Container::Container(Vector p1, Object * p/*= NULL*/): Object(p1, p),
+ isTopLevelContainer(false),
dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false)
{
type = OTContainer;
+ state = OSInactive;
}
// Use overloaded assignment operator
*this = copy;
type = OTContainer;
+ state = OSInactive;
}
// 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++)
+ // 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];
+// Object * object = from.objects[i];
+ Object * object = (*i)->Copy();
- // Need to copy the object here...
+ // Need to actually COPY the object here, not copy the pointer only!!
+ // (which we do now, above :-P)
objects.push_back(object);
}
{
QRectF boundary;
+//int a=1;
for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
-// for(int i=0; i<(int)objects.size(); i++)
{
-#if 0
-//printf("Container: About to draw (object = $%X)\n", objects[i]);
- objects[i]->Draw(painter);
- bounds = bounds.united(objects[i].RectangularExtents());
-#else
+//printf("Containter::Draw item #%i [%X]...\n", a++, *i);
(*i)->Draw(painter);
boundary = boundary.united((*i)->Extents());
-#endif
}
- if (state == OSSelected)
+ if ((state == OSSelected) || hit)
{
- painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DashLine));
+ if (hit)
+ painter->SetPen(QPen(Qt::magenta, 1.0, Qt::DashLine));
+ else
+ painter->SetPen(QPen(Qt::blue, 2.0, Qt::DashLine));
+
painter->SetBrush(QBrush(Qt::NoBrush));
- painter->DrawRect(boundary);
+ painter->DrawPaddedRect(boundary);
}
}
return position;
}
+
/*
We need at least *three* handles for this object:
- one for moving
*/
+// 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;
}
}
- // Do we decouple the state of the generic container from the objects inside??? Mebbe.
- state = OSInactive;
+ 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. :-)
+ if (isTopLevelContainer)
+ state = OSInactive;
+ else
+ {
+ state = (collision ? OSSelected : OSInactive);
+
+ if (state == OSSelected)
+ {
+ DeselectAll();
+ dragging = true;
+ oldPoint = point;
+ }
+ }
+
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)
{
-// objectWasDragged = true;
-//printf("CONTAINER: PointerMoved()\n");
+ std::vector<Object *>::iterator i;
+
+ if (!isTopLevelContainer)
+ {
+ // check for selection rectangle too
+ if (selectionInProgress)
+ {
+ if (selection.contains(Extents()))
+ state = OSSelected;
+ else
+ state = OSInactive;
+
+ return;
+ }
+
+ // No need to do any checking if we're already selected...
+// if (state == OSSelected)
+// return;
+
+// oldState = state;
+// needUpdate = true;
+// if (dragging &&
+ bool oldHit = hit;
+ hit = false;
+
+ for(i=objects.begin(); i!=objects.end(); i++)
+ {
+ if ((*i)->HitTest(point))
+ {
+// state = OSSelected;
+// return;
+ hit = true;
+ break;
+ }
+ }
+
+ needUpdate = (oldHit != hit ? true : false);
+// state = oldState;
+
+ if (dragging)
+ {
+ Vector delta = point - oldPoint;
+
+ for(i=objects.begin(); i!=objects.end(); i++)
+ (*i)->Translate(delta);
+
+ oldPoint = point;
+ needUpdate = true;
+ }
+
+ return;
+ }
- for(int i=0; i<(int)objects.size(); i++)
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
{
// if (objects[i]->GetState() == OSSelected)
- objects[i]->PointerMoved(point);
+ (*i)->PointerMoved(point);
}
// Generic container doesn't need this???
/*virtual*/ void Container::PointerReleased(void)
{
+ if (!isTopLevelContainer)
+ {
+ dragging = false;
+ return;
+ }
+#if 0
dragging = false;
draggingHandle1 = false;
draggingHandle2 = false;
// Here we check for just a click: If object was clicked and dragged, then
// revert to the old state (OSInactive). Otherwise, keep the new state that
// we set.
-/*Maybe it would be better to just check for "object was dragged" state and not have to worry
-about keeping track of old states...
+/*
+Maybe it would be better to just check for "object was dragged" state and not
+have to worry about keeping track of old states...
*/
if (objectWasDragged)
state = oldState;
//Note that the preceeding is unnecessary for a generic container!
+#endif
- for(int i=0; i<(int)objects.size(); i++)
- objects[i]->PointerReleased();
+// for(int i=0; i<(int)objects.size(); i++)
+// objects[i]->PointerReleased();
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ (*i)->PointerReleased();
}
/*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;
}
}
-#if 0
-/*virtual*/ ObjectType Container::Type(void)
+/*virtual*/ QRectF Container::Extents(void)
{
- return OTContainer;
+ QRectF bounds;
+
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ bounds = bounds.united((*i)->Extents());
+
+ return bounds;
}
-#endif
void Container::Delete(Object * objectToDelete)
void Container::Clear(void)
{
-#if 0
- // No memory leaks!
- while (objects.size() > 0)
- {
-printf("Container: Deleting object ($%X)...\n", objects[0]);
- delete objects[0];
- objects.erase(objects.begin());
- }
-#else
std::vector<Object *>::iterator i = objects.begin();
while (i != objects.end())
delete (*i);
objects.erase(i);
}
-#endif
}
return;
// Shuffle the contents of this container to the new one
- for(unsigned int i=0; i<objects.size(); i++)
- newContainer->Add(objects[i]);
+// 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();
}
newContainer->Add(*i);
+ (*i)->Reparent(newContainer);
objects.erase(i);
}
}
+void Container::ResizeAllDimensions(double newSize)
+{
+ for(std::vector<Object *>::iterator i=objects.begin(); i!=objects.end(); i++)
+ {
+ if ((*i)->type == OTDimension)
+ ((Dimension *)(*i))->size = newSize;
+ if ((*i)->type == OTContainer)
+ ((Container *)(*i))->ResizeAllDimensions(newSize);
+ }
+}
+
+
/*virtual*/ void Container::Enumerate(FILE * file)
{
// Only put "CONTAINER" markers if *not* the top level container
- if (parent != NULL)
+// if (parent != NULL)
+ if (!isTopLevelContainer)
fprintf(file, "CONTAINER\n");
for(uint i=0; i<objects.size(); i++)
objects[i]->Enumerate(file);
- if (parent != NULL)
+// if (parent != NULL)
+ if (!isTopLevelContainer)
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;
+}
+