]> Shamusworld >> Repos - architektonas/blobdiff - src/circle.cpp
Trim tool now works for Lines, but inaccurate.
[architektonas] / src / circle.cpp
index a8902cc4da11d38449e10f2a8f595991df01c881..94a9ec8f807b47b5e867bb3e5fab79b951c46c3a 100644 (file)
 // (C) 2011 Underground Software
 // See the README and GPLv3 files for licensing and warranty information
 //
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
 //
 // WHO  WHEN        WHAT
 // ---  ----------  ------------------------------------------------------------
 // JLH  03/28/2011  Created this file
+// JLH  09/26/2011  Added hover effects
+// JLH  09/26/2011  Major cleanup of this class
 //
 
 #include "circle.h"
 
 #include <QtGui>
+#include "geometry.h"
 #include "painter.h"
 
 
 Circle::Circle(Vector p1, double r, Object * p/*= NULL*/): Object(p1, p), radius(r),
-       dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false)
+       draggingEdge(false), draggingCenter(false), hitCenter(false), hitCircle(false)
 {
+       type = OTCircle;
 }
 
+
 Circle::~Circle()
 {
 }
 
+
 /*virtual*/ void Circle::Draw(Painter * painter)
 {
-       if (state == OSSelected)
+       if (state == OSSelected || hitCircle || hitCenter)
                painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
        else
                painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
 
-//     if (draggingHandle1)
-       if (state == OSSelected)
-               painter->DrawEllipse(position, 4.0, 4.0);
-
-//     if (draggingHandle2)
-//     if (state == OSSelected)
-//             painter->drawEllipse(QPointF(endpoint.x, endpoint.y), 4.0, 4.0);
-       if (state == OSSelected && dragging)
-               painter->DrawEllipse(oldPoint, 4.0, 4.0);
+       // 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);
+
+       // If resizing the circle, draw an information panel showing the new radius.
+       if (draggingEdge)
+       {
+               QString text = QObject::tr("Radius: %1\nScale: %2%");
+               text = text.arg(radius, 0, 'd', 4).arg(radius / oldRadius * 100.0, 0, 'd', 0);
+#if 0
+               QPen pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
+               painter->SetPen(pen);
+               painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
+               QRectF textRect(10.0, 10.0, 270.0, 70.0);       // x, y, w, h
+               painter->DrawRoundedRect(textRect, 7.0, 7.0);
+
+               textRect.setLeft(textRect.left() + 14);
+               painter->SetFont(*Object::font);
+               pen = QPen(QColor(0x00, 0x5F, 0xDF));
+               painter->SetPen(pen);
+               painter->DrawText(textRect, Qt::AlignVCenter, text);
+#else
+               painter->DrawInformativeText(text);
+#endif
+       }
 }
 
+
 /*virtual*/ Vector Circle::Center(void)
 {
        return position;
 }
 
+
 /*virtual*/ bool Circle::Collided(Vector point)
 {
+       // Someone told us to fuck off, so we'll fuck off. :-)
+       if (ignoreClicks)
+               return false;
+
+       // We can assume this, since this is a mouse down event here.
        objectWasDragged = false;
-       Vector v1 = position - point;
+       HitTest(point);
 
-       if (state == OSInactive)
-       {
-//printf("Circle: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
-//printf("      v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
-//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);
-//printf("      \n", );
-//How to translate this into pixels from Document space???
-//Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
-//the caller knows about the zoom factor and all that good kinda crap
-               if (v1.Magnitude() < 10.0)
-               {
-                       oldState = state;
-                       state = OSSelected;
-                       oldPoint = position; //maybe "position"?
-                       draggingHandle1 = true;
-                       return true;
-               }
-               else if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
-               {
-                       oldState = state;
-                       state = OSSelected;
-                       oldPoint = point;
-                       dragging = true;
-                       return true;
-               }
-       }
-       else if (state == OSSelected)
+       // Now that we've done our hit testing on the non-snapped point, snap it if
+       // necessary...
+       if (snapToGrid)
+               point = SnapPointToGrid(point);
+
+       draggingCenter = hitCenter;
+       draggingEdge = hitCircle;
+
+       if (hitCenter || hitCircle)
        {
-               // Here we test for collision with handles as well! (SOON!)
-/*
-Like so:
-               if (v1.Magnitude() < 2.0) // Handle #1
-               else if (v2.Magnitude() < 2.0) // Handle #2
-*/
-               if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
-               {
-                       oldState = state;
-//                     state = OSInactive;
-                       oldPoint = point;
-                       dragging = true;
-                       return true;
-               }
+               dragPoint = point;
+               oldState = state;
+               state = OSSelected;
+               oldRadius = radius;
+               return true;
        }
 
+       // We didn't hit anything, so deselect this object and report failure to hit
        state = OSInactive;
        return false;
 }
 
-/*virtual*/ void Circle::PointerMoved(Vector point)
-{
-       objectWasDragged = true;
 
