+void DrawingView::LineHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+/* toolObj[0] = NULL;
+
+ // Check to see if we can do a circle tangent snap
+ if (numHovered == 1)
+ {
+ VPVector hover = GetHovered();
+ Object * obj = (Object *)hover[0];
+
+ // Save for later if the object clicked was a circle (need to check that it wasn't the center clicked on, because that will fuck up connecting centers of circles with lines... and now we do! :-)
+ if ((obj->type == OTCircle) && (obj->hitPoint[0] == false))
+ toolObj[0] = obj;
+ }*/
+
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ {
+ toolPoint[1] = p;
+/* bool isCircle = false;
+
+ if (numHovered == 1)
+ {
+ VPVector hover = GetHovered();
+ Object * obj = (Object *)hover[0];
+
+ if ((obj->type == OTCircle) && (obj->hitPoint[0] == false))
+ {
+ isCircle = true;
+ toolObj[1] = obj;
+ }
+ }
+
+ // Adjust initial point if it's on a circle (tangent point)
+ if (toolObj[0] != NULL)
+ {
+ if (isCircle)
+ {
+ Geometry::FindTangents(toolObj[0], toolObj[1]);
+
+ if (Global::numIntersectPoints > 0)
+ {
+ toolPoint[0] = Global::intersectPoint[0];
+ toolPoint[1] = Global::intersectPoint[1];
+ }
+ }
+ else
+ {
+ Geometry::FindTangents(toolObj[0], p);
+
+ if (Global::numIntersectPoints > 0)
+ toolPoint[0] = Global::intersectPoint[0];
+ }
+ }
+ else
+ {
+ if (isCircle)
+ {
+ Geometry::FindTangents(toolObj[1], toolPoint[0]);
+
+ if (Global::numIntersectPoints > 0)
+ toolPoint[1] = Global::intersectPoint[0];
+ }
+ }*/
+ }
+
+ break;
+
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ Line * l = new Line(toolPoint[0], toolPoint[1], Global::penWidth, Global::penColor, Global::penStyle);
+ l->layer = Global::activeLayer;
+ document.objects.push_back(l);
+ toolPoint[0] = toolPoint[1];
+ }
+ }
+}
+
+void DrawingView::CircleHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ double length = Vector::Magnitude(toolPoint[0], toolPoint[1]);
+ Circle * c = new Circle(toolPoint[0], length, Global::penWidth, Global::penColor, Global::penStyle);
+ c->layer = Global::activeLayer;
+ document.objects.push_back(c);
+ toolPoint[0] = toolPoint[1];
+ Global::toolState = TSNone;
+ }
+ }
+}
+
+void DrawingView::ArcHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ toolPoint[1] = p;
+ else if (Global::toolState == TSPoint3)
+ toolPoint[2] = p;
+ else
+ toolPoint[3] = p;
+
+ break;
+
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ toolPoint[1] = p;
+ else if (Global::toolState == TSPoint3)
+ {
+ toolPoint[2] = p;
+ angleSnap = true;
+ }
+ else
+ {
+ toolPoint[3] = p;
+ angleSnap = true;
+ }
+
+ break;
+
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ Global::toolState = TSPoint2;
+ }
+ else if (Global::toolState == TSPoint2)
+ {
+ if (shiftDown)
+ {
+ // Key override is telling us to start arc at new center, not
+ // continue the current one.
+ toolPoint[0] = toolPoint[1];
+ return;
+ }
+
+ // Set the radius in toolPoint[1].x
+ toolPoint[1].x = Vector::Magnitude(toolPoint[0], toolPoint[1]);
+ Global::toolState = TSPoint3;
+ }
+ else if (Global::toolState == TSPoint3)
+ {
+ // Set the angle in toolPoint[2].x
+ toolPoint[2].x = Vector::Angle(toolPoint[0], toolPoint[2]);
+ Global::toolState = TSPoint4;
+ }
+ else
+ {
+ double endAngle = Vector::Angle(toolPoint[0], toolPoint[3]);
+ double span = endAngle - toolPoint[2].x;
+
+ if (span < 0)
+ span += TAU;
+
+ Arc * arc = new Arc(toolPoint[0], toolPoint[1].x, toolPoint[2].x, span, Global::penWidth, Global::penColor, Global::penStyle);
+ arc->layer = Global::activeLayer;
+ document.objects.push_back(arc);
+ Global::toolState = TSNone;
+ }
+ }
+}
+
+void DrawingView::RotateHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ {
+ toolPoint[0] = p;
+// SavePointsFrom(select, toolScratch);
+ CopyObjects(select, toolScratch2);
+ Global::toolState = TSPoint1;
+ }
+ else if (Global::toolState == TSPoint1)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+
+ case ToolMouseMove:
+ if ((Global::toolState == TSPoint1) || (Global::toolState == TSNone))
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ {
+ toolPoint[1] = p;
+
+ if (shiftDown)
+ return;
+
+ angleSnap = true;
+ double angle = Vector(toolPoint[0], toolPoint[1]).Angle();
+ VPVectorIter j = select.begin();
+// std::vector<Object>::iterator i = toolScratch.begin();
+ VPVectorIter i = toolScratch2.begin();
+
+// for(; i!=toolScratch.end(); i++, j++)
+ for(; i!=toolScratch2.end(); i++, j++)
+ {
+// Object objT = *i;
+// Point p1 = Geometry::RotatePointAroundPoint(objT.p[0], toolPoint[0], angle);
+// Point p2 = Geometry::RotatePointAroundPoint(objT.p[1], toolPoint[0], angle);
+ Object * objT = (Object *)(*i);
+ Object * objS = (Object *)(*j);
+
+ Point p1 = Geometry::RotatePointAroundPoint(objT->p[0], toolPoint[0], angle);
+ Point p2 = Geometry::RotatePointAroundPoint(objT->p[1], toolPoint[0], angle);
+
+ objS->p[0] = p1;
+ objS->p[1] = p2;
+
+// if (objT.type == OTArc || objT.type == OTText)
+ if (objT->type == OTArc || objT->type == OTText)
+ {
+// objS->angle[0] = objT.angle[0] + angle;
+ objS->angle[0] = objT->angle[0] + angle;
+
+ if (objS->angle[0] > TAU)
+ objS->angle[0] -= TAU;
+ }
+// else if (objT.type == OTContainer)
+ else if (objT->type == OTContainer)
+ {
+ // OK, this doesn't work because toolScratch only has points and nothing in the containers... [ACTUALLY... toolScratch is is a vector of type Object... which DOESN'T have an objects vector in it...]
+// Container * c = (Container *)&objT;
+ Container * c = (Container *)objT;
+ Container * c2 = (Container *)objS;
+ VPVectorIter l = c->objects.begin();
+ // TODO: Rotate items in the container
+ // TODO: Make this recursive
+ for(VPVectorIter k=c2->objects.begin(); k!=c2->objects.end(); k++, l++)
+ {
+ Object * obj3 = (Object *)(*k);
+ Object * obj4 = (Object *)(*l);
+
+ p1 = Geometry::RotatePointAroundPoint(obj4->p[0], toolPoint[0], angle);
+ p2 = Geometry::RotatePointAroundPoint(obj4->p[1], toolPoint[0], angle);
+
+ obj3->p[0] = p1;
+ obj3->p[1] = p2;
+// obj3->angle[0] = objT.angle[0] + angle;
+ obj3->angle[0] = obj4->angle[0] + angle;
+
+ if (obj3->angle[0] > TAU)
+ obj3->angle[0] -= TAU;
+ }
+
+ Rect r = GetObjectExtents(objS);
+ c2->p[0] = r.TopLeft();
+ c2->p[1] = r.BottomRight();
+ }
+ }
+ }
+
+ break;
+
+ case ToolMouseUp:
+ if (Global::toolState == TSPoint1)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ // Either we're finished with our rotate, or we're stamping a copy.
