#include "commands.h"
#include "debug.h"
+#include "dialogfactory.h"
#include "entitycontainer.h"
#include "graphicview.h"
+#include "grid.h"
+
+/*
+I think what's needed here is for the constructor to save the state of the snapper
+and to restore it in the destructor. This, of course, assumes that the actions are
+created and used in a certain order, perhaps that needs enforcement? Dunno, but worth
+a try as suspend() and resume() seem to fuck it up badly.
+#define _ASSUAN_DEPRECATED __attribute__ ((__deprecated__))
+on MS it's: __declspec(deprecated)
+*/
/**
* Constructor.
* note that an action belongs to this view.
*/
ActionInterface::ActionInterface(const char * name, EntityContainer & ec,
- GraphicView & gv): graphicView(&gv), container(&ec)
+ GraphicView & gv): graphicView(&gv), container(&ec),
+// snapperVisibility(false), previewVisibility(false), suspendCount(0)
+//hm.
+ snapperVisibility(true), previewVisibility(true), suspendCount(0)
{
DEBUG->print("ActionInterface::ActionInterface: Setting up action: \"%s\"", name);
+//This doesn't work properly; not sure why that is...
+//Actually, it's working perfectly. Now we just need to propagate the fixes everywhere. :-/
+ // We'll use snapperVisibility for the save/restore functionality...
+ snapperVisibility = graphicView->SnapperVisible();
+
this->name = name;
status = 0;
finished = false;
// Document pointer will be used for undo / redo
document = ec.getDocument();
+ // \o/ \o/ \o/ BY GRABTHAR'S HAMMER, IT HAS BEEN EXPUNGED!!! \o/ \o/ \o/
+
// This is here until I can figure out a better way to contain all of this
// circular referential nonsense that exists in this codebase. It will be
// expunged, by Grabthar's Hammer!
- graphicView->snapper.SetContainer(container);
- graphicView->snapper.SetGraphicView(graphicView); // <-- THIS is what I mean! INSANE!
+// graphicView->snapper.SetContainer(container);
+// graphicView->snapper.SetGraphicView(graphicView); // <-- THIS is what I mean! INSANE!
// Not all actions use these. Perhaps we need to pass params to the contructor
// in order to set these? Setting the default to true for both?
- graphicView->snapper.SetVisible();
+// graphicView->snapper.SetVisible();
+ graphicView->SetSnapperVisible();
graphicView->preview.SetVisible();
DEBUG->print("ActionInterface::ActionInterface: Setting up action: \"%s\": OK", name);
+//printf("ActionInterface::ActionInterface() [%08X]\n", this);
}
/**
// would be pure virtual now:
// hideOptions();
//JLH: Only it isn't pure virtual...
+//printf("ActionInterface::~ActionInterface() [%08X]\n", this);
+
+ // We'll use snapperVisibility for the save/restore functionality...
+ graphicView->SetSnapperVisible(snapperVisibility);
}
/**
}
else // status < 0, e.g. this action is finished
{
- graphicView->snapper.SetVisible(false);
+// graphicView->snapper.SetVisible(false);
+ graphicView->SetSnapperVisible(false);
graphicView->preview.SetVisible(false);
graphicView->preview.clear();
+ graphicView->redraw(); //hm.
}
}
* of progress and decreases when the user goes one
* step back (i.e. presses the right mouse button).
*/
-void ActionInterface::setStatus(int status)
+void ActionInterface::setStatus(int value)
{
- this->status = status;
+ status = value;
if (status < 0)
{
// Snapper::finish(); // Sets Snapper::finished = true
// I think this is where we want to update the screen...
// graphicView->redraw();
+ // hm.
+// graphicView->snapper.SetVisible(false);
+ graphicView->SetSnapperVisible(false);
+//Short circuit the destructor fuxoring with this:
+//snapperVisibility = false;
+//Only it causes other stuff to be fuxorred... Grr... Not sure how to fix this...
+ graphicView->preview.SetVisible(false);
+// graphicView->preview.clear();
+ graphicView->redraw(); //hm.
DEBUG->print("ActionInterface::finish: OK");
}
predecessor = p;
}
+#if 0
+Here is a problem. suspend() and resume() don't do what they should:
+The problem is that Actions are modifying a shared resource though it's acting
+as if it were not. Case in point below: ActionZoomPan sets the snapper/preview
+visibility to FALSE and then EventHandler calls suspend() here, which queries
+the graphicView to see what its state is. We need to fix this...!
+
+This ties into the problem where we have GraphicView pointers scattered all
+over the place. We need to fix that too!
+#endif
/**
* Suspends this action while another action takes place.
*/
void ActionInterface::suspend()
{
+#if 0
+printf("ActionInterface::suspend(%i): [%08X] ", ++suspendCount, this);
// Maybe this is where we need to save the state of the snapper
// & preview objects???
// graphicView->setMouseCursor(RS2::ArrowCursor);
// Snapper::suspend();
+ snapperVisibility = graphicView->snapper.Visible();
+ previewVisibility = graphicView->preview.Visible();
+printf("snapperVisibility = %s, previewVisibility = %s...\n", (snapperVisibility ? "true" : "FALSE"), (previewVisibility ? "true" : "FALSE"));
+#endif
}
/**
*/
void ActionInterface::resume()
{
+#if 0
+if (suspendCount == 0)
+ printf("!!! RESUME BEFORE SUSPEND !!!\n");
+printf("ActionInterface::resume(%i): [%08X] ", suspendCount, this);
updateMouseCursor();
updateToolBar();
// Snapper::resume();
+ graphicView->snapper.SetVisible(snapperVisibility);
+ graphicView->preview.SetVisible(previewVisibility);
+printf("snapperVisibility = %s, previewVisibility = %s...\n", (snapperVisibility ? "true" : "FALSE"), (previewVisibility ? "true" : "FALSE"));
+#endif
}
/**
// this one. May go away in the future.
Vector ActionInterface::snapPoint(QMouseEvent * e)
{
- return graphicView->snapper.snapPoint(e);
+// return graphicView->snapper.snapPoint(e);
+ return graphicView->SnapPoint(e);
}
Entity * ActionInterface::catchEntity(QMouseEvent * e, RS2::ResolveLevel level/*= RS2::ResolveNone*/)
{
- return graphicView->snapper.catchEntity(e, level);
+ return graphicView->CatchEntity(e, level);
}
Entity * ActionInterface::catchEntity(Vector v, RS2::ResolveLevel level/*= RS2::ResolveNone*/)
{
- return graphicView->snapper.catchEntity(v, level);
+ return graphicView->CatchEntity(v, level);
}
#warning "!!! Dummy functions need to be deleted once all actions no longer use these !!!"