// JLH = James Hammons <jlhamm@acm.org>
//
// Who When What
-// --- ---------- -------------------------------------------------------------
+// --- ---------- ------------------------------------------------------------
// JLH 03/22/2011 Created this file
// JLH 09/29/2011 Added middle mouse button panning
//
// STILL TO BE DONE:
//
// - Lots of stuff
+// - Layer locking (hiding works)
//
// Uncomment this for debugging...
#include "drawingview.h"
#include <stdint.h>
+#include "geometry.h"
+#include "global.h"
#include "mathconstants.h"
-
-#include "arc.h"
-#include "circle.h"
-#include "dimension.h"
-#include "line.h"
#include "painter.h"
+#include "structs.h"
+#include "utils.h"
#define BACKGROUND_MAX_SIZE 512
DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent),
// The value in the settings file will override this.
- useAntialiasing(true),
+ useAntialiasing(true), numSelected(0), numHovered(0), shiftDown(false),
+ ctrlDown(false),
gridBackground(BACKGROUND_MAX_SIZE, BACKGROUND_MAX_SIZE),
scale(1.0), offsetX(-10), offsetY(-10),
- document(Vector(0, 0)),
- /*gridSpacing(12.0),*/ gridPixels(0), collided(false), //rotateTool(false),
-// rx(150.0), ry(150.0),
-// scrollDrag(false), addLineTool(false), addCircleTool(false),
-// addDimensionTool(false),
- toolAction(NULL)
+ gridPixels(0), collided(false), hoveringIntersection(false)
{
- document.isTopLevelContainer = true;
+// document.isTopLevelContainer = true;
+//wtf? doesn't work except in c++11??? document = { 0 };
setBackgroundRole(QPalette::Base);
setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
- Object::gridSpacing = 12.0;
-// toolPalette = new ToolWindow();
-// CreateCursors();
-// setCursor(cur[TOOLSelect]);
-// setMouseTracking(true);
+ Global::gridSpacing = 12.0; // In base units (inch is default)
+#if 0
Line * line = new Line(Vector(5, 5), Vector(50, 40), &document);
document.Add(line);
document.Add(new Line(Vector(50, 40), Vector(10, 83), &document));
// Alternate way to do the above...
line->SetDimensionOnLine();
#endif
+#else
+ Line * line = new Line;//(Vector(5, 5), Vector(50, 40), &document);
+ line->p[0] = Vector(5, 5);
+ line->p[1] = Vector(50, 40);
+ line->type = OTLine;
+ line->thickness = 2.0;
+ line->style = LSDash;
+ line->color = 0xFF7F00;
+ line->layer = 0;
+ document.objects.push_back(line);
+ document.objects.push_back(new Line(Vector(50, 40), Vector(10, 83)));
+ document.objects.push_back(new Line(Vector(10, 83), Vector(17, 2)));
+ document.objects.push_back(new Circle(Vector(100, 100), 36));
+ document.objects.push_back(new Circle(Vector(50, 150), 49));
+ document.objects.push_back(new Arc(Vector(300, 300), 32, TAU / 8.0, TAU * 0.65)),
+ document.objects.push_back(new Arc(Vector(200, 200), 60, TAU / 4.0, TAU * 0.75));
+ document.objects.push_back(new Dimension(Vector(50, 40), Vector(5, 5)));
+ document.objects.push_back(new Text(Vector(10, 83), "Here is some awesome text!"));
+#endif
/*
Here we set the grid size in pixels--12 in this case. Initially, we have our
The drawing enforces the grid spacing through the drawing->gridSpacing variable.
- drawing->gridSpacing = 12.0 / Painter::zoom;
+ drawing->gridSpacing = 12.0 / Global::zoom;
-Painter::zoom is the zoom factor for the drawing, and all mouse clicks are
-translated to Cartesian coordinates through this. (Initially, Painter::zoom is
+Global::zoom is the zoom factor for the drawing, and all mouse clicks are
+translated to Cartesian coordinates through this. (Initially, Global::zoom is
set to 1.0. SCREEN_ZOOM is set to 1.0/4.0.)
Really, the 100% zoom level can be set at *any* zoom level, it's more of a
convenience function than any measure of absolutes. Doing things that way we
could rid ourselves of the whole SCREEN_ZOOM parameter and all the attendant
-shittyness that comes with it.
+shittiness that comes with it.
However, it seems that SCREEN_ZOOM is used to make text and arrow sizes show up
a certain way, which means we should probably create something else in those
this. Maybe this is the case for having a base unit and basing point sizes off
of that.
-Here's what's been figured out. Painter::zoom is simply the ratio of pixels to
+Here's what's been figured out. Global::zoom is simply the ratio of pixels to
base units. What that means is that if you have a 12px grid with a 6" grid size
-(& base unit of "inches"), Painter::zoom becomes 12px / 6" = 2.0 px/in.
+(& base unit of "inches"), Global::zoom becomes 12px / 6" = 2.0 px/in.
Dimensions now have a "size" parameter to set their absolute size in relation
to the base unit. ATM, the arrows are drawn in pixels, but also scaled by
-Painter::zoom *and* size. Same with the dimension text; it's drawn at 10pt and
+Global::zoom *and* size. Same with the dimension text; it's drawn at 10pt and
scaled the same way as the arrowheads.
Need a way to scale line widths as well. :-/ Shouldn't be too difficult, just
we do! :-)
*/
- SetGridSize(12);
-}
-
-
-void DrawingView::SetToolActive(Action * action)
-{
- if (action != NULL)
- {
- toolAction = action;
- connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
- SLOT(AddNewObjectToDocument(Object *)));
- connect(toolAction, SIGNAL(NeedRefresh()), this, SLOT(HandleActionUpdate()));
- }
+ SetGridSize(12); // This is in pixels
}
pmp.end();
// Set up new BG brush & zoom level (pixels per base unit)
-// Painter::zoom = gridPixels / gridSpacing;
- Painter::zoom = gridPixels / Object::gridSpacing;
+ Global::zoom = gridPixels / Global::gridSpacing;
UpdateGridBackground();
}
}
-void DrawingView::AddNewObjectToDocument(Object * object)
+//
+// Basically, we just make a single pass through the Container. If the layer #
+// is less than the layer # being deleted, then do nothing. If the layer # is
+// equal to the layer # being deleted, then delete the object. If the layer #
+// is greater than the layer # being deleted, then set the layer # to its layer
+// # - 1.
+//
+void DrawingView::DeleteCurrentLayer(int layer)
{
- if (object)
+//printf("DrawingView::DeleteCurrentLayer(): currentLayer = %i\n", layer);
+ std::vector<void *>::iterator i = document.objects.begin();
+
+ while (i != document.objects.end())
{
- object->Reparent(&document);
- document.Add(object);
- update();
+ Object * obj = (Object *)(*i);
+
+ if (obj->layer < layer)
+ i++;
+ else if (obj->layer == layer)
+ {
+ document.objects.erase(i);
+ delete obj;
+ }
+ else
+ {
+ obj->layer--;
+ i++;
+ }
}
-//printf("DrawingView::AddNewObjectToDocument(). object=%08X\n", object);
+
+ // We've just done a destructive action, so update the screen!
+ update();
}
-void DrawingView::HandleActionUpdate(void)
+void DrawingView::HandleLayerToggle(void)
{
+ // A layer's visibility was toggled, so update the screen...
update();
}
-void DrawingView::SetCurrentLayer(int layer)
+//
+// A layer was moved up or down in the layer list, so we have to swap the
+// document's object's layer numbers in the layers that were swapped.