+ if (ctrlDown)
+ {
+ // Stamp a copy of the selection at the current rotation & bail
+ VPVector temp;
+ CopyObjects(select, temp);
+ ClearSelected(temp);
+ AddObjectsTo(document.objects, temp);
+// RestorePointsTo(select, toolScratch);
+ RestorePointsTo(select, toolScratch2);
+ return;
+ }
+
+ toolPoint[0] = p;
+ Global::toolState = TSPoint1;
+// SavePointsFrom(select, toolScratch);
+ DeleteContents(toolScratch2);
+ CopyObjects(select, toolScratch2);
+ }
+
+ break;
+
+ case ToolKeyDown:
+ // Reset the selection if shift held down...
+ if (shiftDown)
+// RestorePointsTo(select, toolScratch);
+ RestorePointsTo(select, toolScratch2);
+
+ break;
+
+ case ToolKeyUp:
+ // Reset selection when key is let up
+ if (!shiftDown)
+ RotateHandler(ToolMouseMove, toolPoint[1]);
+
+ break;
+
+ case ToolCleanup:
+// RestorePointsTo(select, toolScratch);
+ RestorePointsTo(select, toolScratch2);
+ DeleteContents(toolScratch2);
+ }
+}
+
+void DrawingView::MirrorHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ {
+ toolPoint[0] = p;
+ SavePointsFrom(select, toolScratch);
+ Global::toolState = TSPoint1;
+ }
+ else if (Global::toolState == TSPoint1)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+
+ case ToolMouseMove:
+ if ((Global::toolState == TSPoint1) || (Global::toolState == TSNone))
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ {
+ toolPoint[1] = p;
+
+ if (shiftDown)
+ return;
+
+ angleSnap = true;
+ double angle = Vector(toolPoint[0], toolPoint[1]).Angle();
+ VPVectorIter j = select.begin();
+ std::vector<Object>::iterator i = toolScratch.begin();
+
+ for(; i!=toolScratch.end(); i++, j++)
+ {
+ Object obj = *i;
+ Point p1 = Geometry::MirrorPointAroundLine(obj.p[0], toolPoint[0], toolPoint[1]);
+ Point p2 = Geometry::MirrorPointAroundLine(obj.p[1], toolPoint[0], toolPoint[1]);
+ Object * obj2 = (Object *)(*j);
+ obj2->p[0] = p1;
+ obj2->p[1] = p2;
+
+/*
+N.B.: When mirroring an arc thru a horizontal axis, this causes the arc to have
+ a negative start angle which makes it impossible to interact with.
+ !!! FIX !!!
+*/
+ if (obj.type == OTArc)
+ {
+ // This is 2*mirror angle - obj angle - obj span
+ obj2->angle[0] = (2.0 * angle) - obj.angle[0] - obj.angle[1];
+
+ if (obj2->angle[0] > TAU)
+ obj2->angle[0] -= TAU;
+ }
+ }
+ }
+
+ break;
+
+ case ToolMouseUp:
+ if (Global::toolState == TSPoint1)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ // Either we're finished with our rotate, or we're stamping a copy.
+ if (ctrlDown)
+ {
+ // Stamp a copy of the selection at the current rotation & bail
+ VPVector temp;
+ CopyObjects(select, temp);
+ ClearSelected(temp);
+ AddObjectsTo(document.objects, temp);
+ RestorePointsTo(select, toolScratch);
+ return;
+ }
+
+ toolPoint[0] = p;
+ Global::toolState = TSPoint1;
+ SavePointsFrom(select, toolScratch);
+ }
+
+ break;
+
+ case ToolKeyDown:
+ // Reset the selection if shift held down...
+ if (shiftDown)
+ RestorePointsTo(select, toolScratch);
+
+ break;
+
+ case ToolKeyUp:
+ // Reset selection when key is let up
+ if (!shiftDown)
+ MirrorHandler(ToolMouseMove, toolPoint[1]);
+
+ break;
+
+ case ToolCleanup:
+ RestorePointsTo(select, toolScratch);
+ }
+}
+
+void DrawingView::DimensionHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ Dimension * d = new Dimension(toolPoint[0], toolPoint[1], DTLinear, 0, Global::penWidth);
+ d->layer = Global::activeLayer;
+ document.objects.push_back(d);
+ Global::toolState = TSNone;
+ }
+ }
+}
+
+void DrawingView::DeleteHandler(int mode, Point /*p*/)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ {
+ VPVector hovered = GetHovered();
+
+ RemoveHoveredObjects(document.objects);
+ DeleteContents(hovered);
+ }
+ break;
+
+ case ToolMouseMove:
+ break;
+
+ case ToolMouseUp:
+ break;
+
+ case ToolKeyDown:
+ break;
+
+ case ToolKeyUp:
+ break;
+
+ case ToolCleanup:
+ break;
+ }
+}
+
+void DrawingView::TriangulateHandler(int mode, Point /*p*/)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ {
+ // Skip if nothing hovered...
+ if (numHovered != 1)
+ break;
+
+ VPVector hover = GetHovered();
+ Object * obj = (Object *)hover[0];
+
+ // Skip if it's not a line...
+ if (obj->type != OTLine)
+ break;
+
+ if (Global::toolState == TSNone)
+ toolObj[0] = obj;
+ else if (Global::toolState == TSPoint2)
+ toolObj[1] = obj;
+ else
+ toolObj[2] = obj;
+
+ break;
+ }
+#if 0
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ toolPoint[1] = p;
+ else if (Global::toolState == TSPoint3)
+ {
+ toolPoint[2] = p;
+ angleSnap = true;
+ }
+ else
+ {
+ toolPoint[3] = p;
+ angleSnap = true;
+ }
+
+ break;
+#endif
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ Global::toolState = TSPoint2;
+ }
+ else if (Global::toolState == TSPoint2)
+ {
+/* if (shiftDown)
+ {
+ // Key override is telling us to start arc at new center, not
+ // continue the current one.
+ toolPoint[0] = toolPoint[1];
+ return;
+ }*/
+
+ Global::toolState = TSPoint3;
+ }
+ else
+ {
+ double len2 = Vector::Magnitude(toolObj[1]->p[0], toolObj[1]->p[1]);
+ double len3 = Vector::Magnitude(toolObj[2]->p[0], toolObj[2]->p[1]);
+
+ Circle c1(toolObj[0]->p[0], len2);
+ Circle c2(toolObj[0]->p[1], len3);
+
+ Geometry::CheckCircleToCircleIntersection((Object *)&c1, (Object *)&c2);
+
+ // Only move lines if the triangle formed by them is not degenerate
+ if (Global::numIntersectPoints > 0)
+ {
+ toolObj[1]->p[0] = toolObj[0]->p[0];
+ toolObj[1]->p[1] = Global::intersectPoint[0];
+
+ toolObj[2]->p[0] = Global::intersectPoint[0];
+ toolObj[2]->p[1] = toolObj[0]->p[1];
+ }
+
+ Global::toolState = TSNone;
+ }
+ }
+}
+
+void DrawingView::TrimHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ {
+ }
+ break;
+
+ case ToolMouseMove:
+ {
+ // Bail out if nothing hovered...
+ if (numHovered != 1)
+ {
+ toolObj[0] = NULL;
+ return;
+ }
+
+ VPVector hover = GetHovered();
+ Object * obj = (Object *)hover[0];
+
+ // Skip if it's not a line...
+ if (obj->type != OTLine)
+ {
+ toolObj[0] = NULL;
+ return;
+ }
+
+ toolObj[0] = obj;
+ double hoveredParam = Geometry::ParameterOfLineAndPoint(obj->p[0], obj->p[1], p);
+ double t = 0, u = 1.0;
+
+ // Currently only deal with line against line trimming, can expand to
+ // others as well (line/circle, circle/circle, line/arc, etc)
+ VPVectorIter i;
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ obj = (Object *)(*i);
+
+ if (obj == toolObj[0])
+ continue;
+ else if (obj->type != OTLine)
+ continue;
+
+ Geometry::CheckLineToLineIntersection(toolObj[0], obj);
+
+ if (Global::numIntersectParams > 0)
+ {
+ // Skip endpoint-endpoint intersections
+ if ((Global::numIntersectParams == 2)
+ && (Global::intersectParam[0] == 0
+ || Global::intersectParam[0] == 1.0)
+ && (Global::intersectParam[1] == 0
+ || Global::intersectParam[1] == 1.0))
+ continue;
+
+ // Mark the line segment somehow (the side the mouse is on) so that it can be drawn & trimmed when we hit ToolMouseDown.
