#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);
+
+ if (snapPointIsValid)
+ point = snapPoint;
+
draggingCenter = hitCenter;
draggingEdge = hitCircle;
dragPoint = point;
oldState = state;
state = OSSelected;
+ oldRadius = radius;
return true;
}
}
-/*virtual*/ void Circle::PointerMoved(Vector point)
+/*virtual*/ bool Circle::PointerMoved(Vector point)
{
+ if (selectionInProgress)
+ {
+ // Check for whether or not the rect contains this circle
+// if (selection.normalized().contains(Extents()))
+ if (selection.contains(Extents()))
+ state = OSSelected;
+ else
+ state = OSInactive;
+
+ return false;
+ }
+
+/*
+Note that we can separate this out in the TLC, and it would probably make more sense
+to do it there as then we can be assured that all hit testing is done before we do
+any snapping. !!! FIX !!!
+*/
// 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();
+ bool hovered = HitTest(point);
+ needUpdate = HitStateChanged();
+
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
+ if (snapPointIsValid)
+ point = snapPoint;
+
objectWasDragged = (draggingEdge | draggingCenter);
+ if (objectWasDragged)
+ needUpdate = true;
+
if (draggingEdge)
radius = Vector::Magnitude(point, position);
else if (draggingCenter)
// Save this point so the rendering code knows where to draw the handle...
dragPoint = point;
+ return hovered;
}
}
-/*virtual*/ QRectF Circle::Extents(void)
-{
- return QRectF(QPointF(position.x - radius, position.y - radius), QPointF(position.x + radius, position.y + radius));
-}
-
-
-#if 0
-/*virtual*/ ObjectType Circle::Type(void)
-{
- return OTCircle;
-}
-#endif
-
-
-bool Circle::HitTest(Point point)
+/*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);
//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
+//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,
pointed at length with our on screen length.
*/
if ((length * Painter::zoom) < 8.0)
+ {
hitCenter = true;
+
+ // Make sure we don't try to snap to ourselves...!
+ if (!draggingCenter)
+ {
+ snapPoint = position;
+ snapPointIsValid = 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)))
else if ((fabs(length - radius) * Painter::zoom) < 2.0)
hitCircle = true;
- return StateChanged();
+// return HitStateChanged();
+ return (hitCenter || hitCircle ? true : false);
+}
+
+
+/*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)
+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);
+}
+
+
+/*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;
}