#include <QtGui>
#include "dimension.h"
+#include "painter.h"
Container::Container(Vector p1, Object * p/*= NULL*/): Object(p1, p),
+ isTopLevelContainer(false),
dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false)
{
+ type = OTContainer;
}
{
// Use overloaded assignment operator
*this = copy;
+ type = OTContainer;
}
/*virtual*/ void Container::Draw(Painter * painter)
{
- for(int i=0; i<(int)objects.size(); i++)
+ QRectF boundary;
+
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+// for(int i=0; i<(int)objects.size(); i++)
{
-printf("Container: About to draw (object = $%X)\n", objects[i]);
+#if 0
+//printf("Container: About to draw (object = $%X)\n", objects[i]);
objects[i]->Draw(painter);
+ bounds = bounds.united(objects[i].RectangularExtents());
+#else
+ (*i)->Draw(painter);
+ boundary = boundary.united((*i)->Extents());
+#endif
+ }
+
+ if (state == OSSelected)
+ {
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DashLine));
+ painter->SetBrush(QBrush(Qt::NoBrush));
+ painter->DrawRect(boundary);
}
}
*/
+// Need to add checking here for clicking on a member of a group (Container),
+// and checking for if it's a top level container (the DrawingView's document).
+/*
+One approach is to check for the parent of the container: If it's NULL, then it's
+the DrawingView's document. It might be better, though, to set a boolean like
+isTopLevelContainer so that we can do things like edit members of a group without
+having to ungroup them first (like Inkscape).
+*/
/*virtual*/ bool Container::Collided(Vector point)
{
objectWasDragged = false;
- Vector v1 = position - point;
+// Vector v1 = position - point;
-#if 0
- 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)
- {
- // 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;
- }
- }
-#else
bool collision = false;
// NOTE that this deletes the object on mouse down instead of mouse up. Have to
// check to see how it feels to do it that way...
if (deleteActive)
{
- for(int i=0; i<(int)objects.size(); i++)
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end();)
{
- if (objects[i]->Collided(point))
+ if ((*i)->Collided(point))
{
-Dimension * dimension = objects[i]->GetAttachedDimension();
-
- Object * objectToDelete = objects[i];
- objects.erase(objects.begin() + i); // Calls the destructor, (deletes the object, I presume... O_o) [NOPE! SURE DOESN'T!]
+printf("Container::Collided: Deleting object ($%X)\n", *i);
+ Object * objectToDelete = *i;
+ objects.erase(i);
delete objectToDelete;
-
-// If this object had an attached dimension, reattach it to another object, if any...
-// The only problem with that approach is if the object it gets attached to is deleted,
-// it will call the dimension to use a NULL pointer and BLAMMO
-if (dimension)
-{
- Vector p1 = dimension->GetPoint1();
- Vector p2 = dimension->GetPoint2();
- for(int j=0; j<(int)objects.size(); j++)
- {
- Vector * objectP1 = objects[i]->GetPointAt(p1);
- Vector * objectP2 = objects[i]->GetPointAt(p2);
-
- if (objectP1)
- dimension->SetPoint1(objectP1);
-
- if (objectP2)
- dimension->SetPoint2(objectP2);
- }
-}
-
- // This only allows deleting objects one at a time...
- break;
- // however, this way of doing things could be problematic if we don't
- // delete one at a time... Need to come up with a better approach.
}
+ else
+ i++;
}
}
else
{
- for(int i=0; i<(int)objects.size(); i++)
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
{
- if (objects[i]->Collided(point))
+ if ((*i)->Collided(point))
collision = true;
}
}
-#endif
- // Do we decouple the state of the generic container from the objects inside??? Mebbe.
- state = OSInactive;
-// return false;
+ // We check to see if the container we're trying to access is the
+ // DrawingView's document. If so, we ignore the state of the container.
+ // Otherwise, we care about the state of the container. :-)
+ if (isTopLevelContainer)
+ state = OSInactive;
+ else
+ {
+ state = (collision ? OSSelected : OSInactive);
+
+ if (state == OSSelected)
+ DeselectAll();
+ }
+
return collision;
}
+/*
+What we need to do is check for whether or not we're a top level container,
+and override the passing of stuff into the objects held. So here, if we're *NOT*
+a top level container, instead of passing PointerMoved to our contained objects,
+we check to see if our bounds are met (for selection rectangle, e.g.).
+
+Also, for things like being able to split point's hot spots we need to be able
+to check for that crap in the top level container. Which means that objects can
+still know how to move themselves, but they can also defer to their container
+as well. Which also means that things like HitTest() need to be in the Object
+class so that we can leverage that stuff here as well.