+ if ((Global::intersectParam[0] > t) && (Global::intersectParam[0] < hoveredParam))
+ t = Global::intersectParam[0];
+
+ if ((Global::intersectParam[0] < u) && (Global::intersectParam[0] > hoveredParam))
+ u = Global::intersectParam[0];
+ }
+ }
+
+ toolParam[0] = t;
+ toolParam[1] = u;
+ toolPoint[0] = Geometry::GetPointForParameter(toolObj[0], t);
+ toolPoint[1] = Geometry::GetPointForParameter(toolObj[0], u);
+ }
+ break;
+
+ case ToolMouseUp:
+ {
+ // Bail out if there's no object to trim
+ if (toolObj[0] == NULL)
+ return;
+
+ Vector v(toolObj[0]->p[0], toolObj[0]->p[1]);
+
+ // Check to see which case we have.
+ if ((toolParam[0] == 0) && (toolParam[1] == 1.0))
+ {
+ // There was no intersection, so delete the object
+ toolObj[0]->selected = true;
+ DeleteSelectedObjects(document.objects);
+ }
+ else if (toolParam[0] == 0)
+ {
+ // We delete the end near point #1
+ toolObj[0]->p[0] = toolObj[0]->p[0] + (v * toolParam[1]);
+ }
+ else if (toolParam[1] == 1.0)
+ {
+ // We delete the end near point #2
+ toolObj[0]->p[1] = toolObj[0]->p[0] + (v * toolParam[0]);
+ }
+ else
+ {
+ // We delete the segment in between, and create a new line in the process
+ Point p1 = toolObj[0]->p[0] + (v * toolParam[0]);
+ Point p2 = toolObj[0]->p[0] + (v * toolParam[1]);
+ Point p3 = toolObj[0]->p[1];
+ toolObj[0]->p[1] = p1;
+ Line * l = new Line(p2, p3, toolObj[0]->thickness, toolObj[0]->color, toolObj[0]->style);
+ document.objects.push_back(l);
+// Global::toolState = TSNone;
+ }
+
+ toolObj[0]->hitObject = toolObj[0]->hitPoint[0] = toolObj[0]->hitPoint[1] = false;
+ toolObj[0] = NULL;
+ }
+ break;
+
+ case ToolKeyDown:
+ break;
+
+ case ToolKeyUp:
+ break;
+
+ case ToolCleanup:
+ break;
+ }
+}
+
+void DrawingView::ParallelHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (numHovered == 1)
+ {
+ // New selection made...
+ VPVector hover = GetHovered();
+ toolObj[0] = (Object *)hover[0];
+ Global::toolState = TSNone;
+ }
+ else if ((numHovered == 0) && (toolObj[0] != NULL))
+ {
+ double length = Vector::Magnitude(toolObj[0]->p[0], toolPoint[0]);
+ bool inside = (length >= toolObj[0]->radius[0] ? false : true);
+
+ // Stamp out new parallel object(s)...
+ for(int i=1; i<=Global::parallelNum; i++)
+ {
+ if (toolObj[0]->type == OTLine)
+ {
+ Line * l = new Line(toolObj[0]->p[0] + (toolPoint[0] * Global::parallelDist * (double)i), toolObj[0]->p[1] + (toolPoint[0] * Global::parallelDist * (double)i), Global::penWidth, Global::penColor, Global::penStyle);
+ // Should probably have a user selection for this whether it goes into the selected objects layer or the global layer...
+ l->layer = toolObj[0]->layer;
+ document.objects.push_back(l);
+ }
+ else if (toolObj[0]->type == OTCircle)
+ {
+ double radius = toolObj[0]->radius[0] + ((double)i * Global::parallelDist * (inside ? -1.0 : 1.0));
+
+ if (radius > 0)
+ {
+ Circle * c = new Circle(toolObj[0]->p[0], radius, Global::penWidth, Global::penColor, Global::penStyle);
+ c->layer = toolObj[0]->layer;
+ document.objects.push_back(c);
+ }
+ }
+ else if (toolObj[0]->type == OTArc)
+ {
+ double radius = toolObj[0]->radius[0] + ((double)i * Global::parallelDist * (inside ? -1.0 : 1.0));
+
+ if (radius > 0)
+ {
+ Arc * a = new Arc(toolObj[0]->p[0], radius, toolObj[0]->angle[0], toolObj[0]->angle[1], Global::penWidth, Global::penColor, Global::penStyle);
+ a->layer = toolObj[0]->layer;
+ document.objects.push_back(a);
+ }
+ }
+ }
+
+ // Then reset the state
+ toolObj[0]->selected = false;
+ toolObj[0] = NULL;
+ Global::toolState = TSNone;
+ }
+
+ break;
+
+ case ToolMouseMove:
+ if ((numHovered == 0) && toolObj[0] != NULL)
+ Global::toolState = TSPoint1;
+ else
+ Global::toolState = TSNone;
+
+ if (Global::toolState == TSPoint1)
+ {
+ // Figure out which side of the object we're on, and draw the preview on that side...
+ if (toolObj[0]->type == OTLine)
+ {
+ Vector normal = Geometry::GetNormalOfPointAndLine(p, (Line *)toolObj[0]);
+ toolPoint[0] = normal;
+ }
+ else if ((toolObj[0]->type == OTCircle) || (toolObj[0]->type == OTArc))
+ {
+ toolPoint[0] = p;
+ }
+ }
+
+ break;
+
+ case ToolMouseUp:
+ break;
+
+ case ToolKeyDown:
+ break;
+
+ case ToolKeyUp:
+ break;
+
+ case ToolCleanup:
+ break;
+ }
+}
+
+void DrawingView::mousePressEvent(QMouseEvent * event)
+{
+ if (event->button() == Qt::LeftButton)
+ {
+ Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+
+ // Handle tool processing, if any
+ if (Global::tool)
+ {
+ if (hoveringIntersection)
+ point = intersectionPoint;
+ else if (hoverPointValid)
+ point = hoverPoint;
+ else if (Global::snapToGrid)
+ point = SnapPointToGrid(point);
+
+ ToolHandler(ToolMouseDown, point);
+ return;
+ }
+
+ // Clear the selection only if CTRL isn't being held on click
+ if (!ctrlDown)
+ ClearSelected(document.objects);
+
+ // If any objects are being hovered on click, deal with 'em
+ if (numHovered > 0)
+ {
+ VPVector hover2 = GetHovered();
+ dragged = (Object *)hover2[0];
+
+ // Alert the pen widget
+ if (Global::penDropper)
+ {
+ Global::penColor = dragged->color;
+ Global::penWidth = dragged->thickness;
+ Global::penStyle = dragged->style;
+ emit ObjectSelected(dragged);
+ return;
+ }
+ else if (Global::penStamp)
+ {
+ dragged->color = Global::penColor;
+ dragged->thickness = Global::penWidth;
+ dragged->style = Global::penStyle;
+ return;
+ }
+ // See if anything is using just a straight click on a custom
+ // object handle (like Dimension objects)
+ else if (HandleObjectClicked())
+ {
+ update();
+ return;
+ }
+
+ draggingObject = true;
+ HandleSelectionClick(hover2);
+ update(); // needed??
+
+ // Needed for grab & moving objects
+ // We do it *after*... why? (doesn't seem to confer any advantage...)
+ if (hoveringIntersection)
+ oldPoint = intersectionPoint;
+ else if (hoverPointValid)
+ oldPoint = hoverPoint;
+ else if (Global::snapToGrid)
+ oldPoint = SnapPointToGrid(point);
+
+ // Needed for fixed length handling
+ if (Global::fixedLength)
+ {
+ if (dragged->type == OTLine)
+ dragged->length = ((Line *)dragged)->Length();
+ }
+
+ // Needed for fixed angle handling
+ if (Global::fixedAngle)
+ {
+ if (dragged->type == OTLine)
+ dragged->p[2] = ((Line *)dragged)->Unit();
+ }
+
+ if (dragged->type == OTCircle)
+ {
+ // Save for informative text, uh, er, informing
+ dragged->length = dragged->radius[0];
+ }
+
+ return;
+ }
+
+ // Didn't hit any object and not using a tool, so do a selection
+ // rectangle
+ Global::selectionInProgress = true;
+ Global::selection.setTopLeft(QPointF(point.x, point.y));
+ Global::selection.setBottomRight(QPointF(point.x, point.y));
+ select = GetSelection();
+ }
+ else if (event->button() == Qt::MiddleButton)
+ {
+ scrollDrag = true;
+ oldPoint = Vector(event->x(), event->y());
+ // Should also change the mouse pointer as well...