+//
+void DrawingView::HandleLayerSwap(int layer1, int layer2)
{
- Object::currentLayer = layer;
-//printf("DrawingView::CurrentLayer = %i\n", layer);
+//printf("DrawingView: Swapping layers %i and %i.\n", layer1, layer2);
+ std::vector<void *>::iterator i;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+
+ if (obj->layer == layer1)
+ obj->layer = layer2;
+ else if (obj->layer == layer2)
+ obj->layer = layer1;
+ }
}
QPoint DrawingView::GetAdjustedMousePosition(QMouseEvent * event)
{
- // This is undoing the transform, e.g. going from client coords to local coords.
- // In essence, the height - y is height + (y * -1), the (y * -1) term doing the
- // conversion of the y-axis from increasing bottom to top.
+ // This is undoing the transform, e.g. going from client coords to local
+ // coords. In essence, the height - y is height + (y * -1), the (y * -1)
+ // term doing the conversion of the y-axis from increasing bottom to top.
return QPoint(offsetX + event->x(), offsetY + (size().height() - event->y()));
}
{
// VOODOO ALERT (ON Y COMPONENT!!!!) (eh?)
// No voodoo here, it's just grouped wrong to see it. It should be:
- // -offsetY + (size.height() + (y * -1.0)) <-- this is wrong, offsetY should be positive
+ // -offsetY + (size.height() + (y * -1.0)) <-- this is wrong, offsetY should be positive [why? we use -offsetX after all]
return QPoint(-offsetX + x, (size().height() - (-offsetY + y)) * +1.0);
}
if (useAntialiasing)
qtPainter.setRenderHint(QPainter::Antialiasing);
- Object::SetViewportHeight(size().height());
+ Global::viewportHeight = size().height();
// Draw coordinate axes
painter.SetPen(QPen(Qt::blue, 1.0, Qt::DotLine));
painter.DrawLine(0, -16384, 0, 16384);
painter.DrawLine(-16384, 0, 16384, 0);
- // The top level document takes care of rendering for us...
- document.Draw(&painter);
+ // Do object rendering...
+ for(int i=0; i<Global::numLayers; i++)
+ {
+ if (Global::layerHidden[i] == false)
+ RenderObjects(&painter, document.objects, i);
+ }
- if (toolAction)
+ // Do tool rendering, if any...
+ if (Global::tool)
{
painter.SetPen(QPen(QColor(200, 100, 0, 255), 1.0, Qt::DashLine));
painter.DrawCrosshair(oldPoint);
- toolAction->Draw(&painter);
+ ToolDraw(&painter);
}
- if (Object::selectionInProgress)
+ // Do selection rectangle rendering, if any
+ if (Global::selectionInProgress)
{
painter.SetPen(QPen(QColor(255, 127, 0, 255)));
painter.SetBrush(QBrush(QColor(255, 127, 0, 100)));
- painter.DrawRect(Object::selection);
+ painter.DrawRect(Global::selection);
+ }
+
+ if (hoveringIntersection)
+ painter.DrawHandle(intersectionPoint);
+
+ if (!informativeText.isEmpty())
+ painter.DrawInformativeText(informativeText);
+}
+
+
+//
+// Renders objects in the passed in vector
+//
+void DrawingView::RenderObjects(Painter * painter, std::vector<void *> & v, int layer)
+{
+ std::vector<void *>::iterator i;
+
+ for(i=v.begin(); i!=v.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+ float scaledThickness = Global::scale * obj->thickness;
+
+ // If the object isn't on the current layer being drawn, skip it
+ if (obj->layer != layer)
+ continue;
+
+ if ((Global::tool == TTRotate) && ctrlDown && obj->selected)
+ {
+ painter->SetPen(0x00FF00, 2.0, LSSolid);
+ }
+ else
+ {
+ painter->SetPen(obj->color, Global::zoom * scaledThickness, obj->style);
+ painter->SetBrush(obj->color);
+
+ if (obj->selected || obj->hitObject)
+ painter->SetPen(0xFF0000, Global::zoom * scaledThickness, LSDash);
+ }
+
+ switch (obj->type)
+ {
+ case OTLine:
+ painter->DrawLine(obj->p[0], obj->p[1]);
+
+ if (obj->hitPoint[0])
+ painter->DrawHandle(obj->p[0]);
+
+ if (obj->hitPoint[1])
+ painter->DrawHandle(obj->p[1]);
+
+ break;
+ case OTCircle:
+ painter->SetBrush(QBrush(Qt::NoBrush));
+ painter->DrawEllipse(obj->p[0], obj->radius[0], obj->radius[0]);
+
+ if (obj->hitPoint[0])
+ painter->DrawHandle(obj->p[0]);
+
+ break;
+ case OTArc:
+ painter->DrawArc(obj->p[0], obj->radius[0], obj->angle[0], obj->angle[1]);
+
+ if (obj->hitPoint[0])
+ painter->DrawHandle(obj->p[0]);
+
+ if (obj->hitPoint[1])
+ painter->DrawHandle(obj->p[0] + (Vector(cos(obj->angle[0]), sin(obj->angle[0])) * obj->radius[0]));
+
+ if (obj->hitPoint[2])
+ painter->DrawHandle(obj->p[0] + (Vector(cos(obj->angle[0] + obj->angle[1]), sin(obj->angle[0] + obj->angle[1])) * obj->radius[0]));
+
+ break;
+ case OTDimension:
+ {
+ Dimension * d = (Dimension *)obj;
+
+ Vector v(d->p[0], d->p[1]);
+ double angle = v.Angle();
+ Vector unit = v.Unit();
+ Vector linePt1 = d->p[0], linePt2 = d->p[1];
+ Vector ortho;
+ double x1, y1, length;
+
+ if (d->subtype == DTLinearVert)
+ {
+ if ((angle < 0) || (angle > HALF_TAU))
+ {
+ x1 = (d->p[0].x > d->p[1].x ? d->p[0].x : d->p[1].x);
+ y1 = (d->p[0].y > d->p[1].y ? d->p[0].y : d->p[1].y);
+ ortho = Vector(1.0, 0);
+ angle = THREE_QTR_TAU;
+ }
+ else
+ {
+ x1 = (d->p[0].x > d->p[1].x ? d->p[1].x : d->p[0].x);
+ y1 = (d->p[0].y > d->p[1].y ? d->p[1].y : d->p[0].y);
+ ortho = Vector(-1.0, 0);
+ angle = QTR_TAU;
+ }
+
+ linePt1.x = linePt2.x = x1;
+ length = fabs(d->p[0].y - d->p[1].y);
+ }
+ else if (d->subtype == DTLinearHorz)
+ {
+ if ((angle < QTR_TAU) || (angle > THREE_QTR_TAU))
+ {
+ x1 = (d->p[0].x > d->p[1].x ? d->p[0].x : d->p[1].x);
+ y1 = (d->p[0].y > d->p[1].y ? d->p[0].y : d->p[1].y);
+ ortho = Vector(0, 1.0);
+ angle = 0;
+ }
+ else
+ {
+ x1 = (d->p[0].x > d->p[1].x ? d->p[1].x : d->p[0].x);
+ y1 = (d->p[0].y > d->p[1].y ? d->p[1].y : d->p[0].y);
+ ortho = Vector(0, -1.0);
+ angle = HALF_TAU;
+ }
+
+ linePt1.y = linePt2.y = y1;
+ length = fabs(d->p[0].x - d->p[1].x);
+ }
+ else if (d->subtype == DTLinear)
+ {
+ angle = Vector(linePt1, linePt2).Angle();
+ ortho = Vector::Normal(linePt1, linePt2);
+ length = v.Magnitude();
+ }
+
+ unit = Vector(linePt1, linePt2).Unit();
+
+ Point p1 = linePt1 + (ortho * 10.0 * scaledThickness);
+ Point p2 = linePt2 + (ortho * 10.0 * scaledThickness);
+ Point p3 = linePt1 + (ortho * 16.0 * scaledThickness);
+ Point p4 = linePt2 + (ortho * 16.0 * scaledThickness);
+ Point p5 = d->p[0] + (ortho * 4.0 * scaledThickness);
+ Point p6 = d->p[1] + (ortho * 4.0 * scaledThickness);
+
+ /*
+ The numbers hardcoded into here, what are they?
