+ 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;
+
+ double angle = Vector(toolPoint[0], toolPoint[1]).Angle();
+ std::vector<void *>::iterator j = select.begin();
+ std::vector<Object>::iterator i = toolScratch.begin();
+
+ for(; i!=toolScratch.end(); i++, j++)
+ {
+ Object obj = *i;
+ Point p1 = Geometry::RotatePointAroundPoint(obj.p[0], toolPoint[0], angle);
+ Point p2 = Geometry::RotatePointAroundPoint(obj.p[1], toolPoint[0], angle);
+ Object * obj2 = (Object *)(*j);
+ obj2->p[0] = p1;
+ obj2->p[1] = p2;
+
+ if (obj.type == OTArc)
+ {
+ obj2->angle[0] = obj.angle[0] + angle;
+
+ if (obj2->angle[0] > PI_TIMES_2)
+ obj2->angle[0] -= PI_TIMES_2;
+ }
+ }
+ }
+
+ 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
+ std::vector<void *> 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)
+ RotateHandler(ToolMouseMove, toolPoint[1]);
+
+ break;
+ case ToolCleanup:
+ RestorePointsTo(select, toolScratch);
+ }
+}
+
+
+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;
+
+ double angle = Vector(toolPoint[0], toolPoint[1]).Angle();
+ std::vector<void *>::iterator 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;
+
+ if (obj.type == OTArc)
+ {
+#if 0
+ // This is WRONG for mirroring...
+ obj2->angle[0] = obj.angle[0] + angle;
+#endif
+ obj2->angle[0] = (2.0 * angle) - obj.angle[0] - obj.angle[1];
+
+ if (obj2->angle[0] > PI_TIMES_2)
+ obj2->angle[0] -= PI_TIMES_2;
+ }
+ }
+ }
+
+ 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
+ std::vector<void *> 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::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 (Global::snapToGrid)
+ point = SnapPointToGrid(point);
+
+ //Also, may want to figure out if hovering over a snap point on an object,
+ //snap to grid if not.
+ // Snap to object point if valid...
+// if (Global::snapPointIsValid)
+// point = Global::snapPoint;
+
+ ToolHandler(ToolMouseDown, point);
+ return;
+ }
+
+ // Clear the selection only if CTRL isn't being held on click
+ if (!ctrlDown)
+ ClearSelected(document.objects);
+// ClearSelection();
+
+ // If any objects are being hovered on click, add them to the selection
+ // & return
+ if (numHovered > 0)
+ {
+ AddHoveredToSelection();
+ update(); // needed??
+ GetHovered(hover); // prolly needed
+
+ // Needed for grab & moving objects
+ // We do it *after*... why? (doesn't seem to confer any advantage...)
+ if (Global::snapToGrid)
+ oldPoint = SnapPointToGrid(point);
+
+ 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));
+ }
+ 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)
+{
+ 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;
+
+ // Scrolling...
+ if (event->buttons() & Qt::MiddleButton)
+ {
+ 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();