Circle::Circle(Vector p1, double r, Object * p/*= NULL*/): Object(p1, p), radius(r),
draggingEdge(false), draggingCenter(false), hitCenter(false), hitCircle(false)
{
+ type = OTCircle;
}
+
Circle::~Circle()
{
}
+
/*virtual*/ void Circle::Draw(Painter * painter)
{
if (state == OSSelected || hitCircle || hitCenter)
else
painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
- // Draw handles (if needed)
+ // Hatch/Fill...
+// QBrush brush(Qt::DiagCrossPattern);
+// brush.setColor(QColor(255, 255, 0));
+// painter->SetBrush(brush);
+ painter->SetBrush(QBrush(Qt::NoBrush));
+
+ // Draw the object...
+ painter->DrawEllipse(position, radius, radius);
+
+ // & draw handles (if needed)
if (state == OSSelected || hitCenter)
painter->DrawHandle(position);
if (state == OSSelected && draggingEdge && objectWasDragged)
painter->DrawHandle(dragPoint);
-
- // & finally, draw the object!
- painter->DrawEllipse(position, radius, radius);
}
+
/*virtual*/ Vector Circle::Center(void)
{
return position;
}
+
/*virtual*/ bool Circle::Collided(Vector point)
{
// We can assume this, since this is a mouse down event here.
return false;
}
+
/*virtual*/ void Circle::PointerMoved(Vector point)
{
+ if (selectionInProgress)
+ {
+ // Check for whether or not the rect contains this circle
+ if (selection.normalized().contains(Extents()))
+ state = OSSelected;
+ else
+ state = OSInactive;
+
+ return;
+ }
+
// Hit test tells us what we hit (if anything) through boolean variables. It
// also tells us whether or not the state changed.
needUpdate = HitTest(point);
dragPoint = point;
}
+
/*virtual*/ void Circle::PointerReleased(void)
{
// Mouse went up, so our dragging is done (if any *was* done, that is)
state = oldState;
}
-bool Circle::HitTest(Point point)
+
+/*virtual*/ bool Circle::HitTest(Point point)
{
SaveState();
hitCenter = hitCircle = false;
Document passes in the correct Cartesian coordinates being pointed to by the mouse.
So all we have to be concerned with is properly scaling our hot zones/handle sizes,
since we generally *don't* want those to scale with the zoom level. ;-)
+
+What is going on here?
+If we're zoomed out to, say, 50%, & our radius is 10.0 (absolute), then on screen
+the radius will be 5.0. By multiplying the length by the zoom factor, we align our
+pointed at length with our on screen length.
*/
- if (length < 8.0)
+ if ((length * Painter::zoom) < 8.0)
hitCenter = true;
- else if ((length < (radius + 2.0)) && (length > (radius - 2.0)))
+//wrong: else if ((length < (radius + 2.0)) && (length > (radius - 2.0)))
+/*NB: The following should be identical to what we have down below, but it doesn't work out that way... :-P */
+//close, but no else if (((length * Painter::zoom) < ((radius * Painter::zoom) + 2.0)) && ((length * Painter::zoom) > ((radius * Painter::zoom) - 2.0)))
+//really wrong! else if (((length * Painter::zoom) < (radius + 2.0)) && ((length * Painter::zoom) > (radius - 2.0)))
+// close again, but sill no else if (((length * Painter::zoom) < ((radius + 2.0) * Painter::zoom)) && ((length * Painter::zoom) > ((radius - 2.0) * Painter::zoom)))
+ else if ((fabs(length - radius) * Painter::zoom) < 2.0)
hitCircle = true;
return StateChanged();
}
+
+/*virtual*/ QRectF Circle::Extents(void)
+{
+ return QRectF(QPointF(position.x - radius, position.y - radius), QPointF(position.x + radius, position.y + radius));
+}
+
+
void Circle::SaveState(void)
{
oldHitCenter = hitCenter;
oldHitCircle = hitCircle;
}
+
bool Circle::StateChanged(void)
{
if ((hitCenter != oldHitCenter) || (hitCircle != oldHitCircle))
return false;
}
+
+
+/*virtual*/ void Circle::Enumerate(FILE * file)
+{
+ fprintf(file, "CIRCLE (%lf,%lf) %lf\n", position.x, position.y, radius);
+}
+