Container::Container(Vector p1, Object * p/*= NULL*/): Object(p1, p),
isTopLevelContainer(false),
- dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false)
+ dragging(false), draggingHandle1(false), draggingHandle2(false),
+ hit(false)//, needUpdate(false)
{
type = OTContainer;
state = OSInactive;
return *this;
Clear();
-
- // Small problem with this approach: if the copied object goes out of scope,
- // all of the objects we copied in here will be deleted. D'oh!
- // For this COPY constructor to be meaningful, we have to actually COPY the
- // objects in this Container, not just MOVE a copy of the POINTER! D-:
std::vector<Object *>::const_iterator i;
-// for(uint i=0; i<from.objects.size(); i++)
for(i=from.objects.begin(); i!=from.objects.end(); i++)
{
-// Object * object = from.objects[i];
+printf("Container: Copying object $%08X...\n", *i);
Object * object = (*i)->Copy();
-
- // Need to actually COPY the object here, not copy the pointer only!!
- // (which we do now, above :-P)
-
objects.push_back(object);
}
/*virtual*/ bool Container::Collided(Vector point)
{
objectWasDragged = false;
-// Vector v1 = position - point;
-
bool collision = false;
+ lastObjectClicked = NULL;
- // 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...
+ // 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...
+ // N.B.: This only works because the toolAction is not set, &
+ // Object::ignoreClicks isn't set either...
if (deleteActive)
{
for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end();)
for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
{
if ((*i)->Collided(point))
+ {
collision = true;
+ lastObjectClicked = *i;
+//printf("Container::Collided: lastObjectClicked = %X\n", lastObjectClicked);
+ }
}
}
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
// 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. :-)
// into parts and keep subdividing until an acceptable number of objects lie within
// the slice. This way, the GUI will still be responsive and *not* have to test
// every object for collision.
-/*virtual*/ void Container::PointerMoved(Vector point)
+/*virtual*/ bool Container::PointerMoved(Vector point)
{
std::vector<Object *>::iterator i;
+ lastObjectHovered = penultimateObjectHovered = NULL;
if (!isTopLevelContainer)
{
else
state = OSInactive;
- return;
+ return false;
}
// No need to do any checking if we're already selected...
needUpdate = true;
}
- return;
+ return false;
}
for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
{
// if (objects[i]->GetState() == OSSelected)
- (*i)->PointerMoved(point);
+ if ((*i)->PointerMoved(point))
+ {
+ penultimateObjectHovered = lastObjectHovered;
+ lastObjectHovered = *i;
+ }
}
// Generic container doesn't need this???
// needUpdate = false;
+ return (lastObjectHovered == NULL ? false : true);
}
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);
}
+void Container::CopyContentsTo(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(); i++)
+ newContainer->Add((*i)->Copy());
+}
+
+
void Container::MoveSelectedContentsTo(Container * newContainer)
{
// Sanity check
}
+void Container::CopySelectedContentsTo(Container * newContainer)
+{
+ // Sanity check
+ if (newContainer == NULL)
+ return;
+
+ // Copy the contents of this container to the new one
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ {
+ if ((*i)->state == OSSelected)
+ newContainer->Add((*i)->Copy());
+ }
+}
+
+
void Container::ResizeAllDimensions(double newSize)
{
for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
// Only put "CONTAINER" markers if *not* the top level container
// if (parent != NULL)
if (!isTopLevelContainer)
- fprintf(file, "CONTAINER\n");
+ fprintf(file, "CONTAINER %i\n", layer);
for(uint i=0; i<objects.size(); i++)
objects[i]->Enumerate(file);
fprintf(file, "ENDCONTAINER\n");
}
+
+/*virtual*/ Object * Container::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.
+*/
+ Container * c = new Container(position, parent);
+ *c = *this;
+ return c;
+}
+
+
+/*virtual*/ void Container::Rotate(Point point, double angle)
+{
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ (*i)->Rotate(point, angle);
+}
+
+
+/*virtual*/ void Container::RotateSelected(Point point, double angle)
+{
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ {
+ if ((*i)->state == OSSelected)
+ (*i)->Rotate(point, angle);
+ }
+}
+
+
+/*virtual*/ void Container::Mirror(Point p1, Point p2)
+{
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ (*i)->Mirror(p1, p2);
+}
+
+
+/*virtual*/ void Container::MirrorSelected(Point p1, Point p2)
+{
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ {
+ if ((*i)->state == OSSelected)
+ (*i)->Mirror(p1, p2);
+ }
+}
+
+
+/*virtual*/ void Container::Save(void)
+{
+ Object::Save();
+
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ (*i)->Save();
+}
+
+
+/*virtual*/ void Container::Restore(void)
+{
+ Object::Restore();
+
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ (*i)->Restore();
+}
+