+ I believe they are pixels.
+ */
+ // Draw extension lines (if certain type)
+ painter->DrawLine(p3, p5);
+ painter->DrawLine(p4, p6);
+
+ // Calculate whether or not the arrowheads are too crowded to put
+ // inside the extension lines. 9.0 is the length of the arrowhead.
+ double t = Geometry::ParameterOfLineAndPoint(linePt1, linePt2, linePt2 - (unit * 9.0 * scaledThickness));
+
+ // On the screen, it's acting like this is actually 58%...
+ // This is correct, we want it to happen at > 50%
+ if (t > 0.58)
+ {
+ // Draw main dimension line + arrowheads
+ painter->DrawLine(p1, p2);
+ painter->DrawArrowhead(p1, p2, scaledThickness);
+ painter->DrawArrowhead(p2, p1, scaledThickness);
+ }
+ else
+ {
+ // Draw outside arrowheads
+ Point p7 = p1 - (unit * 9.0 * scaledThickness);
+ Point p8 = p2 + (unit * 9.0 * scaledThickness);
+ painter->DrawArrowhead(p1, p7, scaledThickness);
+ painter->DrawArrowhead(p2, p8, scaledThickness);
+ painter->DrawLine(p1, p1 - (unit * 14.0 * scaledThickness));
+ painter->DrawLine(p2, p2 + (unit * 14.0 * scaledThickness));
+ }
+
+ // Draw length of dimension line...
+ painter->SetFont(QFont("Arial", 8.0 * Global::zoom * scaledThickness));
+ Point ctr = p2 + (Vector(p2, p1) / 2.0);
+
+ QString dimText;
+
+ if (length < 12.0)
+ dimText = QString("%1\"").arg(length);
+ else
+ {
+ double feet = (double)((int)length / 12);
+ double inches = length - (feet * 12.0);
+
+ if (inches == 0)
+ dimText = QString("%1'").arg(feet);
+ else
+ dimText = QString("%1' %2\"").arg(feet).arg(inches);
+ }
+
+ painter->DrawAngledText(ctr, angle, dimText, scaledThickness);
+
+ break;
+ }
+ case OTText:
+ {
+ Text * t = (Text *)obj;
+ painter->DrawTextObject(t->p[0], t->s.c_str(), scaledThickness);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+}
+
+
+void DrawingView::AddHoveredToSelection(void)
+{
+ std::vector<void *>::iterator i;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ if (((Object *)(*i))->hovered)
+ ((Object *)(*i))->selected = true;
+ }
+}
+
+
+void DrawingView::GetSelection(std::vector<void *> & v)
+{
+ v.clear();
+ std::vector<void *>::iterator i;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ if (((Object *)(*i))->selected)
+ v.push_back(*i);
+ }
+}
+
+
+void DrawingView::GetHovered(std::vector<void *> & v)
+{
+ v.clear();
+ std::vector<void *>::iterator i;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ if (((Object *)(*i))->hovered)
+// {
+//printf("GetHovered: adding object (%X) to hover... hp1=%s, hp2=%s, hl=%s\n", (*i), (((Line *)(*i))->hitPoint[0] ? "true" : "false"), (((Line *)(*i))->hitPoint[1] ? "true" : "false"), (((Line *)(*i))->hitObject ? "true" : "false"));
+ v.push_back(*i);
+// }
}
}
void DrawingView::resizeEvent(QResizeEvent * /*event*/)
{
- Painter::screenSize = Vector(size().width(), size().height());
+ Global::screenSize = Vector(size().width(), size().height());
UpdateGridBackground();
}
-void DrawingView::mousePressEvent(QMouseEvent * event)
+void DrawingView::ToolHandler(int mode, Point p)
{
- if (event->button() == Qt::LeftButton)
+ if (Global::tool == TTLine)
+ LineHandler(mode, p);
+ else if (Global::tool == TTCircle)
+ CircleHandler(mode, p);
+ else if (Global::tool == TTArc)
+ ArcHandler(mode, p);
+ else if (Global::tool == TTRotate)
+ RotateHandler(mode, p);
+ else if (Global::tool == TTMirror)
+ MirrorHandler(mode, p);
+}
+
+
+void DrawingView::ToolDraw(Painter * painter)
+{
+ if (Global::tool == TTLine)
{
- Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+ if (Global::toolState == TSNone)
+ {
+ painter->DrawHandle(toolPoint[0]);
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ painter->DrawHandle(toolPoint[1]);
+ }
+ else
+ {
+ painter->DrawLine(toolPoint[0], toolPoint[1]);
+ painter->DrawHandle(toolPoint[1]);
+
+ Vector v(toolPoint[0], toolPoint[1]);
+ double absAngle = v.Angle() * RADIANS_TO_DEGREES;
+ double absLength = v.Magnitude();
+ QString text = tr("Length: %1 in.\n") + QChar(0x2221) + tr(": %2");
+ informativeText = text.arg(absLength).arg(absAngle);
+ }
+ }
+ else if (Global::tool == TTCircle)
+ {
+ if (Global::toolState == TSNone)
+ {
+ painter->DrawHandle(toolPoint[0]);
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ painter->DrawHandle(toolPoint[1]);
+ }
+ else
+ {
+ double length = Vector::Magnitude(toolPoint[0], toolPoint[1]);
+// painter->DrawLine(toolPoint[0], toolPoint[1]);
+// painter->DrawHandle(toolPoint[1]);
+ painter->SetBrush(QBrush(Qt::NoBrush));
+ painter->DrawEllipse(toolPoint[0], length, length);
+ QString text = tr("Radius: %1 in.");//\n") + QChar(0x2221) + tr(": %2");
+ informativeText = text.arg(length);//.arg(absAngle);
+ }
+ }
+ else if (Global::tool == TTArc)
+ {
+ if (Global::toolState == TSNone)
+ {
+ painter->DrawHandle(toolPoint[0]);
+ }
+ else if (Global::toolState == TSPoint2)
+ {
+ double length = Vector::Magnitude(toolPoint[0], toolPoint[1]);
+ painter->SetBrush(QBrush(Qt::NoBrush));
+ painter->DrawEllipse(toolPoint[0], length, length);
+ painter->DrawLine(toolPoint[0], toolPoint[1]);
+ painter->DrawHandle(toolPoint[1]);
+ QString text = tr("Radius: %1 in.");
+ informativeText = text.arg(length);
+ }
+ else if (Global::toolState == TSPoint3)
+ {
+ double angle = Vector::Angle(toolPoint[0], toolPoint[2]);
+ painter->DrawLine(toolPoint[0], toolPoint[2]);
+ painter->SetBrush(QBrush(Qt::NoBrush));
+ painter->DrawEllipse(toolPoint[0], toolPoint[1].x, toolPoint[1].x);
+ painter->DrawHandle(toolPoint[0] + (Vector(cos(angle), sin(angle)) * toolPoint[1].x));
+ QString text = tr("Angle start: %1") + QChar(0x00B0);
+ informativeText = text.arg(RADIANS_TO_DEGREES * angle);
+ }
+ else
+ {
+ double angle = Vector::Angle(toolPoint[0], toolPoint[3]);
+ double span = angle - toolPoint[2].x;
+
+ if (span < 0)
+ span += TAU;
+
+ painter->DrawLine(toolPoint[0], toolPoint[3]);
+ painter->SetBrush(QBrush(Qt::NoBrush));
+ painter->DrawEllipse(toolPoint[0], toolPoint[1].x, toolPoint[1].x);
+ painter->SetPen(0xFF00FF, 2.0, LSSolid);
+ painter->DrawArc(toolPoint[0], toolPoint[1].x, toolPoint[2].x, span);
+ painter->DrawHandle(toolPoint[0] + (Vector(cos(angle), sin(angle)) * toolPoint[1].x));
+ QString text = tr("Arc span: %1") + QChar(0x00B0);
+ informativeText = text.arg(RADIANS_TO_DEGREES * span);
+ }
+ }
+ else if (Global::tool == TTRotate)
+ {
+ if ((Global::toolState == TSNone) || (Global::toolState == TSPoint1))
+ painter->DrawHandle(toolPoint[0]);
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ painter->DrawHandle(toolPoint[1]);
+ else
+ {
+ if (toolPoint[0] == toolPoint[1])
+ return;
-// Problem with this: Can't select stuff very well with the snap grid on.
