if (snapToGrid)
point = SnapPointToGrid(point);
+ if (snapPointIsValid)
+ point = snapPoint;
+
draggingCenter = hitCenter;
draggingEdge = hitCircle;
}
-/*virtual*/ void Circle::PointerMoved(Vector point)
+/*virtual*/ bool Circle::PointerMoved(Vector point)
{
if (selectionInProgress)
{
else
state = OSInactive;
- return;
+ 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.
SaveHitState();
- HitTest(point);
+ bool hovered = HitTest(point);
needUpdate = HitStateChanged();
+
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
+ if (snapPointIsValid)
+ point = snapPoint;
+
objectWasDragged = (draggingEdge | draggingCenter);
if (objectWasDragged)
// Save this point so the rendering code knows where to draw the handle...
dragPoint = point;
+ return hovered;
}
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)))