/**************************************************************************** ** ** 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 #include 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(obj); if (childEntity) { m_sceneModel->resetModel(); break; } } if (reselect) m_sceneModel->scene()->setSelection(entity); }