+ setCursor(Qt::SizeAllCursor);
+ }
+}
+
+void DrawingView::mouseMoveEvent(QMouseEvent * event)
+{
+ // It seems that wheelEvent() triggers this for some reason...
+ if (scrollWheelSeen)
+ {
+ scrollWheelSeen = false;
+ return;
+ }
+
+ Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+ Global::selection.setBottomRight(QPointF(point.x, point.y));
+ // Only needs to be done here, as mouse down is always preceded by movement
+ Global::snapPointIsValid = false;
+ hoveringIntersection = false;
+ oldScrollPoint = Vector(event->x(), event->y());
+
+ // Scrolling...
+ if ((event->buttons() & Qt::MiddleButton) || scrollDrag)
+ {
+ point = Vector(event->x(), event->y());
+ // Since we're using Qt coords for scrolling, we have to adjust them
+ // here to conform to Cartesian coords, since the origin is using
+ // Cartesian. :-)
+ Vector delta(oldPoint, point);
+ delta /= Global::zoom;
+ delta.y = -delta.y;
+ Global::origin -= delta;
+
+// UpdateGridBackground();
+ update();
+ oldPoint = point;
+ return;
+ }
+
+ // If we're doing a selection rect, see if any objects are engulfed by it
+ // (implies left mouse button held down)
+ if (Global::selectionInProgress)
+ {
+ CheckObjectBounds();
+
+ // Make sure previously selected objects stay selected (CTRL held)
+ for(VPVectorIter i=select.begin(); i!=select.end(); i++)
+ {
+ // Make sure *not* to select items on hidden layers
+ if (Global::layerHidden[((Object *)(*i))->layer] == false)
+ ((Object *)(*i))->selected = true;
+ }
+
+ update();
+ return;
+ }
+
+ // Do object hit testing...
+ bool needUpdate = HitTestObjects(point);
+ VPVector hover2 = GetHovered(true); // Exclude dimension objects and circle centers (probably need to add arc centers too) from hover (also dragged objects...)
+#if 0
+{
+if (needUpdate)
+{
+ printf("mouseMoveEvent:: numHovered=%li, hover2.size()=%li\n", numHovered, hover2.size());
+
+ if (hover2.size() > 0)
+ printf(" (hover2[0]=$%llX, type=%s)\n", hover2[0], objName[((Object *)hover2[0])->type]);
+}
+}
+#endif
+
+ // Check for multi-hover...
+ if (hover2.size() > 1)
+ {
+//need to check for case where hover is over 2 circles and a 3rd's center (no longer a problem, I think)...
+ Object * obj1 = (Object *)hover2[0], * obj2 = (Object *)hover2[1];
+
+ Geometry::Intersects(obj1, obj2);
+ int numIntersecting = Global::numIntersectParams;
+ double t = Global::intersectParam[0];
+ double u = Global::intersectParam[1];
+
+ if (numIntersecting > 0)
+ {
+ Vector v1 = Geometry::GetPointForParameter(obj1, t);
+ Vector v2 = Geometry::GetPointForParameter(obj2, u);
+ QString text = tr("Intersection t=%1 (%3, %4), u=%2 (%5, %6)");
+ informativeText = text.arg(t).arg(u).arg(v1.x).arg(v1.y).arg(v2.x).arg(v2.y);
+
+ hoveringIntersection = true;
+ intersectionPoint = v1;
+ }
+
+ numIntersecting = Global::numIntersectPoints;
+
+ if (numIntersecting > 0)
+ {
+ Vector v1 = Global::intersectPoint[0];
+
+ if (numIntersecting == 2)
+ {
+ Vector v2 = Global::intersectPoint[1];
+
+ if (Vector::Magnitude(v2, point) < Vector::Magnitude(v1, point))
+ v1 = v2;
+ }
+
+ QString text = tr("Intersection <%1, %2>");
+ informativeText = text.arg(v1.x).arg(v1.y);
+ hoveringIntersection = true;
+ intersectionPoint = v1;
+ }
+ }
+ else if (hover2.size() == 1)
+ {
+ Object * obj = (Object *)hover2[0];
+
+ if (obj->type == OTLine)
+ {
+/*
+Not sure that this is the best way to handle this, but it works(TM)...
+*/
+ Point midpoint = Geometry::Midpoint((Line *)obj);
+ Vector v1 = Vector::Magnitude(midpoint, point);
+
+ if ((v1.Magnitude() * Global::zoom) < 8.0)
+ {
+ QString text = tr("Midpoint <%1, %2>");
+ informativeText = text.arg(midpoint.x).arg(midpoint.y);
+ hoverPointValid = true;
+ hoverPoint = midpoint;
+ needUpdate = true;
+ }
+ }
+ else if (obj->type == OTCircle)
+ {
+ if ((draggingObject && (dragged->type == OTLine)) && (dragged->hitPoint[0] || dragged->hitPoint[1]))
+ {
+ Point p = (dragged->hitPoint[0] ? dragged->p[1] : dragged->p[0]);
+ Geometry::FindTangents(obj, p);
+
+ if (Global::numIntersectPoints > 0)
+ {
+ hoveringIntersection = true;
+ intersectionPoint = Geometry::NearestTo(point, Global::intersectPoint[0], Global::intersectPoint[1]);
+ }
+ }
+ else if ((Global::tool == TTLine) && (Global::toolState == TSPoint2))
+ {
+ Geometry::FindTangents(obj, toolPoint[0]);
+
+ if (Global::numIntersectPoints > 0)
+ {
+ hoveringIntersection = true;
+ intersectionPoint = Geometry::NearestTo(point, Global::intersectPoint[0], Global::intersectPoint[1]);
+ }
+ }
+ }
+ }
+
+ // Handle object movement (left button down & over an object)
+ if ((event->buttons() & Qt::LeftButton) && draggingObject && !Global::tool)
+ {
+ if (hoveringIntersection)
+ point = intersectionPoint;
+ else if (hoverPointValid)
+ point = hoverPoint;
+ else if (Global::snapToGrid)
+ point = SnapPointToGrid(point);
+
+ HandleObjectMovement(point);
+ update();
+ oldPoint = point;
+ return;
+ }
+
+ // Do tool handling, if any are active...
+ if (Global::tool)
+ {
+ if (hoveringIntersection)
+ point = intersectionPoint;
+ else if (hoverPointValid)
+ point = hoverPoint;
+ else if (Global::snapToGrid)
+ {
+ if (angleSnap)
+ point = SnapPointToAngle(point);
+ else
+ point = SnapPointToGrid(point);
+ }
+
+ ToolHandler(ToolMouseMove, point);
+ }
+
+ // This is used to draw the tool crosshair...
+ oldPoint = point;
+
+ if (needUpdate || Global::tool)
+ update();
+}
+
+void DrawingView::mouseReleaseEvent(QMouseEvent * event)
+{
+ if (event->button() == Qt::LeftButton)
+ {
+//We need to update especially if nothing collided and the state needs to change. !!! FIX !!!
+//could set it up to use the document's update function (assumes that all object
+//updates are being reported correctly:
+// if (document.NeedsUpdate())
+ // Do an update if collided with at least *one* object in the document
+// if (collided)
+ update();
+
+ if (Global::tool)
+ {
+ Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+ ToolHandler(ToolMouseUp, point);
+ return;
+ }
+
+ Global::selectionInProgress = false;
+ informativeText.clear();
+
+// Should we be doing this automagically? Hmm...
+ // Clear our vectors
+// select.clear();
+//// hover.clear();
+
+ // Scoop 'em up (do we need to??? Seems we do, because keyboard movement uses it. Also, tools use it too. But we can move it out of here [where to???])