-// Completely screws things up, as sometimes things don't fall on the grid.
-/*
-So, how to fix this? Have the Object check itself?
-Maybe we can fix this by having the initial point not be snapped, but when there's
-a drag, we substitute the snapped point 'oldPoint' which the Object keeps track of
-internally to know how far it was dragged...
+ painter->DrawLine(toolPoint[0], toolPoint[1]);
+ // Likely we need a tool container for this... (now we do!)
+#if 0
+ if (ctrlDown)
+ {
+ painter->SetPen(0x00FF00, 2.0, LSSolid);
+ overrideColor = true;
+ }
+
+ RenderObjects(painter, toolObjects);
+ overrideColor = false;
+#endif
-Now we do... :-/
-*/
+ double absAngle = (Vector(toolPoint[1] - toolPoint[0]).Angle()) * RADIANS_TO_DEGREES;
+ QString text = QChar(0x2221) + QObject::tr(": %1");
+ informativeText = text.arg(absAngle);
+
+ if (ctrlDown)
+ informativeText += " (Copy)";
+ }
+ }
+ else if (Global::tool == TTMirror)
+ {
+ if ((Global::toolState == TSNone) || (Global::toolState == TSPoint1))
+ painter->DrawHandle(toolPoint[0]);
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ painter->DrawHandle(toolPoint[1]);
+ else
+ {
+ if (toolPoint[0] == toolPoint[1])
+ return;
+
+ Point mirrorPoint = toolPoint[0] + Vector(toolPoint[1], toolPoint[0]);
+// painter->DrawLine(toolPoint[0], toolPoint[1]);
+ painter->DrawLine(mirrorPoint, toolPoint[1]);
+ // Likely we need a tool container for this... (now we do!)
#if 0
- if (Object::snapToGrid)
- point = Object::SnapPointToGrid(point);
+ if (ctrlDown)
+ {
+ painter->SetPen(0x00FF00, 2.0, LSSolid);
+ overrideColor = true;
+ }
+
+ RenderObjects(painter, toolObjects);
+ overrideColor = false;
#endif
- collided = document.Collided(point);
+ double absAngle = (Vector(toolPoint[1] - toolPoint[0]).Angle()) * RADIANS_TO_DEGREES;
+
+ if (absAngle > 180.0)
+ absAngle -= 180.0;
+
+ QString text = QChar(0x2221) + QObject::tr(": %1");
+ informativeText = text.arg(absAngle);
+
+ if (ctrlDown)
+ informativeText += " (Copy)";
+ }
+ }
+}
+
+
+void DrawingView::LineHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ Line * l = new Line(toolPoint[0], toolPoint[1]);
+ l->layer = Global::activeLayer;
+ document.objects.push_back(l);
+ toolPoint[0] = toolPoint[1];
+ }
+ }
+}
+
+
+void DrawingView::CircleHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ double length = Vector::Magnitude(toolPoint[0], toolPoint[1]);
+ Circle * c = new Circle(toolPoint[0], length);
+ c->layer = Global::activeLayer;
+ document.objects.push_back(c);
+ toolPoint[0] = toolPoint[1];
+ Global::toolState = TSNone;
+ }
+ }
+}
- if (collided)
- update(); // Do an update if collided with at least *one* object in the document
- if (toolAction)
+void DrawingView::ArcHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ toolPoint[1] = p;
+ else if (Global::toolState == TSPoint3)
+ toolPoint[2] = p;
+ else
+ toolPoint[3] = p;
+
+ break;
+ case ToolMouseMove:
+ if (Global::toolState == TSNone)
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ toolPoint[1] = p;
+ else if (Global::toolState == TSPoint3)
+ toolPoint[2] = p;
+ else
+ toolPoint[3] = p;
+
+ break;
+ case ToolMouseUp:
+ if (Global::toolState == TSNone)
+ {
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ Global::toolState = TSPoint2;
+ }
+ else if (Global::toolState == TSPoint2)
+ {
+ if (shiftDown)
+ {
+ // Key override is telling us to start circle at new center, not
+ // continue the current one.
+ toolPoint[0] = toolPoint[1];
+ return;
+ }
+
+ // Set the radius in toolPoint[1].x
+ toolPoint[1].x = Vector::Magnitude(toolPoint[0], toolPoint[1]);
+ Global::toolState = TSPoint3;
+ }
+ else if (Global::toolState == TSPoint3)
+ {
+ // Set the angle in toolPoint[2].x
+ toolPoint[2].x = Vector::Angle(toolPoint[0], toolPoint[2]);
+ Global::toolState = TSPoint4;
+ }
+ else
{
- if (Object::snapToGrid)
- point = Object::SnapPointToGrid(point);
+ double endAngle = Vector::Angle(toolPoint[0], toolPoint[3]);
+ double span = endAngle - toolPoint[2].x;
+
+ if (span < 0)
+ span += TAU;
+
+ Arc * arc = new Arc(toolPoint[0], toolPoint[1].x, toolPoint[2].x, span);
+ arc->layer = Global::activeLayer;
+ document.objects.push_back(arc);
+ Global::toolState = TSNone;
+ }
+ }
+}
+
- toolAction->MouseDown(point);
+void DrawingView::RotateHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ {
+ toolPoint[0] = p;
+ SavePointsFrom(select, toolScratch);
+ Global::toolState = TSPoint1;
+ }
+ else if (Global::toolState == TSPoint1)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+ case ToolMouseMove:
+ if ((Global::toolState == TSPoint1) || (Global::toolState == TSNone))
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ {
+ toolPoint[1] = p;
+
+ if (shiftDown)
+ return;
+
+ double angle = Vector(toolPoint[0], toolPoint[1]).Angle();
+ std::vector<void *>::iterator j = select.begin();
+ std::vector<Object>::iterator i = toolScratch.begin();
+
+ for(; i!=toolScratch.end(); i++, j++)
+ {
+ Object obj = *i;
+ Point p1 = Geometry::RotatePointAroundPoint(obj.p[0], toolPoint[0], angle);
+ Point p2 = Geometry::RotatePointAroundPoint(obj.p[1], toolPoint[0], angle);
+ Object * obj2 = (Object *)(*j);
+ obj2->p[0] = p1;
+ obj2->p[1] = p2;
+
+ if (obj.type == OTArc)
+ {
+ obj2->angle[0] = obj.angle[0] + angle;
+
+ if (obj2->angle[0] > TAU)
+ obj2->angle[0] -= TAU;
+ }
+ }
}
- // Didn't hit any object and not using a tool, so do a selection rectangle
- if (!(collided || toolAction))
+ break;
+ case ToolMouseUp:
+ if (Global::toolState == TSPoint1)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
{
- Object::selectionInProgress = true;
- Object::selection.setTopLeft(QPointF(point.x, point.y));
- Object::selection.setBottomRight(QPointF(point.x, point.y));
+ // Either we're finished with our rotate, or we're stamping a copy.
