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#pragma once

#ifndef PLASTICVERTEXSELECTION_H
#define PLASTICVERTEXSELECTION_H

// TnzQt includes
#include "toonzqt/multipleselection.h"

#undef DVAPI
#undef DVVAR
#ifdef TOONZQT_EXPORTS
#define DVAPI DV_EXPORT_API
#define DVVAR DV_EXPORT_VAR
#else
#define DVAPI DV_IMPORT_API
#define DVVAR DV_IMPORT_VAR
#endif

//**********************************************************************
//    PlasticVertexSelection  definition
//**********************************************************************

/*!
  \brief    Represents a selection of vertices from the Plastic tool.

  \details  A Plastic vertex selection is a particular case of
            IndexesSelection that also stores the id of the
            skeleton containing the indexed vertexes.
*/

class DVAPI PlasticVertexSelection : public MultipleSelection<int>
{
	typedef MultipleSelection<int> base_type;

	int m_skelId; //!< Skeleton Id containing the vertex

public:
	PlasticVertexSelection(int vIdx = -1, int skelId = -1)
		: m_skelId(skelId)
	{
		if (vIdx >= 0)
			m_objects.push_back(vIdx);
	}

	//! Constructs from a list of vertex indices
	//! \warning The user is responsible for ensuring that the list #does not contain negative indices#
	PlasticVertexSelection(const std::vector<int> &vIdxs, int skelId = -1)
		: base_type(vIdxs), m_skelId(skelId) {}

	void selectNone()
	{
		m_skelId = -1;
		base_type::selectNone();
	}

	operator int() const
	{
		return (objects().size() == 1) ? objects().front() : -1;
	}

	int skeletonId() const { return m_skelId; }
	int &skeletonId() { return m_skelId; }
};

#endif // PLASTICVERTEXSELECTION_H