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)
27 Container::~Container()
30 while (objects.size() > 0)
33 objects.erase(objects.begin());
37 /*virtual*/ void Container::Draw(Painter * painter)
39 for(int i=0; i<(int)objects.size(); i++)
40 objects[i]->Draw(painter);
43 /*virtual*/ Vector Container::Center(void)
49 We need at least *three* handles for this object:
54 We need to think about the intuitive way (if there is any) to grab and
55 manipulate a complex object like this... Need to think, "What should happen when
56 I click here and drag there?"
58 Also: should put the snap logic into the Object base class (as a static method)...
61 /*virtual*/ bool Container::Collided(Vector point)
63 objectWasDragged = false;
64 Vector v1 = position - point;
67 if (state == OSInactive)
69 //printf("Circle: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
70 //printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
71 //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);
73 //How to translate this into pixels from Document space???
74 //Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
75 //the caller knows about the zoom factor and all that good kinda crap
76 if (v1.Magnitude() < 10.0)
80 oldPoint = position; //maybe "position"?
81 draggingHandle1 = true;
84 else if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
93 else if (state == OSSelected)
95 // Here we test for collision with handles as well! (SOON!)
98 if (v1.Magnitude() < 2.0) // Handle #1
99 else if (v2.Magnitude() < 2.0) // Handle #2
101 if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
104 // state = OSInactive;
111 bool collision = false;
113 // NOTE that this deletes the object on mouse down instead of mouse up. Have to
114 // check to see how it feels to do it that way...
117 for(int i=0; i<(int)objects.size(); i++)
119 if (objects[i]->Collided(point))
121 Dimension * dimension = objects[i]->GetAttachedDimension();
123 objects.erase(objects.begin() + i); // Calls the destructor, (deletes the object, I presume... O_o)
125 // If this object had an attached dimension, reattach it to another object, if any...
126 // The only problem with that approach is if the object it gets attached to is deleted,
127 // it will call the dimension to use a NULL pointer and BLAMMO
130 Vector p1 = dimension->GetPoint1();
131 Vector p2 = dimension->GetPoint2();
132 for(int j=0; j<(int)objects.size(); j++)
134 Vector * objectP1 = objects[i]->GetPointAt(p1);
135 Vector * objectP2 = objects[i]->GetPointAt(p2);
138 dimension->SetPoint1(objectP1);
141 dimension->SetPoint2(objectP2);
145 // This only allows deleting objects one at a time...
147 // however, this way of doing things could be problematic if we don't
148 // delete one at a time... Need to come up with a better approach.
154 for(int i=0; i<(int)objects.size(); i++)
156 if (objects[i]->Collided(point))
162 // Do we decouple the state of the generic container from the objects inside??? Mebbe.
168 // The TLC is passing all mouse movement here, so we're doing the same here.
169 // Need to adjust all other objects to handle things correctly.
170 // One optimization that will need to be done eventually is to subdivide the screen
171 // into parts and keep subdividing until an acceptable number of objects lie within
172 // the slice. This way, the GUI will still be responsive and *not* have to test
173 // every object for collision.
174 /*virtual*/ void Container::PointerMoved(Vector point)
176 // objectWasDragged = true;
177 //printf("CONTAINER: PointerMoved()\n");
179 for(int i=0; i<(int)objects.size(); i++)
181 // if (objects[i]->GetState() == OSSelected)
182 objects[i]->PointerMoved(point);
185 // Generic container doesn't need this???
186 // needUpdate = false;
189 /*virtual*/ void Container::PointerReleased(void)
192 draggingHandle1 = false;
193 draggingHandle2 = false;
195 // Here we check for just a click: If object was clicked and dragged, then
196 // revert to the old state (OSInactive). Otherwise, keep the new state that
198 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
199 about keeping track of old states...
201 if (objectWasDragged)
203 //Note that the preceeding is unnecessary for a generic container!
205 for(int i=0; i<(int)objects.size(); i++)
206 objects[i]->PointerReleased();
209 /*virtual*/ bool Container::NeedsUpdate(void)
213 for(int i=0; i<(int)objects.size(); i++)
215 if (objects[i]->NeedsUpdate())
222 /*virtual*/ void Container::Add(Object * object)
224 objects.push_back(object);