+*/
// The TLC is passing all mouse movement here, so we're doing the same here.
// Need to adjust all other objects to handle things correctly.
// every object for collision.
/*virtual*/ void Container::PointerMoved(Vector point)
{
+ if (!isTopLevelContainer)
+ {
+ // check for selection rectangle too
+
+
+ needUpdate = true;
+
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ {
+ if ((*i)->HitTest(point))
+ {
+ state = OSSelected;
+ return;
+ }
+ }
+
+ state = OSInactive;
+ return;
+ }
+
// objectWasDragged = true;
//printf("CONTAINER: PointerMoved()\n");
- for(int i=0; i<(int)objects.size(); i++)
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+// for(int i=0; i<(int)objects.size(); i++)
{
-// if (objects[i]->GetState() == OSSelected)
- objects[i]->PointerMoved(point);
+//// if (objects[i]->GetState() == OSSelected)
+// objects[i]->PointerMoved(point);
+ (*i)->PointerMoved(point);
}
// Generic container doesn't need this???
/*virtual*/ bool Container::NeedsUpdate(void)
{
- needUpdate = false;
+ // If this is *not* a top level container, then we treat it as an
+ // aggregate object.
+ if (!isTopLevelContainer)
+ {
+ return needUpdate;
+ }
- for(uint i=0; i<objects.size(); i++)
+ // Search through objects for one that needs an update; if one is found,
+ // return immediately.
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
{
- if (objects[i]->NeedsUpdate())
- needUpdate = true;
+ if ((*i)->NeedsUpdate())
+ return true;
}
- return needUpdate;
+ return false;
}
}
+/*virtual*/ QRectF Container::Extents(void)
+{
+ QRectF bounds;
+
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ bounds = bounds.united((*i)->Extents());
+
+ return bounds;
+}
+
+
+void Container::Delete(Object * objectToDelete)
+{
+ std::vector<Object *>::iterator i = objects.begin();
+
+ while (i != objects.end())
+ {
+ if (*i == objectToDelete)
+ {
+ objects.erase(i);
+ delete objectToDelete;
+ return;
+ }
+
+ i++;
+ }
+}
+
+
+void Container::DeleteSelectedItems(void)
+{
+ std::vector<Object *>::iterator i = objects.begin();
+
+ while (i != objects.end())
+ {
+ if ((*i)->state == OSSelected)
+ {
+ delete *i;
+ objects.erase(i);
+ }
+ else
+ i++;
+ }
+}
+
+
void Container::Clear(void)
{
- // No memory leaks!
- while (objects.size() > 0)
+ std::vector<Object *>::iterator i = objects.begin();
+
+ while (i != objects.end())
+ {
+printf("Container: Deleting object ($%X)...\n", *i);
+ delete (*i);
+ objects.erase(i);
+ }
+}
+
+
+void Container::SelectAll(void)
+{
+ for(unsigned int i=0; i<objects.size(); i++)
+ objects[i]->state = OSSelected;
+}
+
+
+void Container::DeselectAll(void)
+{
+ for(unsigned int i=0; i<objects.size(); i++)
+ objects[i]->state = OSInactive;
+}
+
+
+int Container::ItemsSelected(void)
+{
+ int selected = 0;
+
+ for(uint i=0; i<objects.size(); i++)
+ if (objects[i]->state == OSSelected)
+ selected++;
+
+ return selected;
+}
+
+
+Object * Container::SelectedItem(unsigned int index)
+{
+ unsigned int selectedIndex = 0;
+
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ {
+ if ((*i)->state == OSSelected)
+ {
+ if (selectedIndex == index)
+ return *i;
+ else
+ selectedIndex++;
+ }
+ }
+
+ return NULL;
+}
+
+
+void Container::MoveContentsTo(Container * newContainer)
+{
+ // Sanity check
+ if (newContainer == NULL)
+ return;
+
+ // Shuffle the contents of this container to the new one
+// for(unsigned int i=0; i<objects.size(); i++)
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ {
+ newContainer->Add(*i);
+ (*i)->Reparent(newContainer);
+ }
+
+ // & clear our vector
+ objects.clear();
+}
+
+
+void Container::MoveSelectedContentsTo(Container * newContainer)
+{
+ // Sanity check
+ if (newContainer == NULL)
+ return;
+
+ // Shuffle the contents of this container to the new one
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end();)
{
-printf("Container: Deleting object ($%X)...\n", objects[0]);
- delete objects[0];
- objects.erase(objects.begin());
+ if ((*i)->state != OSSelected)
+ {
+ i++;
+ continue;
+ }
+
+ newContainer->Add(*i);
+ (*i)->Reparent(newContainer);
+ objects.erase(i);
}
}