表为空时返回true, 否则返回false.
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// @note 根据 item->getClassName() 来判断
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//bool isSameType() const;
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/// 选中的图元的边框的并集
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QRectF getBounds(ZxFilterFun filter = 0);
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/// 选中的图元是否有相同父节点
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bool hasSameParent() const;
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/// 移动选中的图元
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void move(float dx, float dy);
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/// 查找选中图元的最近公共祖先节点
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ZxRenderItem* findCommonAncestor() const;
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/// 对齐算法
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static QList<QRectF> calcAlign(const QList<QRectF> & rects, const QRectF& box, Zx::ChartObjAlign type);
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/// 对齐
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void align(Zx::ChartObjAlign mode);
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/// 目前选中的对象是否支持指定对齐方式
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bool canAlign(Zx::ChartObjAlign mode) const;
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/// 复制到剪贴板
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bool copy() const;
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/// 从剪贴板粘贴
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bool paste();
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/// 模拟重新选择, 可用来实现刷新属性表等功能
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void emulateReSelect();
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/// 判断是否含有指定图元.
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bool contains(ZxRenderItem* p) const;
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private:
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ZxSelection(ZxSceneItem* pScene);
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ZxSelectionPrivate* imp;
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friend class ZxSceneItem;
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friend class ZxSelectionPrivate;
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};
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