1 // container.cpp: Container object
3 // Part of the Architektonas Project
4 // (C) 2011 Underground Software
5 // See the README and GPLv3 files for licensing and warranty information
7 // JLH = James Hammons <jlhamm@acm.org>
10 // --- ---------- ------------------------------------------------------------
11 // JLH 03/30/2011 Created this file
12 // JLH 06/02/2011 Added code to delete objects in this container when they go
16 #include "container.h"
19 #include "dimension.h"
22 Container::Container(Vector p1, Object * p/*= NULL*/): Object(p1, p),
23 dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false)
29 Container::Container(const Container & copy): Object(copy.position, copy.parent)
31 // Use overloaded assignment operator
36 Container::~Container()
42 // Assignment operator
43 Container & Container::operator=(const Container & from)
45 // Take care of self-assignment
51 // Small problem with this approach: if the copied object goes out of scope,
52 // all of the objects we copied in here will be deleted. D'oh!
53 for(uint i=0; i<from.objects.size(); i++)
55 Object * object = from.objects[i];
57 // Need to copy the object here...
59 objects.push_back(object);
66 /*virtual*/ void Container::Draw(Painter * painter)
68 for(int i=0; i<(int)objects.size(); i++)
70 //printf("Container: About to draw (object = $%X)\n", objects[i]);
71 objects[i]->Draw(painter);
76 /*virtual*/ Vector Container::Center(void)
82 We need at least *three* handles for this object:
87 We need to think about the intuitive way (if there is any) to grab and
88 manipulate a complex object like this... Need to think, "What should happen when
89 I click here and drag there?"
91 Also: should put the snap logic into the Object base class (as a static method)...
95 /*virtual*/ bool Container::Collided(Vector point)
97 objectWasDragged = false;
98 Vector v1 = position - point;
101 if (state == OSInactive)
103 //printf("Circle: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
104 //printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
105 //printf(" point = %lf,%lf,%lf; p1 = %lf,%lf,%lf; p2 = %lf,%lf,%lf\n", point.x, point.y, point.z, position.x, position.y, position.z, endpoint.x, endpoint.y, endpoint.z);
107 //How to translate this into pixels from Document space???
108 //Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
109 //the caller knows about the zoom factor and all that good kinda crap
110 if (v1.Magnitude() < 10.0)
114 oldPoint = position; //maybe "position"?
115 draggingHandle1 = true;
118 else if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
127 else if (state == OSSelected)
129 // Here we test for collision with handles as well! (SOON!)
132 if (v1.Magnitude() < 2.0) // Handle #1
133 else if (v2.Magnitude() < 2.0) // Handle #2
135 if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
138 // state = OSInactive;
145 bool collision = false;
147 // NOTE that this deletes the object on mouse down instead of mouse up. Have to
148 // check to see how it feels to do it that way...
151 for(int i=0; i<(int)objects.size(); i++)
153 if (objects[i]->Collided(point))
156 Dimension * dimension = objects[i]->GetAttachedDimension();
158 Object * objectToDelete = objects[i];
159 objects.erase(objects.begin() + i); // Calls the destructor, (deletes the object, I presume... O_o) [NOPE! SURE DOESN'T!]
160 delete objectToDelete;
162 // If this object had an attached dimension, reattach it to another object, if any...
163 // The only problem with that approach is if the object it gets attached to is deleted,
164 // it will call the dimension to use a NULL pointer and BLAMMO
168 Vector p1 = dimension->GetPoint1();
169 Vector p2 = dimension->GetPoint2();
170 for(int j=0; j<(int)objects.size(); j++)
172 Vector * objectP1 = objects[i]->GetPointAt(p1);
173 Vector * objectP2 = objects[i]->GetPointAt(p2);
176 dimension->SetPoint1(objectP1);
179 dimension->SetPoint2(objectP2);
183 // This only allows deleting objects one at a time...
185 // however, this way of doing things could be problematic if we don't
186 // delete one at a time... Need to come up with a better approach.
192 for(int i=0; i<(int)objects.size(); i++)
194 if (objects[i]->Collided(point))
200 // Do we decouple the state of the generic container from the objects inside??? Mebbe.
207 // The TLC is passing all mouse movement here, so we're doing the same here.
208 // Need to adjust all other objects to handle things correctly.
210 // One optimization that will need to be done eventually is to subdivide the screen
211 // into parts and keep subdividing until an acceptable number of objects lie within
212 // the slice. This way, the GUI will still be responsive and *not* have to test
213 // every object for collision.
214 /*virtual*/ void Container::PointerMoved(Vector point)
216 // objectWasDragged = true;
217 //printf("CONTAINER: PointerMoved()\n");
219 for(int i=0; i<(int)objects.size(); i++)
221 // if (objects[i]->GetState() == OSSelected)
222 objects[i]->PointerMoved(point);
225 // Generic container doesn't need this???
226 // needUpdate = false;
230 /*virtual*/ void Container::PointerReleased(void)
233 draggingHandle1 = false;
234 draggingHandle2 = false;
236 // Here we check for just a click: If object was clicked and dragged, then
237 // revert to the old state (OSInactive). Otherwise, keep the new state that
239 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
240 about keeping track of old states...
242 if (objectWasDragged)
244 //Note that the preceeding is unnecessary for a generic container!
246 for(int i=0; i<(int)objects.size(); i++)
247 objects[i]->PointerReleased();
251 /*virtual*/ bool Container::NeedsUpdate(void)
255 for(uint i=0; i<objects.size(); i++)
257 if (objects[i]->NeedsUpdate())
265 /*virtual*/ void Container::Add(Object * object)
267 objects.push_back(object);
268 printf("Container: Added object (=$%X). size = %li\n", object, objects.size());
272 void Container::Clear(void)
275 while (objects.size() > 0)
277 printf("Container: Deleting object ($%X)...\n", objects[0]);
279 objects.erase(objects.begin());
284 /*virtual*/ void Container::Enumerate(FILE * file)
286 // Only put "CONTAINER" markers if *not* the top level container
288 fprintf(file, "CONTAINER\n");
290 for(uint i=0; i<objects.size(); i++)
291 objects[i]->Enumerate(file);
294 fprintf(file, "ENDCONTAINER\n");