+ select = GetSelection();
+
+ draggingObject = false;
+ }
+ else if (event->button() == Qt::MiddleButton)
+ {
+ scrollDrag = false;
+
+ if (Global::penStamp)
+ setCursor(curMarker);
+ else if (Global::penDropper)
+ setCursor(curDropper);
+ else
+ setCursor(Qt::ArrowCursor);
+
+ // Need to convert this, since it's in Qt coordinates (for wheelEvent)
+ oldPoint = Painter::QtToCartesianCoords(oldPoint);
+ }
+}
+
+void DrawingView::wheelEvent(QWheelEvent * event)
+{
+ double zoomFactor = 1.20;
+ scrollWheelSeen = true;
+
+ if (event->angleDelta().y() < 0)
+ {
+ if (Global::zoom > 400.0)
+ return;
+
+ Global::zoom *= zoomFactor;
+ }
+ else
+ {
+ if (Global::zoom < 0.125)
+ return;
+
+ Global::zoom /= zoomFactor;
+ }
+
+ Point np = Painter::QtToCartesianCoords(oldScrollPoint);
+ Global::origin += (oldPoint - np);
+
+ emit(NeedZoomUpdate());
+}
+
+void DrawingView::keyPressEvent(QKeyEvent * event)
+{
+ bool oldShift = shiftDown;
+ bool oldCtrl = ctrlDown;
+ bool oldAlt = altDown;
+
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = true;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = true;
+ else if (event->key() == Qt::Key_Alt)
+ altDown = true;
+
+ // If there's a change in any of the modifier key states, pass it on to
+ // the current tool's handler
+ if ((oldShift != shiftDown) || (oldCtrl != ctrlDown))
+ {
+ if (Global::tool)
+ ToolHandler(ToolKeyDown, Point(0, 0));
+
+ update();
+ }
+
+ if (oldAlt != altDown)
+ {
+ scrollDrag = true;
+ setCursor(Qt::SizeAllCursor);
+ oldPoint = oldScrollPoint;
+ }
+
+ if (select.size() > 0)
+ {
+ if (event->key() == Qt::Key_Up)
+ {
+ TranslateObjects(select, Point(0, +1.0));
+ update();
+ }
+ else if (event->key() == Qt::Key_Down)
+ {
+ TranslateObjects(select, Point(0, -1.0));
+ update();
+ }
+ else if (event->key() == Qt::Key_Right)
+ {
+ TranslateObjects(select, Point(+1.0, 0));
+ update();
+ }
+ else if (event->key() == Qt::Key_Left)
+ {
+ TranslateObjects(select, Point(-1.0, 0));
+ update();
+ }
+ }
+}
+
+void DrawingView::keyReleaseEvent(QKeyEvent * event)
+{
+ bool oldShift = shiftDown;
+ bool oldCtrl = ctrlDown;
+ bool oldAlt = altDown;
+
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = false;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = false;
+ else if (event->key() == Qt::Key_Alt)
+ altDown = false;
+
+ if ((oldShift != shiftDown) || (oldCtrl != ctrlDown))
+ {
+ if (Global::tool)
+ ToolHandler(ToolKeyUp, Point(0, 0));
+
+ update();
+ }
+
+ if (oldAlt != altDown)
+ {
+ scrollDrag = false;
+
+ if (Global::penStamp)
+ setCursor(curMarker);
+ else if (Global::penDropper)
+ setCursor(curDropper);
+ else
+ setCursor(Qt::ArrowCursor);
+ }
+}
+
+//
+// This looks strange, but it's really quite simple: We want a point that's
+// more than half-way to the next grid point to snap there while conversely we
+// want a point that's less than half-way to to the next grid point then snap
+// to the one before it. So we add half of the grid spacing to the point, then
+// divide by it so that we can remove the fractional part, then multiply it
+// back to get back to the correct answer.
+//
+Point DrawingView::SnapPointToGrid(Point point)
+{
+ point += Global::gridSpacing / 2.0; // *This* adds to Z!!!
+ point /= Global::gridSpacing;
+ point.x = floor(point.x);//need to fix this for negative numbers...
+ point.y = floor(point.y);
+ point.z = 0; // Make *sure* Z doesn't go anywhere!!!
+ point *= Global::gridSpacing;
+ return point;
+}
+
+Point DrawingView::SnapPointToAngle(Point point)
+{
+ // Snap to a single digit angle (using toolpoint #1 as the center)
+ double angle = Vector::Angle(toolPoint[0], point);
+ double length = Vector::Magnitude(toolPoint[0], point);
+
+ // Convert from radians to degrees
+ double degAngle = angle * RADIANS_TO_DEGREES;
+ double snapAngle = (double)((int)(degAngle + 0.5));
+
+ Vector v;
+ v.SetAngleAndLength(snapAngle * DEGREES_TO_RADIANS, length);
+ point = toolPoint[0] + v;
+
+ return point;
+}
+
+Rect DrawingView::GetObjectExtents(Object * obj)
+{
+ // Default to empty rect, if object checks below fail for some reason
+ Rect rect;
+
+ switch (obj->type)
+ {
+ case OTLine:
+ case OTDimension:
+ {
+ rect = Rect(obj->p[0], obj->p[1]);
+ break;
+ }
+
+ case OTCircle:
+ {
+ rect = Rect(obj->p[0], obj->p[0]);
+ rect.Expand(obj->radius[0]);
+ break;
+ }
+
+ case OTArc:
+ {
+ Arc * a = (Arc *)obj;
+
+ double start = a->angle[0];
+ double end = start + a->angle[1];
+ rect = Rect(Point(cos(start), sin(start)), Point(cos(end), sin(end)));
+
+ // If the end of the arc is before the beginning, add 360 degrees to it
+ if (end < start)
+ end += TAU;
+
+ // Adjust the bounds depending on which axes are crossed
+ if ((start < QTR_TAU) && (end > QTR_TAU))
+ rect.t = 1.0;
+
+ if ((start < HALF_TAU) && (end > HALF_TAU))
+ rect.l = -1.0;
+
+ if ((start < THREE_QTR_TAU) && (end > THREE_QTR_TAU))
+ rect.b = -1.0;
+
+ if ((start < TAU) && (end > TAU))
+ rect.r = 1.0;
+
+ if ((start < (TAU + QTR_TAU)) && (end > (TAU + QTR_TAU)))
+ rect.t = 1.0;
+
+ if ((start < (TAU + HALF_TAU)) && (end > (TAU + HALF_TAU)))
+ rect.l = -1.0;
+
+ if ((start < (TAU + THREE_QTR_TAU)) && (end > (TAU + THREE_QTR_TAU)))
+ rect.b = -1.0;
+
+ rect *= a->radius[0];
+ rect.Translate(a->p[0]);
+ break;
+ }
+
+ case OTText:
+ {
+ Text * t = (Text *)obj;
+ rect = Rect(t->p[0], Point(t->p[0].x + t->extents.Width(), t->p[0].y - t->extents.Height()));
+ break;
+ }
+
+ case OTContainer:
+ {
+ Container * c = (Container *)obj;
+ VPVectorIter i = c->objects.begin();
+ rect = GetObjectExtents((Object *)*i);
+ i++;
+
+ for(; i!=c->objects.end(); i++)
+ rect |= GetObjectExtents((Object *)*i);
+ }
+
+ default:
+ break;
+ }
+
+ return rect;
+}
+
+void DrawingView::CheckObjectBounds(void)
+{
+ VPVectorIter i;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+ obj->selected = false;
+
+ switch (obj->type)
+ {
+ case OTLine:
+ case OTDimension: // N.B.: We don't check this properly...
+ {
+ Line * l = (Line *)obj;
+
+ if (Global::selection.contains(l->p[0].x, l->p[0].y) && Global::selection.contains(l->p[1].x, l->p[1].y))
+ l->selected = true;
+
+ break;
+ }
+
+ case OTCircle:
+ {
+ Circle * c = (Circle *)obj;
+
+ if (Global::selection.contains(c->p[0].x - c->radius[0], c->p[0].y - c->radius[0]) && Global::selection.contains(c->p[0].x + c->radius[0], c->p[0].y + c->radius[0]))
+ c->selected = true;
+
+ break;
+ }
+
+ case OTArc:
+ {
+ Arc * a = (Arc *)obj;
+
+ double start = a->angle[0];
+ double end = start + a->angle[1];
+ QPointF p1(cos(start), sin(start));
+ QPointF p2(cos(end), sin(end));
+ QRectF bounds(p1, p2);
+
+#if 1
+ // Swap X/Y coordinates if they're backwards...