+ if (ctrlDown)
+ {
+ // Stamp a copy of the selection at the current rotation & bail
+ std::vector<void *> temp;
+ CopyObjects(select, temp);
+ ClearSelected(temp);
+ AddObjectsTo(document.objects, temp);
+ RestorePointsTo(select, toolScratch);
+ return;
+ }
+
+ toolPoint[0] = p;
+ Global::toolState = TSPoint1;
+ SavePointsFrom(select, toolScratch);
}
+
+ break;
+ case ToolKeyDown:
+ // Reset the selection if shift held down...
+ if (shiftDown)
+ RestorePointsTo(select, toolScratch);
+
+ break;
+ case ToolKeyUp:
+ // Reset selection when key is let up
+ if (!shiftDown)
+ RotateHandler(ToolMouseMove, toolPoint[1]);
+
+ break;
+ case ToolCleanup:
+ RestorePointsTo(select, toolScratch);
+ }
+}
+
+
+void DrawingView::MirrorHandler(int mode, Point p)
+{
+ switch (mode)
+ {
+ case ToolMouseDown:
+ if (Global::toolState == TSNone)
+ {
+ toolPoint[0] = p;
+ SavePointsFrom(select, toolScratch);
+ Global::toolState = TSPoint1;
+ }
+ else if (Global::toolState == TSPoint1)
+ toolPoint[0] = p;
+ else
+ toolPoint[1] = p;
+
+ break;
+ case ToolMouseMove:
+ if ((Global::toolState == TSPoint1) || (Global::toolState == TSNone))
+ toolPoint[0] = p;
+ else if (Global::toolState == TSPoint2)
+ {
+ toolPoint[1] = p;
+
+ if (shiftDown)
+ return;
+
+ double angle = Vector(toolPoint[0], toolPoint[1]).Angle();
+ std::vector<void *>::iterator j = select.begin();
+ std::vector<Object>::iterator i = toolScratch.begin();
+
+ for(; i!=toolScratch.end(); i++, j++)
+ {
+ Object obj = *i;
+ Point p1 = Geometry::MirrorPointAroundLine(obj.p[0], toolPoint[0], toolPoint[1]);
+ Point p2 = Geometry::MirrorPointAroundLine(obj.p[1], toolPoint[0], toolPoint[1]);
+ Object * obj2 = (Object *)(*j);
+ obj2->p[0] = p1;
+ obj2->p[1] = p2;
+
+ if (obj.type == OTArc)
+ {
+ // This is 2*mirror angle - obj angle - obj span
+ obj2->angle[0] = (2.0 * angle) - obj.angle[0] - obj.angle[1];
+
+ if (obj2->angle[0] > TAU)
+ obj2->angle[0] -= TAU;
+ }
+ }
+ }
+
+ break;
+ case ToolMouseUp:
+ if (Global::toolState == TSPoint1)
+ {
+ Global::toolState = TSPoint2;
+ // Prevent spurious line from drawing...
+ toolPoint[1] = toolPoint[0];
+ }
+ else if ((Global::toolState == TSPoint2) && shiftDown)
+ {
+ // Key override is telling us to make a new line, not continue the
+ // previous one.
+ toolPoint[0] = toolPoint[1];
+ }
+ else
+ {
+ // Either we're finished with our rotate, or we're stamping a copy.
+ if (ctrlDown)
+ {
+ // Stamp a copy of the selection at the current rotation & bail
+ std::vector<void *> temp;
+ CopyObjects(select, temp);
+ ClearSelected(temp);
+ AddObjectsTo(document.objects, temp);
+ RestorePointsTo(select, toolScratch);
+ return;
+ }
+
+ toolPoint[0] = p;
+ Global::toolState = TSPoint1;
+ SavePointsFrom(select, toolScratch);
+ }
+
+ break;
+ case ToolKeyDown:
+ // Reset the selection if shift held down...
+ if (shiftDown)
+ RestorePointsTo(select, toolScratch);
+
+ break;
+ case ToolKeyUp:
+ // Reset selection when key is let up
+ if (!shiftDown)
+ MirrorHandler(ToolMouseMove, toolPoint[1]);
+
+ break;
+ case ToolCleanup:
+ RestorePointsTo(select, toolScratch);
+ }
+}
+
+
+void DrawingView::mousePressEvent(QMouseEvent * event)
+{
+ if (event->button() == Qt::LeftButton)
+ {
+ Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+
+ // Handle tool processing, if any
+ if (Global::tool)
+ {
+ if (Global::snapToGrid)
+ point = SnapPointToGrid(point);
+
+ //Also, may want to figure out if hovering over a snap point on an object,
+ //snap to grid if not.
+ // Snap to object point if valid...
+// if (Global::snapPointIsValid)
+// point = Global::snapPoint;
+
+ ToolHandler(ToolMouseDown, point);
+ return;
+ }
+
+ // Clear the selection only if CTRL isn't being held on click
+ if (!ctrlDown)
+ ClearSelected(document.objects);
+// ClearSelection();
+
+ // If any objects are being hovered on click, add them to the selection
+ // & return
+ if (numHovered > 0)
+ {
+ AddHoveredToSelection();
+ update(); // needed??
+ GetHovered(hover); // prolly needed
+
+ // Needed for grab & moving objects
+ // We do it *after*... why? (doesn't seem to confer any advantage...)
+ if (Global::snapToGrid)
+ oldPoint = SnapPointToGrid(point);
+
+ return;
+ }
+
+ // Didn't hit any object and not using a tool, so do a selection rectangle
+ Global::selectionInProgress = true;
+ Global::selection.setTopLeft(QPointF(point.x, point.y));
+ Global::selection.setBottomRight(QPointF(point.x, point.y));
}
else if (event->button() == Qt::MiddleButton)
{
void DrawingView::mouseMoveEvent(QMouseEvent * event)
{
Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
- Object::selection.setBottomRight(QPointF(point.x, point.y));
+ Global::selection.setBottomRight(QPointF(point.x, point.y));
+ // Only needs to be done here, as mouse down is always preceded by movement
+ Global::snapPointIsValid = false;
+ hoveringIntersection = false;
+ // Scrolling...
if (event->buttons() & Qt::MiddleButton)
{
point = Vector(event->x(), event->y());
// Since we're using Qt coords for scrolling, we have to adjust them here to
// conform to Cartesian coords, since the origin is using Cartesian. :-)
- Vector delta(point, oldPoint);
- delta /= Painter::zoom;
+ Vector delta(oldPoint, point);
+ delta /= Global::zoom;
delta.y = -delta.y;
- Painter::origin -= delta;
+ Global::origin -= delta;
UpdateGridBackground();
update();
return;
}
- // Grid processing...
