#include "circle.h"
#include <QtGui>
+#include "geometry.h"
#include "painter.h"
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*/ 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;
HitTest(point);
+ // 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;
dragPoint = point;
oldState = state;
state = OSSelected;
+ oldRadius = radius;
return true;
}
if (selectionInProgress)
{
// Check for whether or not the rect contains this circle
- if (selection.normalized().contains(Extents()))
+// if (selection.normalized().contains(Extents()))
+ if (selection.contains(Extents()))
state = OSSelected;
else
state = OSInactive;
// 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);
+ SaveHitState();
+ HitTest(point);
+ needUpdate = HitStateChanged();
objectWasDragged = (draggingEdge | draggingCenter);
+ if (objectWasDragged)
+ needUpdate = true;
+
if (draggingEdge)
radius = Vector::Magnitude(point, position);
else if (draggingCenter)
/*virtual*/ bool Circle::HitTest(Point point)
{
- SaveState();
+// SaveHitState();
hitCenter = hitCircle = false;
double length = Vector::Magnitude(position, point);
//printf("Circle::length = %lf, radius = %lf\n", length, radius);
else if ((fabs(length - radius) * Painter::zoom) < 2.0)
hitCircle = true;
- return StateChanged();
+// return HitStateChanged();
+ return (hitCenter || hitCircle ? true : false);
}
}
-void Circle::SaveState(void)
+void Circle::SaveHitState(void)
{
oldHitCenter = hitCenter;
oldHitCircle = hitCircle;
}
-bool Circle::StateChanged(void)
+bool Circle::HitStateChanged(void)
{
if ((hitCenter != oldHitCenter) || (hitCircle != oldHitCircle))
return true;
/*virtual*/ void Circle::Enumerate(FILE * file)
{
- fprintf(file, "CIRCLE (%lf,%lf) %lf\n", position.x, position.y, radius);
+ fprintf(file, "CIRCLE %i (%lf,%lf) %lf\n", layer, position.x, position.y, radius);
}
return new Circle(position, radius, parent);
}
+
+/*virtual*/ void Circle::Mirror(Point p1, Point p2)
+{
+ Point c1 = Geometry::MirrorPointAroundLine(position, p1, p2);
+// return new Circle(c1, radius);
+ position = c1;
+}
+
+
+/*virtual*/ void Circle::Save(void)
+{
+ Object::Save();
+ oldRadius2 = radius;
+}
+
+
+/*virtual*/ void Circle::Restore(void)
+{
+ Object::Restore();
+ radius = oldRadius2;
+}
+