// (C) 2011 Underground Software
// See the README and GPLv3 files for licensing and warranty information
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
#include "container.h"
#include <QtGui>
+#include "dimension.h"
Container::Container(Vector p1, Object * p/*= NULL*/): Object(p1, p),
{
}
+
+// Copy constructor
+Container::Container(const Container & copy): Object(copy.position, copy.parent)
+{
+ // Use overloaded assignment operator
+ *this = copy;
+}
+
+
Container::~Container()
{
- // No memory leaks!
- while (objects.size() > 0)
+ Clear();
+}
+
+
+// Assignment operator
+Container & Container::operator=(const Container & from)
+{
+ // Take care of self-assignment
+ if (this == &from)
+ 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(uint i=0; i<from.objects.size(); i++)
{
- delete objects[0];
- objects.erase(objects.begin());
+ Object * object = from.objects[i];
+
+ // Need to copy the object here...
+
+ objects.push_back(object);
}
+
+ return *this;
}
+
/*virtual*/ void Container::Draw(Painter * painter)
{
for(int i=0; i<(int)objects.size(); i++)
+ {
+//printf("Container: About to draw (object = $%X)\n", objects[i]);
objects[i]->Draw(painter);
+ }
}
+
/*virtual*/ Vector Container::Center(void)
{
return position;
Also: should put the snap logic into the Object base class (as a static method)...
*/
+
/*virtual*/ bool Container::Collided(Vector point)
{
objectWasDragged = false;
{
if (objects[i]->Collided(point))
{
- objects.erase(objects.begin() + i); // Calls the destructor, (deletes the object, I presume... O_o)
+#if 0
+Dimension * dimension = objects[i]->GetAttachedDimension();
+#endif
+ Object * objectToDelete = objects[i];
+ objects.erase(objects.begin() + i); // Calls the destructor, (deletes the object, I presume... O_o) [NOPE! SURE DOESN'T!]
+ 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 0
+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);
+ }
+}
+#endif
+ // 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.
}
}
}
return collision;
}
+
// 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.
+
// One optimization that will need to be done eventually is to subdivide the screen
// 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
// needUpdate = false;
}
+
/*virtual*/ void Container::PointerReleased(void)
{
dragging = false;
objects[i]->PointerReleased();
}
+
/*virtual*/ bool Container::NeedsUpdate(void)
{
needUpdate = false;
- for(int i=0; i<(int)objects.size(); i++)
+ for(uint i=0; i<objects.size(); i++)
{
if (objects[i]->NeedsUpdate())
needUpdate = true;
return needUpdate;
}
+
/*virtual*/ void Container::Add(Object * object)
{
objects.push_back(object);
+printf("Container: Added object (=$%X). size = %li\n", object, objects.size());
+}
+
+
+void Container::Clear(void)
+{
+ // No memory leaks!
+ while (objects.size() > 0)
+ {
+printf("Container: Deleting object ($%X)...\n", objects[0]);
+ delete objects[0];
+ objects.erase(objects.begin());
+ }
}
+
+
+/*virtual*/ void Container::Enumerate(FILE * file)
+{
+ // Only put "CONTAINER" markers if *not* the top level container
+ if (parent != NULL)
+ fprintf(file, "CONTAINER\n");
+
+ for(uint i=0; i<objects.size(); i++)
+ objects[i]->Enumerate(file);
+
+ if (parent != NULL)
+ fprintf(file, "ENDCONTAINER\n");
+}
+