+ if (bounds.left() > bounds.right())
+ {
+ double temp = bounds.left();
+ bounds.setLeft(bounds.right());
+ bounds.setRight(temp);
+ }
+
+ if (bounds.bottom() > bounds.top())
+ {
+ double temp = bounds.bottom();
+ bounds.setBottom(bounds.top());
+ bounds.setTop(temp);
+ }
+#else
+ // Doesn't work as advertised! For shame!
+ bounds = bounds.normalized();
+#endif
+
+ // If the end of the arc is before the beginning, add 360 degrees
+ // to it
+ if (end < start)
+ end += TAU;
+
+ // Adjust the bounds depending on which axes are crossed
+ if ((start < QTR_TAU) && (end > QTR_TAU))
+ bounds.setTop(1.0);
+
+ if ((start < HALF_TAU) && (end > HALF_TAU))
+ bounds.setLeft(-1.0);
+
+ if ((start < THREE_QTR_TAU) && (end > THREE_QTR_TAU))
+ bounds.setBottom(-1.0);
+
+ if ((start < TAU) && (end > TAU))
+ bounds.setRight(1.0);
+
+ if ((start < (TAU + QTR_TAU)) && (end > (TAU + QTR_TAU)))
+ bounds.setTop(1.0);
+
+ if ((start < (TAU + HALF_TAU)) && (end > (TAU + HALF_TAU)))
+ bounds.setLeft(-1.0);
+
+ if ((start < (TAU + THREE_QTR_TAU)) && (end > (TAU + THREE_QTR_TAU)))
+ bounds.setBottom(-1.0);
+
+ bounds.setTopLeft(QPointF(bounds.left() * a->radius[0], bounds.top() * a->radius[0]));
+ bounds.setBottomRight(QPointF(bounds.right() * a->radius[0], bounds.bottom() * a->radius[0]));
+ bounds.translate(a->p[0].x, a->p[0].y);
+
+ if (Global::selection.contains(bounds))
+ a->selected = true;
+
+ break;
+ }
+
+ case OTText:
+ {
+ Text * t = (Text *)obj;
+ Rect r(obj->p[0], Point(t->p[0].x + t->extents.Width(), t->p[0].y - t->extents.Height()));
+
+ if (Global::selection.contains(r.l, r.t) && Global::selection.contains(r.r, r.b))
+ t->selected = true;
+
+ break;
+ }
+
+ case OTContainer:
+ {
+ Container * c = (Container *)obj;
+
+ if (Global::selection.contains(c->p[0].x, c->p[0].y) && Global::selection.contains(c->p[1].x, c->p[1].y))
+ c->selected = true;
+
+ break;
+ }
+
+// default:
+// break;
+ }
+ }
+}
+
+bool DrawingView::HitTestObjects(Point point)
+{
+ VPVectorIter i;
+ numHovered = 0;
+ bool needUpdate = false;
+ hoverPointValid = false;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+
+ // If we're seeing the object we're dragging, skip it
+ if (draggingObject && (obj == dragged))
+ continue;
+
+ if (HitTest(obj, point) == true)
+ needUpdate = true;
+
+ if (obj->hovered)
+ {
+ numHovered++;
+//printf("MouseMove: OBJECT HOVERED (numHovered = %i)\n", numHovered);
+ emit ObjectHovered(obj);
+ }
+ }
+
+ return needUpdate;
+}
+
+bool DrawingView::HitTest(Object * obj, Point point)
+{
+ bool needUpdate = false;
+
+ // Make sure we don't hit test stuff on an invisible layer...
+ if (Global::layerHidden[obj->layer] == true)
+ return false;
+
+ switch (obj->type)
+ {
+ case OTLine:
+ {
+ bool oldHP0 = obj->hitPoint[0], oldHP1 = obj->hitPoint[1], oldHO = obj->hitObject;
+ obj->hitPoint[0] = obj->hitPoint[1] = obj->hitObject = false;
+ Vector lineSegment = obj->p[1] - obj->p[0];
+ Vector v1 = point - obj->p[0];
+ Vector v2 = point - obj->p[1];
+ double t = Geometry::ParameterOfLineAndPoint(obj->p[0], obj->p[1], point);
+ double distance;
+
+ if (t < 0.0)
+ distance = v1.Magnitude();
+ else if (t > 1.0)
+ distance = v2.Magnitude();
+ else
+ // distance = ?Det?(ls, v1) / |ls|
+ distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y)
+ / lineSegment.Magnitude());
+
+ if ((v1.Magnitude() * Global::zoom) < 8.0)
+ {
+ obj->hitPoint[0] = true;
+ hoverPoint = obj->p[0];
+ hoverPointValid = true;
+ }
+ else if ((v2.Magnitude() * Global::zoom) < 8.0)
+ {
+ obj->hitPoint[1] = true;
+ hoverPoint = obj->p[1];
+ hoverPointValid = true;
+ }
+ else if ((distance * Global::zoom) < 5.0)
+ obj->hitObject = true;
+
+ obj->hovered = (obj->hitPoint[0] || obj->hitPoint[1] || obj->hitObject ? true : false);
+
+ if ((oldHP0 != obj->hitPoint[0]) || (oldHP1 != obj->hitPoint[1]) || (oldHO != obj->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+
+ case OTCircle:
+ {
+ bool oldHP = obj->hitPoint[0], oldHO = obj->hitObject;
+ obj->hitPoint[0] = obj->hitObject = false;
+ double length = Vector::Magnitude(obj->p[0], point);
+
+ if ((length * Global::zoom) < 8.0)
+ {
+ obj->hitPoint[0] = true;
+ hoverPoint = obj->p[0];
+ hoverPointValid = true;
+ }
+ else if ((fabs(length - obj->radius[0]) * Global::zoom) < 2.0)
+ obj->hitObject = true;
+
+ obj->hovered = (obj->hitPoint[0] || obj->hitObject ? true : false);
+
+ if ((oldHP != obj->hitPoint[0]) || (oldHO != obj->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+
+ case OTArc:
+ {
+ bool oldHP0 = obj->hitPoint[0], oldHP1 = obj->hitPoint[1], oldHP2 = obj->hitPoint[2], oldHO = obj->hitObject;
+ obj->hitPoint[0] = obj->hitPoint[1] = obj->hitPoint[2] = obj->hitObject = false;
+ double length = Vector::Magnitude(obj->p[0], point);
+ double angle = Vector::Angle(obj->p[0], point);
+
+ // Make sure we get the angle in the correct spot
+ if (angle < obj->angle[0])
+ angle += TAU;
+
+ // Get the span that we're pointing at...
+ double span = angle - obj->angle[0];
+
+ // N.B.: Still need to hit test the arc start & arc span handles...