-       if (dragging)
+/*virtual*/ bool Circle::PointerMoved(Vector point)
+{
+       if (selectionInProgress)
        {
-               // Here we need to check whether or not we're dragging a handle or the object itself...
-//             Vector delta = point - oldPoint;
-
-//             position += delta;
-//             endpoint += delta;
-               radius = Vector(point - position).Magnitude();
+               // Check for whether or not the rect contains this circle
+//             if (selection.normalized().contains(Extents()))
+               if (selection.contains(Extents()))
+                       state = OSSelected;
+               else
+                       state = OSInactive;
 
-               oldPoint = point;
-               needUpdate = true;
-       }
-       else if (draggingHandle1)
-       {
-               Vector delta = point - oldPoint;
-               position += delta;
-               oldPoint = point;
-               needUpdate = true;
+               return false;
        }
-/*     else if (draggingHandle2)
-       {
-               Vector delta = point - oldPoint;
 
-               endpoint += delta;
+       // Hit test tells us what we hit (if anything) through boolean variables. It
+       // also tells us whether or not the state changed.
+       SaveHitState();
+       bool hovered = HitTest(point);
+       needUpdate = HitStateChanged();
+       objectWasDragged = (draggingEdge | draggingCenter);
 
-               oldPoint = point;
+       if (objectWasDragged)
                needUpdate = true;
-       }*/
-       else
-               needUpdate = false;
+
+       if (draggingEdge)
+               radius = Vector::Magnitude(point, position);
+       else if (draggingCenter)
+               position = point;
+
+       // Save this point so the rendering code knows where to draw the handle...
+       dragPoint = point;
+       return hovered;
 }
 
+
 /*virtual*/ void Circle::PointerReleased(void)
 {
-       dragging = false;
-       draggingHandle1 = false;
-       draggingHandle2 = false;
+       // Mouse went up, so our dragging is done (if any *was* done, that is)
+       draggingEdge = draggingCenter = false;
+       hitCenter = hitCircle = false;
 
-       // Here we check for just a click: If object was clicked and dragged, then
-       // revert to the old state (OSInactive). Otherwise, keep the new state that
-       // we set.
-/*Maybe it would be better to just check for "object was dragged" state and not have to worry
-about keeping track of old states...
-*/
+       // If the object was dragged, then revert to the old state.
+       // Otherwise, we were probably just clicked, and want to stay in the selected state.
        if (objectWasDragged)
                state = oldState;
 }
 
-#if 0
-/*virtual*/ bool Circle::NeedsUpdate(void)
+
+/*virtual*/ bool Circle::HitTest(Point point)
+{
+//     SaveHitState();
+       hitCenter = hitCircle = false;
+       double length = Vector::Magnitude(position, point);
+//printf("Circle::length = %lf, radius = %lf\n", length, radius);
+//How to translate this into pixels from Document space???
+//Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
+//the caller knows about the zoom factor and all that good kinda crap
+/*
+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 * Painter::zoom) < 8.0)
+               hitCenter = true;
+//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 HitStateChanged();
+       return (hitCenter || hitCircle ? true : false);
+}
+
+
+/*virtual*/ QRectF Circle::Extents(void)
 {
-       return needUpdate;
+       return QRectF(QPointF(position.x - radius, position.y - radius), QPointF(position.x + radius, position.y + radius));
 }
-#endif
+
+
+void Circle::SaveHitState(void)
+{
+       oldHitCenter = hitCenter;
+       oldHitCircle = hitCircle;
+}
+
+
+bool Circle::HitStateChanged(void)
+{
+       if ((hitCenter != oldHitCenter) || (hitCircle != oldHitCircle))
+               return true;
+
+       return false;
+}
+
+
+/*virtual*/ void Circle::Enumerate(FILE * file)
+{
+       fprintf(file, "CIRCLE %i (%lf,%lf) %lf\n", layer, position.x, position.y, radius);
+}
+
+
+/*virtual*/ Object * Circle::Copy(void)
+{
+#warning "!!! This doesn't take care of attached Dimensions !!!"
+/*
+This is a real problem. While having a pointer in the Dimension to this line's points
+is fast & easy, it creates a huge problem when trying to replicate an object like this.
+
+Maybe a way to fix that then, is to have reference numbers instead of pointers. That
+way, if you copy them, ... you might still have problems. Because you can't be sure if
+a copy will be persistant or not, you then *definitely* do not want them to have the
+same reference number.
+*/
+       return new Circle(position, radius, parent);
+}
+
+
+/*virtual*/ void Circle::Rotate(Point point, double angle)
+{
+       Point c1 = Geometry::RotatePointAroundPoint(position, point, angle);
+       position = c1;
+}
+
+
+/*virtual*/ void Circle::Mirror(Point p1, Point p2)
+{
+       Point c1 = Geometry::MirrorPointAroundLine(position, p1, p2);
+       position = c1;
+}
+
+
+/*virtual*/ void Circle::Save(void)
+{
+       Object::Save();
+       oldRadius2 = radius;
+}
+
+
+/*virtual*/ void Circle::Restore(void)
+{
+       Object::Restore();
+       radius = oldRadius2;
+}
+