- if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid)
+ // If we're doing a selection rect, see if any objects are engulfed by it
+ // (implies left mouse button held down)
+ if (Global::selectionInProgress)
{
- point = Object::SnapPointToGrid(point);
+ CheckObjectBounds();
+ update();
+ return;
}
- oldPoint = point;
-//we should keep track of the last point here and only pass this down *if* the point
-//changed...
- document.PointerMoved(point);
+ // Handle object movement (left button down & over an object)
+ if ((event->buttons() & Qt::LeftButton) && numHovered && !Global::tool)
+ {
+ if (Global::snapToGrid)
+ point = SnapPointToGrid(point);
- if (document.NeedsUpdate() || Object::selectionInProgress)
+ HandleObjectMovement(point);
update();
+ oldPoint = point;
+ return;
+ }
- if (toolAction)
+ // Do object hit testing...
+ bool needUpdate = HitTestObjects(point);
+
+ // Check for multi-hover...
+ if (numHovered > 1)
{
- if (Object::snapToGrid)
+ GetHovered(hover);
+
+// double t, u;
+// int numIntersecting = Geometry::Intersects((Object *)hover[0], (Object *)hover[1], &t, &u);
+ Geometry::Intersects((Object *)hover[0], (Object *)hover[1]);
+ int numIntersecting = Global::numIntersectParams;
+ double t = Global::intersectParam[0];
+ double u = Global::intersectParam[1];
+
+ if (numIntersecting > 0)
{
- point = Object::SnapPointToGrid(point);
- oldPoint = point;
+ Vector v1 = Geometry::GetPointForParameter((Object *)hover[0], t);
+ Vector v2 = Geometry::GetPointForParameter((Object *)hover[1], u);
+ QString text = tr("Intersection t=%1 (%3, %4), u=%2 (%5, %6)");
+ informativeText = text.arg(t).arg(u).arg(v1.x).arg(v1.y).arg(v2.x).arg(v2.y);
+
+ hoveringIntersection = true;
+ intersectionPoint = v1;
}
- toolAction->MouseMoved(point);
- update();
+ numIntersecting = Global::numIntersectPoints;
+
+ if (numIntersecting > 0)
+ {
+ Vector v1 = Global::intersectPoint[0];
+
+ if (numIntersecting == 2)
+ {
+ Vector v2 = Global::intersectPoint[1];
+
+ if (Vector::Magnitude(v2, point) < Vector::Magnitude(v1, point))
+ v1 = v2;
+ }
+
+ QString text = tr("Intersection <%1, %2>");
+ informativeText = text.arg(v1.x).arg(v1.y);
+ hoveringIntersection = true;
+ intersectionPoint = v1;
+ }
}
+
+ // Do tool handling, if any are active...
+ if (Global::tool)
+ {
+ if (Global::snapToGrid)
+ point = SnapPointToGrid(point);
+
+ ToolHandler(ToolMouseMove, point);
+ }
+
+ // This is used to draw the tool crosshair...
+ oldPoint = point;
+
+ if (needUpdate || Global::tool)
+ update();
}
{
if (event->button() == Qt::LeftButton)
{
- document.PointerReleased();
-
//We need to update especially if nothing collided and the state needs to change. !!! FIX !!!
//could set it up to use the document's update function (assumes that all object updates
//are being reported correctly:
// if (document.NeedsUpdate())
+ // Do an update if collided with at least *one* object in the document
// if (collided)
- update(); // Do an update if collided with at least *one* object in the document
+ update();
+
+ if (Global::tool)
+ {
+ Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+ ToolHandler(ToolMouseUp, point);
+ return;
+ }
- if (toolAction)
- toolAction->MouseReleased();
+ if (Global::selectionInProgress)
+ Global::selectionInProgress = false;
- if (Object::selectionInProgress)
+ informativeText.clear();
+// Should we be doing this automagically? Hmm...
+ // Clear our vectors
+ select.clear();
+ hover.clear();
+
+ // Scoop 'em up
+ std::vector<void *>::iterator i;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
{
- // Select all the stuff inside of selection
- Object::selectionInProgress = false;
+ if (((Object *)(*i))->selected)
+ select.push_back(*i);
+
+//hmm, this is no good, too late to do any good :-P
+// if ((*i)->hovered)
+// hover.push_back(*i);
}
}
else if (event->button() == Qt::MiddleButton)
void DrawingView::wheelEvent(QWheelEvent * event)
{
double zoomFactor = 1.25;
- QSize sizeWin = /*drawing->*/size();
+ QSize sizeWin = size();
Vector center(sizeWin.width() / 2.0, sizeWin.height() / 2.0);
center = Painter::QtToCartesianCoords(center);
+ // This is not centering for some reason. Need to figure out why. :-/
if (event->delta() > 0)
{
- Vector newOrigin = center - ((center - Painter::origin) / zoomFactor);
- Painter::origin = newOrigin;
- Painter::zoom *= zoomFactor;
+ Vector newOrigin = center - ((center - Global::origin) / zoomFactor);
+ Global::origin = newOrigin;
+ Global::zoom *= zoomFactor;
}
else
{
- Vector newOrigin = center + ((-center + Painter::origin) * zoomFactor);
- Painter::origin = newOrigin;
- Painter::zoom /= zoomFactor;
+ Vector newOrigin = center + ((-center + Global::origin) * zoomFactor);
+ Global::origin = newOrigin;
+ Global::zoom /= zoomFactor;
}
-// Object::gridSpacing = /*drawing->*/gridPixels / Painter::zoom;
- SetGridSize(Object::gridSpacing * Painter::zoom);
-// /*drawing->*/UpdateGridBackground();
- /*drawing->*/update();
-// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Object::gridSpacing));
+// Global::gridSpacing = gridPixels / Painter::zoom;
+// UpdateGridBackground();
+ SetGridSize(Global::gridSpacing * Global::zoom);
+ update();
+// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Global::gridSpacing));
}
void DrawingView::keyPressEvent(QKeyEvent * event)
{
- if (toolAction)
- toolAction->KeyDown(event->key());
+ bool oldShift = shiftDown;
+ bool oldCtrl = ctrlDown;
+
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = true;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = true;
+
+ if ((oldShift != shiftDown) || (oldCtrl != ctrlDown))
+ {
+ if (Global::tool)
+ ToolHandler(ToolKeyDown, Point(0, 0));
+
+ update();
+ }
}
void DrawingView::keyReleaseEvent(QKeyEvent * event)
{
- if (toolAction)
- toolAction->KeyReleased(event->key());
+ bool oldShift = shiftDown;
+ bool oldCtrl = ctrlDown;
+
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = false;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = false;
+
+ if ((oldShift != shiftDown) || (oldCtrl != ctrlDown))
+ {
+ if (Global::tool)
+ ToolHandler(ToolKeyUp, Point(0, 0));
+
+ update();
+ }
+}
+
+
+//
+// This looks strange, but it's really quite simple: We want a point that's
+// more than half-way to the next grid point to snap there while conversely we
+// want a point that's less than half-way to to the next grid point then snap
+// to the one before it. So we add half of the grid spacing to the point, then
+// divide by it so that we can remove the fractional part, then multiply it
+// back to get back to the correct answer.
+//
+Point DrawingView::SnapPointToGrid(Point point)
+{
+ point += Global::gridSpacing / 2.0; // *This* adds to Z!!!
+ point /= Global::gridSpacing;
+ point.x = floor(point.x);//need to fix this for negative numbers...
+ point.y = floor(point.y);
+ point.z = 0; // Make *sure* Z doesn't go anywhere!!!