+ double spanAngle = obj->angle[0] + obj->angle[1];
+ Point handle1 = obj->p[0] + (Vector(cos(obj->angle[0]), sin(obj->angle[0])) * obj->radius[0]);
+ Point handle2 = obj->p[0] + (Vector(cos(spanAngle), sin(spanAngle)) * obj->radius[0]);
+ double length2 = Vector::Magnitude(point, handle1);
+ double length3 = Vector::Magnitude(point, handle2);
+
+ if ((length * Global::zoom) < 8.0)
+ {
+ obj->hitPoint[0] = true;
+ hoverPoint = obj->p[0];
+ hoverPointValid = true;
+ }
+ else if ((length2 * Global::zoom) < 8.0)
+ {
+ obj->hitPoint[1] = true;
+ hoverPoint = handle1;
+ hoverPointValid = true;
+ }
+ else if ((length3 * Global::zoom) < 8.0)
+ {
+ obj->hitPoint[2] = true;
+ hoverPoint = handle2;
+ hoverPointValid = true;
+ }
+ else if (((fabs(length - obj->radius[0]) * Global::zoom) < 2.0) && (span < obj->angle[1]))
+ obj->hitObject = true;
+
+ obj->hovered = (obj->hitPoint[0] || obj->hitPoint[1] || obj->hitPoint[2] || obj->hitObject ? true : false);
+
+ if ((oldHP0 != obj->hitPoint[0]) || (oldHP1 != obj->hitPoint[1]) || (oldHP2 != obj->hitPoint[2]) || (oldHO != obj->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+
+ case OTDimension:
+ {
+ bool oldHP0 = obj->hitPoint[0], oldHP1 = obj->hitPoint[1], oldHP2 = obj->hitPoint[2], oldHP3 = obj->hitPoint[3], oldHP4 = obj->hitPoint[4], oldHO = obj->hitObject;
+ obj->hitPoint[0] = obj->hitPoint[1] = obj->hitPoint[2] = obj->hitPoint[3] = obj->hitPoint[4] = obj->hitObject = false;
+
+ Dimension * d = (Dimension *)obj;
+
+ Vector orthogonal = Vector::Normal(d->lp[0], d->lp[1]);
+ // Get our line parallel to our points
+ float scaledThickness = Global::scale * obj->thickness;
+#if 1
+ Point p1 = d->lp[0] + (orthogonal * (d->offset + (10.0 * scaledThickness)));
+ Point p2 = d->lp[1] + (orthogonal * (d->offset + (10.0 * scaledThickness)));
+#else
+ Point p1 = d->lp[0] + (orthogonal * (10.0 + d->offset) * scaledThickness);
+ Point p2 = d->lp[1] + (orthogonal * (10.0 + d->offset) * scaledThickness);
+#endif
+ Point p3(p1, point);
+
+ Vector v1(d->p[0], point);
+ Vector v2(d->p[1], point);
+ Vector lineSegment(p1, p2);
+ double t = Geometry::ParameterOfLineAndPoint(p1, p2, point);
+ double distance;
+ Point midpoint = (p1 + p2) / 2.0;
+ Point hFSPoint = Point(midpoint, point);
+ Point hCS1Point = Point((p1 + midpoint) / 2.0, point);
+ Point hCS2Point = Point((midpoint + p2) / 2.0, point);
+
+ if (t < 0.0)
+ distance = v1.Magnitude();
+ else if (t > 1.0)
+ distance = v2.Magnitude();
+ else
+ // distance = ?Det?(ls, v1) / |ls|
+ distance = fabs((lineSegment.x * p3.y - p3.x * lineSegment.y)
+ / lineSegment.Magnitude());
+
+ if ((v1.Magnitude() * Global::zoom) < 8.0)
+ obj->hitPoint[0] = true;
+ else if ((v2.Magnitude() * Global::zoom) < 8.0)
+ obj->hitPoint[1] = true;
+ else if ((distance * Global::zoom) < 5.0)
+ obj->hitObject = true;
+
+ if ((hFSPoint.Magnitude() * Global::zoom) < 8.0)
+ obj->hitPoint[2] = true;
+ else if ((hCS1Point.Magnitude() * Global::zoom) < 8.0)
+ obj->hitPoint[3] = true;
+ else if ((hCS2Point.Magnitude() * Global::zoom) < 8.0)
+ obj->hitPoint[4] = true;
+
+ obj->hovered = (obj->hitPoint[0] || obj->hitPoint[1] || obj->hitPoint[2] || obj->hitPoint[3] || obj->hitPoint[4] || obj->hitObject ? true : false);
+
+ if ((oldHP0 != obj->hitPoint[0]) || (oldHP1 != obj->hitPoint[1]) || (oldHP2 != obj->hitPoint[2]) || (oldHP3 != obj->hitPoint[3]) || (oldHP4 != obj->hitPoint[4]) || (oldHO != obj->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+
+ case OTText:
+ {
+ Text * t = (Text *)obj;
+ bool oldHO = obj->hitObject;
+ obj->hitObject = false;
+
+ Rect r(obj->p[0], Point(obj->p[0].x + t->extents.Width(), obj->p[0].y - t->extents.Height()));
+//printf("Text: p=<%lf, %lf>, w/h=%lf, %lf [lrtb=%lf, %lf, %lf, %lf]\n", obj->p[0].x, obj->p[0].y, t->extents.Width(), t->extents.Height(), t->extents.l, t->extents.r, t->extents.t, t->extents.b);
+
+ if (r.Contains(point))
+ obj->hitObject = true;
+
+ obj->hovered = (obj->hitObject ? true : false);
+
+ if (oldHO != obj->hitObject)
+ needUpdate = true;
+
+ break;
+ }
+
+ case OTContainer:
+ {
+ // Containers must be recursively tested... Or do they???
+/*
+So the idea here is to flatten the structure, *then* test the objects within. Flattening includes the Containers as well; we can do this because it's pointers all the way down.
+*/
+// bool oldHitObj = c->hitObject, oldHovered = c->hovered;
+// Object * oldClicked = c->clicked;
+/*
+still need to compare old state to new state, and set things up based upon that...
+likely we can just rely on the object itself and steal its state like we have in the commented out portion below; can prolly rewrite the HitTest() portion to be one line: needUpdate = HitTest(cObj, point);
+Well, you could if there was only one object in the Container. But since there isn't, we have to keep the if HitTest() == true then needUpdate = true bit. Because otherwise, a false result anywhere will kill the needed update elsewhere.
+*/
+ Container * c = (Container *)obj;
+ c->hitObject = false;
+ c->hovered = false;
+ c->clicked = NULL;
+
+ VPVector flat = Flatten(c);
+
+//printf("HitTest::OTContainer (size=%li)\n", flat.size());
+ for(VPVectorIter i=flat.begin(); i!=flat.end(); i++)
+ {
+ Object * cObj = (Object *)(*i);
+
+ // Skip the flattened containers (if any)...
+ if (cObj->type == OTContainer)
+ continue;
+
+ // We do it this way instead of needUpdate = HitTest() because we
+ // are checking more than one object, and that way of doing will
+ // not return consistent results.
+ if (HitTest(cObj, point) == true)
+// {
+//printf("HitTest::OTContainer, subobj ($%llX) hit!\n", cObj);
+ needUpdate = true;
+// c->hitObject = true;
+// c->clicked = cObj;
+// c->hovered = true;
+// }
+
+ // Same reasons for doing it this way here apply.
+ if (cObj->hitObject == true)
+ {
+//printf("HitTest::cObj->hitObject == true! ($%llX)\n", cObj);
+ c->hitObject = true;
+ c->clicked = cObj;
+ }//*/
+
+ if (cObj->hitPoint[0] == true)
+ {
+//printf("HitTest::cObj->hitObject == true! ($%llX)\n", cObj);
+ c->hitPoint[0] = true;
+ c->clicked = cObj;
+ }//*/
+
+ if (cObj->hitPoint[1] == true)
+ {
+//printf("HitTest::cObj->hitObject == true! ($%llX)\n", cObj);
+ c->hitPoint[1] = true;
+ c->clicked = cObj;
+ }//*/
+
+ if (cObj->hitPoint[2] == true)
+ {
+//printf("HitTest::cObj->hitObject == true! ($%llX)\n", cObj);
+ c->hitPoint[2] = true;
+ c->clicked = cObj;
+ }//*/
+
+ if (cObj->hovered == true)
+ c->hovered = true;//*/
+ }
+
+ break;
+ }
+
+ default:
+ break;
+ }
+
+ return needUpdate;
+}
+
+bool DrawingView::HandleObjectClicked(void)
+{
+ if (dragged->type == OTDimension)
+ {
+ Dimension * d = (Dimension *)dragged;
+
+ if (d->hitPoint[2])
+ {
+ // Hit the "flip sides" switch, so flip 'em
+ Point temp = d->p[0];
+ d->p[0] = d->p[1];
+ d->p[1] = temp;
+ return true;
+ }
+ else if (d->hitPoint[3])
+ {
+ // There are three cases here: aligned, horizontal, & vertical.
+ // Aligned and horizontal do the same thing, vertical goes back to
+ // linear.
+ if (d->subtype == DTLinearVert)
+ d->subtype = DTLinear;
+ else
+ d->subtype = DTLinearVert;
+
+ return true;
+ }
+ else if (d->hitPoint[4])
+ {
+ // There are three cases here: aligned, horizontal, & vertical.
