FIX:fix when layers editing mouse click activate model by mistake

Change-Id: I4a457a1deb9fd7100d7d01fb2e29d6216bc3d9fa
This commit is contained in:
liz.li 2022-11-10 10:32:58 +08:00 committed by Lane.Wei
parent 62ae445f97
commit 7f3d9a8edd

View file

@ -3802,69 +3802,71 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
_perform_layer_editing_action(&evt);
}
// BBS: define Alt key to enable volume selection mode
m_selection.set_volume_selection_mode(evt.AltDown() ? Selection::Volume : Selection::Instance);
if (evt.LeftDown() && evt.ShiftDown() && m_picking_enabled && m_layers_editing.state != LayersEditing::Editing) {
if (m_gizmos.get_current_type() != GLGizmosManager::SlaSupports
&& m_gizmos.get_current_type() != GLGizmosManager::FdmSupports
&& m_gizmos.get_current_type() != GLGizmosManager::Seam
&& m_gizmos.get_current_type() != GLGizmosManager::MmuSegmentation) {
m_rectangle_selection.start_dragging(m_mouse.position, evt.ShiftDown() ? GLSelectionRectangle::Select : GLSelectionRectangle::Deselect);
m_dirty = true;
}
}
else {
// Select volume in this 3D canvas.
// Don't deselect a volume if layer editing is enabled or any gizmo is active. We want the object to stay selected
// during the scene manipulation.
if (m_picking_enabled && (!any_gizmo_active || !evt.CmdDown()) && (!m_hover_volume_idxs.empty())) {
if (evt.LeftDown() && !m_hover_volume_idxs.empty()) {
int volume_idx = get_first_hover_volume_idx();
bool already_selected = m_selection.contains_volume(volume_idx);
bool ctrl_down = evt.CmdDown();
Selection::IndicesList curr_idxs = m_selection.get_volume_idxs();
if (already_selected && ctrl_down)
m_selection.remove(volume_idx);
else {
m_selection.add(volume_idx, !ctrl_down, true);
m_mouse.drag.move_requires_threshold = !already_selected;
if (already_selected)
m_mouse.set_move_start_threshold_position_2D_as_invalid();
else
m_mouse.drag.move_start_threshold_position_2D = pos;
}
// propagate event through callback
if (curr_idxs != m_selection.get_volume_idxs()) {
if (m_selection.is_empty())
m_gizmos.reset_all_states();
else
m_gizmos.refresh_on_off_state();
m_gizmos.update_data();
post_event(SimpleEvent(EVT_GLCANVAS_OBJECT_SELECT));
m_dirty = true;
}
// BBS: define Alt key to enable volume selection mode
m_selection.set_volume_selection_mode(evt.AltDown() ? Selection::Volume : Selection::Instance);
if (evt.LeftDown() && evt.ShiftDown() && m_picking_enabled && m_layers_editing.state != LayersEditing::Editing) {
if (m_gizmos.get_current_type() != GLGizmosManager::SlaSupports
&& m_gizmos.get_current_type() != GLGizmosManager::FdmSupports
&& m_gizmos.get_current_type() != GLGizmosManager::Seam
&& m_gizmos.get_current_type() != GLGizmosManager::MmuSegmentation) {
m_rectangle_selection.start_dragging(m_mouse.position, evt.ShiftDown() ? GLSelectionRectangle::Select : GLSelectionRectangle::Deselect);
m_dirty = true;
}
}
else {
// Select volume in this 3D canvas.
// Don't deselect a volume if layer editing is enabled or any gizmo is active. We want the object to stay selected
// during the scene manipulation.
if (!m_hover_volume_idxs.empty()) {
if (evt.LeftDown() && m_moving_enabled && m_mouse.drag.move_volume_idx == -1) {
// Only accept the initial position, if it is inside the volume bounding box.
int volume_idx = get_first_hover_volume_idx();
BoundingBoxf3 volume_bbox = m_volumes.volumes[volume_idx]->transformed_bounding_box();
volume_bbox.offset(1.0);
if ((!any_gizmo_active || !evt.CmdDown()) && volume_bbox.contains(m_mouse.scene_position)) {
m_volumes.volumes[volume_idx]->hover = GLVolume::HS_None;
// The dragging operation is initiated.
m_mouse.drag.move_volume_idx = volume_idx;
m_selection.start_dragging();
m_mouse.drag.start_position_3D = m_mouse.scene_position;
m_sequential_print_clearance_first_displacement = true;
m_moving = true;
if (m_picking_enabled && (!any_gizmo_active || !evt.CmdDown()) && (!m_hover_volume_idxs.empty())) {
if (evt.LeftDown() && !m_hover_volume_idxs.empty()) {
int volume_idx = get_first_hover_volume_idx();
bool already_selected = m_selection.contains_volume(volume_idx);
bool ctrl_down = evt.CmdDown();
Selection::IndicesList curr_idxs = m_selection.get_volume_idxs();
if (already_selected && ctrl_down)
m_selection.remove(volume_idx);
else {
m_selection.add(volume_idx, !ctrl_down, true);
m_mouse.drag.move_requires_threshold = !already_selected;
if (already_selected)
m_mouse.set_move_start_threshold_position_2D_as_invalid();
else
m_mouse.drag.move_start_threshold_position_2D = pos;
}
// propagate event through callback
if (curr_idxs != m_selection.get_volume_idxs()) {
if (m_selection.is_empty())
m_gizmos.reset_all_states();
else
m_gizmos.refresh_on_off_state();
m_gizmos.update_data();
post_event(SimpleEvent(EVT_GLCANVAS_OBJECT_SELECT));
m_dirty = true;
}
}
}
if (!m_hover_volume_idxs.empty()) {
if (evt.LeftDown() && m_moving_enabled && m_mouse.drag.move_volume_idx == -1) {
// Only accept the initial position, if it is inside the volume bounding box.
int volume_idx = get_first_hover_volume_idx();
BoundingBoxf3 volume_bbox = m_volumes.volumes[volume_idx]->transformed_bounding_box();
volume_bbox.offset(1.0);
if ((!any_gizmo_active || !evt.CmdDown()) && volume_bbox.contains(m_mouse.scene_position)) {
m_volumes.volumes[volume_idx]->hover = GLVolume::HS_None;
// The dragging operation is initiated.
m_mouse.drag.move_volume_idx = volume_idx;
m_selection.start_dragging();
m_mouse.drag.start_position_3D = m_mouse.scene_position;
m_sequential_print_clearance_first_displacement = true;
m_moving = true;
}
}
}
}