+ point *= Global::gridSpacing;
+ return point;
+}
+
+
+void DrawingView::CheckObjectBounds(void)
+{
+ std::vector<void *>::iterator i;
+ numSelected = 0;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+ obj->selected = false;
+
+ switch (obj->type)
+ {
+ case OTLine:
+ {
+ Line * l = (Line *)obj;
+
+ if (Global::selection.contains(l->p[0].x, l->p[0].y) && Global::selection.contains(l->p[1].x, l->p[1].y))
+ l->selected = true;
+
+ break;
+ }
+ case OTCircle:
+ {
+ Circle * c = (Circle *)obj;
+
+ if (Global::selection.contains(c->p[0].x - c->radius[0], c->p[0].y - c->radius[0]) && Global::selection.contains(c->p[0].x + c->radius[0], c->p[0].y + c->radius[0]))
+ c->selected = true;
+
+ break;
+ }
+ case OTArc:
+ {
+ Arc * a = (Arc *)obj;
+
+ double start = a->angle[0];
+ double end = start + a->angle[1];
+ QPointF p1(cos(start), sin(start));
+ QPointF p2(cos(end), sin(end));
+ QRectF bounds(p1, p2);
+
+#if 1
+ // Swap X/Y coordinates if they're backwards...
+ if (bounds.left() > bounds.right())
+ {
+ double temp = bounds.left();
+ bounds.setLeft(bounds.right());
+ bounds.setRight(temp);
+ }
+
+ if (bounds.bottom() > bounds.top())
+ {
+ double temp = bounds.bottom();
+ bounds.setBottom(bounds.top());
+ bounds.setTop(temp);
+ }
+#else
+ // Doesn't work as advertised! For shame!
+ bounds = bounds.normalized();
+#endif
+
+ // If the end of the arc is before the beginning, add 360 degrees to it
+ if (end < start)
+ end += TAU;
+
+ // Adjust the bounds depending on which axes are crossed
+ if ((start < QTR_TAU) && (end > QTR_TAU))
+ bounds.setTop(1.0);
+
+ if ((start < HALF_TAU) && (end > HALF_TAU))
+ bounds.setLeft(-1.0);
+
+ if ((start < THREE_QTR_TAU) && (end > THREE_QTR_TAU))
+ bounds.setBottom(-1.0);
+
+ if ((start < TAU) && (end > TAU))
+ bounds.setRight(1.0);
+
+ if ((start < (TAU + QTR_TAU)) && (end > (TAU + QTR_TAU)))
+ bounds.setTop(1.0);
+
+ if ((start < (TAU + HALF_TAU)) && (end > (TAU + HALF_TAU)))
+ bounds.setLeft(-1.0);
+
+ if ((start < (TAU + THREE_QTR_TAU)) && (end > (TAU + THREE_QTR_TAU)))
+ bounds.setBottom(-1.0);
+
+ bounds.setTopLeft(QPointF(bounds.left() * a->radius[0], bounds.top() * a->radius[0]));
+ bounds.setBottomRight(QPointF(bounds.right() * a->radius[0], bounds.bottom() * a->radius[0]));
+ bounds.translate(a->p[0].x, a->p[0].y);
+
+ if (Global::selection.contains(bounds))
+ a->selected = true;
+
+ break;
+ }
+ default:
+ break;
+ }
+
+ if (obj->selected)
+ numSelected++;
+ }
+}
+
+
+bool DrawingView::HitTestObjects(Point point)
+{
+ std::vector<void *>::iterator i;
+ numHovered = 0;
+ bool needUpdate = false;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+
+ switch (obj->type)
+ {
+ case OTLine:
+ {
+ bool oldHP0 = obj->hitPoint[0], oldHP1 = obj->hitPoint[1], oldHO = obj->hitObject;
+ obj->hitPoint[0] = obj->hitPoint[1] = obj->hitObject = false;
+ Vector lineSegment = obj->p[1] - obj->p[0];
+ Vector v1 = point - obj->p[0];
+ Vector v2 = point - obj->p[1];
+ double t = Geometry::ParameterOfLineAndPoint(obj->p[0], obj->p[1], point);
+ double distance;
+
+ if (t < 0.0)
+ distance = v1.Magnitude();
+ else if (t > 1.0)
+ distance = v2.Magnitude();
+ else
+ // distance = ?Det?(ls, v1) / |ls|
+ distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y)
+ / lineSegment.Magnitude());
+
+ if ((v1.Magnitude() * Global::zoom) < 8.0)
+ obj->hitPoint[0] = true;
+ else if ((v2.Magnitude() * Global::zoom) < 8.0)
+ obj->hitPoint[1] = true;
+ else if ((distance * Global::zoom) < 5.0)
+ obj->hitObject = true;
+
+ obj->hovered = (obj->hitPoint[0] || obj->hitPoint[1] || obj->hitObject ? true : false);
+
+ if ((oldHP0 != obj->hitPoint[0]) || (oldHP1 != obj->hitPoint[1]) || (oldHO != obj->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+ case OTCircle:
+ {
+ bool oldHP = obj->hitPoint[0], oldHO = obj->hitObject;
+ obj->hitPoint[0] = obj->hitObject = false;
+ double length = Vector::Magnitude(obj->p[0], point);
+
+ if ((length * Global::zoom) < 8.0)
+ obj->hitPoint[0] = true;
+ else if ((fabs(length - obj->radius[0]) * Global::zoom) < 2.0)
+ obj->hitObject = true;
+
+ obj->hovered = (obj->hitPoint[0] || obj->hitObject ? true : false);
+
+ if ((oldHP != obj->hitPoint[0]) || (oldHO != obj->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+ case OTArc:
+ {
+ bool oldHP0 = obj->hitPoint[0], oldHP1 = obj->hitPoint[1], oldHP2 = obj->hitPoint[2], oldHO = obj->hitObject;
+ obj->hitPoint[0] = obj->hitPoint[1] = obj->hitPoint[2] = obj->hitObject = false;
+ double length = Vector::Magnitude(obj->p[0], point);
+ double angle = Vector::Angle(obj->p[0], point);
+
+ // Make sure we get the angle in the correct spot
+ if (angle < obj->angle[0])
+ angle += TAU;
+
+ // Get the span that we're pointing at...
+ double span = angle - obj->angle[0];
+
+ // N.B.: Still need to hit test the arc start & arc span handles...