+ // Aligned and vertical do the same thing, horizontal goes back to
+ // linear.
+ if (d->subtype == DTLinearHorz)
+ d->subtype = DTLinear;
+ else
+ d->subtype = DTLinearHorz;
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void DrawingView::HandleObjectMovement(Point point)
+{
+ Point delta = point - oldPoint;
+//printf("HOM: old = (%f,%f), new = (%f, %f), delta = (%f, %f)\n", oldPoint.x, oldPoint.y, point.x, point.y, delta.x, delta.y);
+// Object * obj = (Object *)hover[0];
+ Object * obj = dragged;
+//printf("Object type = %i (size=%i), ", obj->type, hover.size());
+//printf("Object (%X) move: hp1=%s, hp2=%s, hl=%s\n", obj, (obj->hitPoint[0] ? "true" : "false"), (obj->hitPoint[1] ? "true" : "false"), (obj->hitObject ? "true" : "false"));
+
+ switch (obj->type)
+ {
+ case OTLine:
+ if (obj->hitPoint[0])
+ {
+/*
+N.B.: Mixing fixed length with fixed angle (and in this order) is probably *not* going to work out in any meaningful way, and we should probably make the GUI force these to be mutually exclusive. Besides, this combined effect already works by dragging the line segment by clicking on it. :-P
+*/
+ if (Global::fixedLength)
+ {
+ Vector unit = Vector::Unit(obj->p[1], point);
+ point = obj->p[1] + (unit * obj->length);
+ }
+
+ if (Global::fixedAngle)
+ {
+ // Calculate the component of the current vector along the
+ // fixed angle: A_compB = (A • Bu) * Bu (p[2] has the unit
+ // vector "Bu".)
+ double magnitudeAlongB = Vector::Dot(Vector(point - obj->p[1]), obj->p[2]);
+ point = obj->p[1] + (obj->p[2] * magnitudeAlongB);
+ }
+
+ obj->p[0] = point;
+ }
+ else if (obj->hitPoint[1])
+ {
+ if (Global::fixedLength)
+ {
+ Vector unit = Vector::Unit(obj->p[0], point);
+ point = obj->p[0] + (unit * obj->length);
+ }
+
+ if (Global::fixedAngle)
+ {
+ double magnitudeAlongB = Vector::Dot(Vector(point - obj->p[0]), obj->p[2]);
+ point = obj->p[0] + (obj->p[2] * magnitudeAlongB);
+ }
+
+ obj->p[1] = point;
+ }
+ else if (obj->hitObject)
+ {
+ obj->p[0] += delta;
+ obj->p[1] += delta;
+ }
+
+ break;
+
+ case OTCircle:
+ if (obj->hitPoint[0])
+ obj->p[0] = point;
+ else if (obj->hitObject)
+ {
+ double oldRadius = obj->length;
+ obj->radius[0] = Vector::Magnitude(obj->p[0], point);
+
+ QString text = QObject::tr("Radius: %1\nScale: %2%");
+ informativeText = text.arg(obj->radius[0], 0, 'd', 4).arg(obj->radius[0] / oldRadius * 100.0, 0, 'd', 0);
+ }
+
+ break;
+
+ case OTArc:
+ if (obj->hitPoint[0])
+ obj->p[0] = point;
+ else if (obj->hitPoint[1])
+ {
+ // Change the Arc's span (handle #1)
+ if (shiftDown)
+ {
+ double angle = Vector::Angle(obj->p[0], point);
+ double delta = angle - obj->angle[0];
+
+ if (delta < 0)
+ delta += TAU;
+
+ obj->angle[1] -= delta;
+ obj->angle[0] = angle;
+
+ if (obj->angle[1] < 0)
+ obj->angle[1] += TAU;
+
+ QString text = QObject::tr("Span: %1") + QChar(0x00B0) + QObject::tr("\n%2") + QChar(0x00B0) + QObject::tr(" - %3") + QChar(0x00B0);
+ informativeText = text.arg(obj->angle[1] * RADIANS_TO_DEGREES, 0, 'd', 4).arg(obj->angle[0] * RADIANS_TO_DEGREES, 0, 'd', 2).arg((obj->angle[0] + obj->angle[1]) * RADIANS_TO_DEGREES, 0, 'd', 2);
+ return;
+ }
+
+ double angle = Vector::Angle(obj->p[0], point);
+ obj->angle[0] = angle;
+ QString text = QObject::tr("Start angle: %1") + QChar(0x00B0);
+ informativeText = text.arg(obj->angle[0] * RADIANS_TO_DEGREES, 0, 'd', 4);
+ }
+ else if (obj->hitPoint[2])
+ {
+ // Change the Arc's span (handle #2)
+ if (shiftDown)
+ {
+ double angle = Vector::Angle(obj->p[0], point);
+ obj->angle[1] = angle - obj->angle[0];
+
+ if (obj->angle[1] < 0)
+ obj->angle[1] += TAU;
+
+ QString text = QObject::tr("Span: %1") + QChar(0x00B0) + QObject::tr("\n%2") + QChar(0x00B0) + QObject::tr(" - %3") + QChar(0x00B0);
+ informativeText = text.arg(obj->angle[1] * RADIANS_TO_DEGREES, 0, 'd', 4).arg(obj->angle[0] * RADIANS_TO_DEGREES, 0, 'd', 2).arg((obj->angle[0] + obj->angle[1]) * RADIANS_TO_DEGREES, 0, 'd', 2);
+ return;
+ }
+
+ double angle = Vector::Angle(obj->p[0], point);
+ obj->angle[0] = angle - obj->angle[1];
+
+ if (obj->angle[0] < 0)
+ obj->angle[0] += TAU;
+
+ QString text = QObject::tr("End angle: %1") + QChar(0x00B0);
+ informativeText = text.arg((obj->angle[0] + obj->angle[1]) * RADIANS_TO_DEGREES, 0, 'd', 4);
+ }
+ else if (obj->hitObject)
+ {
+ if (shiftDown)
+ {
+ return;
+ }
+
+ obj->radius[0] = Vector::Magnitude(obj->p[0], point);
+ QString text = QObject::tr("Radius: %1");
+ informativeText = text.arg(obj->radius[0], 0, 'd', 4);
+ }
+
+ break;
+
+ case OTDimension:
+ if (obj->hitPoint[0])
+ obj->p[0] = point;
+ else if (obj->hitPoint[1])
+ obj->p[1] = point;
+ else if (obj->hitObject)
+ {
+ // Move measurement lines in/out
+ if (shiftDown)
+ {
+ Dimension * d = (Dimension *)obj;
+ double dist = Geometry::DistanceToLineFromPoint(d->lp[0], d->lp[1], point);
+ float scaledThickness = Global::scale * obj->thickness;
+ // Looks like offset is 0 to +MAX, but line is at 10.0. So
+ // anything less than 10.0 should set the offset to 0.
+ d->offset = 0;
+
+ if (dist > (10.0 * scaledThickness))
+ d->offset = dist - (10.0 * scaledThickness);
+ }
+ else
+ {
+ obj->p[0] += delta;
+ obj->p[1] += delta;
+ }
+ }
+
+ break;
+
+ case OTText:
+ if (obj->hitObject)
+ obj->p[0] += delta;
+
+ break;
+
+ case OTContainer:
+ // This is shitty, but works for now until I can code up something
+ // nicer :-)
+/*
+The idea is to make it so whichever point on the object in question is being dragged becomes the snap point for the container; shouldn't be too difficult to figure out how to do this.
+*/
+// TranslateObject(obj, delta);
+ TranslateContainer((Container *)obj, point, delta);
+
+ break;
+ default:
+ break;
+ }
+}
+
+void DrawingView::AddDimensionTo(void * o)
+{
+ Object * obj = (Object *)o;
+
+ switch (obj->type)
+ {
+ case OTLine:
+ document.Add(new Dimension(obj->p[0], obj->p[1]));
+ break;
+ case OTCircle:
+ break;
+ case OTEllipse:
+ break;
+ case OTArc:
+ break;
+ case OTSpline:
+ break;
+ }
+}