+ double spanAngle = obj->angle[0] + obj->angle[1];
+ Point handle1 = obj->p[0] + (Vector(cos(obj->angle[0]), sin(obj->angle[0])) * obj->radius[0]);
+ Point handle2 = obj->p[0] + (Vector(cos(spanAngle), sin(spanAngle)) * obj->radius[0]);
+ double length2 = Vector::Magnitude(point, handle1);
+ double length3 = Vector::Magnitude(point, handle2);
+
+ if ((length * Global::zoom) < 8.0)
+ obj->hitPoint[0] = true;
+ else if ((length2 * Global::zoom) < 8.0)
+ obj->hitPoint[1] = true;
+ else if ((length3 * Global::zoom) < 8.0)
+ obj->hitPoint[2] = true;
+ else if (((fabs(length - obj->radius[0]) * Global::zoom) < 2.0) && (span < obj->angle[1]))
+ obj->hitObject = true;
+
+ obj->hovered = (obj->hitPoint[0] || obj->hitPoint[1] || obj->hitPoint[2] || obj->hitObject ? true : false);
+
+ if ((oldHP0 != obj->hitPoint[0]) || (oldHP1 != obj->hitPoint[1]) || (oldHP2 != obj->hitPoint[2]) || (oldHO != obj->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+ default:
+ break;
+ }
+
+ if (obj->hovered)
+// {
+ numHovered++;
+//printf("MouseMove: OBJECT HOVERED (numHovered = %i)\n", numHovered);
+// }
+ }
+
+ return needUpdate;
+}
+
+
+void DrawingView::HandleObjectMovement(Point point)
+{
+ Point delta = point - oldPoint;
+//printf("HOM: old = (%f,%f), new = (%f, %f), delta = (%f, %f)\n", oldPoint.x, oldPoint.y, point.x, point.y, delta.x, delta.y);
+ Object * obj = (Object *)hover[0];
+//printf("Object type = %i (size=%i), ", obj->type, hover.size());
+//printf("Object (%X) move: hp1=%s, hp2=%s, hl=%s\n", obj, (obj->hitPoint[0] ? "true" : "false"), (obj->hitPoint[1] ? "true" : "false"), (obj->hitObject ? "true" : "false"));
+
+ switch (obj->type)
+ {
+ case OTLine:
+ if (obj->hitPoint[0])
+ obj->p[0] = point;
+ else if (obj->hitPoint[1])
+ obj->p[1] = point;
+ else if (obj->hitObject)
+ {
+ obj->p[0] += delta;
+ obj->p[1] += delta;
+ }
+
+ break;
+ case OTCircle:
+ if (obj->hitPoint[0])
+ obj->p[0] = point;
+ else if (obj->hitObject)
+ {
+//this doesn't work. we need to save this on mouse down for this to work correctly!
+// double oldRadius = obj->radius[0];
+ obj->radius[0] = Vector::Magnitude(obj->p[0], point);
+
+ QString text = QObject::tr("Radius: %1");//\nScale: %2%");
+ informativeText = text.arg(obj->radius[0], 0, 'd', 4);//.arg(obj->radius[0] / oldRadius * 100.0, 0, 'd', 0);
+ }
+
+ break;
+ case OTArc:
+ if (obj->hitPoint[0])
+ obj->p[0] = point;
+ else if (obj->hitPoint[1])
+ {
+ // Change the Arc's span (handle #1)
+ if (shiftDown)
+ {
+ double angle = Vector::Angle(obj->p[0], point);
+ double delta = angle - obj->angle[0];
+
+ if (delta < 0)
+ delta += TAU;
+
+ obj->angle[1] -= delta;
+ obj->angle[0] = angle;
+
+ if (obj->angle[1] < 0)
+ obj->angle[1] += TAU;
+
+ QString text = QObject::tr("Span: %1") + QChar(0x00B0) + QObject::tr("\n%2") + QChar(0x00B0) + QObject::tr(" - %3") + QChar(0x00B0);
+ informativeText = text.arg(obj->angle[1] * RADIANS_TO_DEGREES, 0, 'd', 4).arg(obj->angle[0] * RADIANS_TO_DEGREES, 0, 'd', 2).arg((obj->angle[0] + obj->angle[1]) * RADIANS_TO_DEGREES, 0, 'd', 2);
+ return;
+ }
+
+ double angle = Vector::Angle(obj->p[0], point);
+ obj->angle[0] = angle;
+ QString text = QObject::tr("Start angle: %1") + QChar(0x00B0);
+ informativeText = text.arg(obj->angle[0] * RADIANS_TO_DEGREES, 0, 'd', 4);
+ }
+ else if (obj->hitPoint[2])
+ {
+ // Change the Arc's span (handle #2)
+ if (shiftDown)
+ {
+ double angle = Vector::Angle(obj->p[0], point);
+ obj->angle[1] = angle - obj->angle[0];
+
+ if (obj->angle[1] < 0)
+ obj->angle[1] += TAU;
+
+ QString text = QObject::tr("Span: %1") + QChar(0x00B0) + QObject::tr("\n%2") + QChar(0x00B0) + QObject::tr(" - %3") + QChar(0x00B0);
+ informativeText = text.arg(obj->angle[1] * RADIANS_TO_DEGREES, 0, 'd', 4).arg(obj->angle[0] * RADIANS_TO_DEGREES, 0, 'd', 2).arg((obj->angle[0] + obj->angle[1]) * RADIANS_TO_DEGREES, 0, 'd', 2);
+ return;
+ }
+
+ double angle = Vector::Angle(obj->p[0], point);
+ obj->angle[0] = angle - obj->angle[1];
+
+ if (obj->angle[0] < 0)
+ obj->angle[0] += TAU;
+
+ QString text = QObject::tr("End angle: %1") + QChar(0x00B0);
+ informativeText = text.arg((obj->angle[0] + obj->angle[1]) * RADIANS_TO_DEGREES, 0, 'd', 4);
+ }
+ else if (obj->hitObject)
+ {
+ if (shiftDown)
+ {
+ return;
+ }
+
+ obj->radius[0] = Vector::Magnitude(obj->p[0], point);
+ QString text = QObject::tr("Radius: %1");
+ informativeText = text.arg(obj->radius[0], 0, 'd', 4);
+ }
+
+ break;
+ default:
+ break;
+ }
}
+
+
+#if 0
+ // This returns true if we've moved over an object...
+ if (document.PointerMoved(point)) // <-- This
+ // This is where the object would do automagic dragging & shit. Since we don't
+ // do that anymore, we need a strategy to handle it.
+ {
+
+/*
+Now objects handle mouse move snapping as well. The code below mainly works only
+for tools; we need to fix it so that objects work as well...
+
+There's a problem with the object point snapping in that it's dependent on the
+order of the objects in the document. Most likely this is because it counts the
+selected object last and thus fucks up the algorithm. Need to fix this...
+
+
+*/
+ // Do object snapping here. Grid snapping on mouse down is done in the
+ // objects themselves, only because we have to hit test the raw point,
+ // not the snapped point. There has to be a better way...!
+ if (document.penultimateObjectHovered)
+ {
+ // Two objects are hovered, see if we have an intersection point
+ if ((document.lastObjectHovered->type == OTLine) && (document.penultimateObjectHovered->type == OTLine))
+ {
+ double t;
+ int n = Geometry::Intersects((Line *)document.lastObjectHovered, (Line *)document.penultimateObjectHovered, &t);
+
+ if (n == 1)
+ {
+ Global::snapPoint = document.lastObjectHovered->GetPointAtParameter(t);
+ Global::snapPointIsValid = true;
+ }
+ }
+ else if ((document.lastObjectHovered->type == OTCircle) && (document.penultimateObjectHovered->type == OTCircle))
+ {
+ Point p1, p2;
+ int n = Geometry::Intersects((Circle *)document.lastObjectHovered, (Circle *)document.penultimateObjectHovered, 0, 0, 0, 0, &p1, &p2);
+
+ if (n == 1)
+ {
+ Global::snapPoint = p1;
+ Global::snapPointIsValid = true;
+ }
+ else if (n == 2)
+ {
+ double d1 = Vector(point, p1).Magnitude();
+ double d2 = Vector(point, p2).Magnitude();
+
+ if (d1 < d2)
+ Global::snapPoint = p1;
+ else
+ Global::snapPoint = p2;
+
+ Global::snapPointIsValid = true;
+ }
+ }
+ }
+// else
+// {
+ // Otherwise, it was a single object hovered...
+// }
+ }
+
+ if (toolAction)
+ {
+ if (Global::snapToGrid)
+ point = Global::SnapPointToGrid(point);
+
+ // We always snap to object points, and they take precendence over
+ // grid points...
+ if (Global::snapPointIsValid)
+ point = Global::snapPoint;
+
+ toolAction->MouseMoved(point);
+ }
+#else
+#endif
+