#include "drawingview.h"
#include <stdint.h>
-#include "mathconstants.h"
-
-#include "arc.h"
-#include "circle.h"
-#include "dimension.h"
#include "geometry.h"
-#include "line.h"
+#include "global.h"
+#include "mathconstants.h"
#include "painter.h"
+#include "structs.h"
#define BACKGROUND_MAX_SIZE 512
+enum { ToolMouseDown, ToolMouseMove, ToolMouseUp };
+
// Class variable
//Container DrawingView::document(Vector(0, 0));
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)),
- gridPixels(0), collided(false), toolAction(NULL)
+ scale(1.0), offsetX(-10), offsetY(-10),// document(Vector(0, 0)),
+ gridPixels(0), collided(false)//, toolAction(NULL)
{
- 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; // In base units (inch is default)
+ 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->p1 = Vector(5, 5);
+ line->p2 = Vector(50, 40);
+ line->type = OTLine;
+ line->thickness = 2.0;
+ line->style = LSDash;
+ line->color = 0xFF7F00;
+ 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, PI / 4.0, PI * 1.3)),
+ document.objects.push_back(new Arc(Vector(200, 200), 60, PI / 2.0, PI * 1.5));
+ 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
}
+#if 0
void DrawingView::SetToolActive(Action * action)
{
if (action != NULL)
connect(toolAction, SIGNAL(NeedRefresh()), this, SLOT(HandleActionUpdate()));
}
}
+#endif
void DrawingView::SetGridSize(uint32_t size)
// 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();
}
{
if (object)
{
- object->Reparent(&document);
- document.Add(object);
+// object->Reparent(&document);
+// document.Add(object);
update();
}
//printf("DrawingView::AddNewObjectToDocument(). object=%08X\n", object);
void DrawingView::SetCurrentLayer(int layer)
{
- Object::currentLayer = layer;
+ Global::currentLayer = layer;
//printf("DrawingView::CurrentLayer = %i\n", layer);
}
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(-16384, 0, 16384, 0);
// The top level document takes care of rendering for us...
- document.Draw(&painter);
+// document.Draw(&painter);
+ // Not any more it doesn't...
+ RenderObjects(&painter, &document);
+#if 0
if (toolAction)
{
painter.SetPen(QPen(QColor(200, 100, 0, 255), 1.0, Qt::DashLine));
painter.DrawCrosshair(oldPoint);
toolAction->Draw(&painter);
}
+#else
+ if (Global::tool)
+ {
+ painter.SetPen(QPen(QColor(200, 100, 0, 255), 1.0, Qt::DashLine));
+ painter.DrawCrosshair(oldPoint);
+ ToolDraw(&painter);
+ }
+#endif
- if (Object::selectionInProgress)
+#if 1
+ 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);
+ }
+#endif
+}
+
+
+void DrawingView::RenderObjects(Painter * painter, Container * c)
+{
+ std::vector<void *>::iterator i;
+
+ for(i=c->objects.begin(); i!=c->objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+ float scaledThickness = Global::scale * obj->thickness;
+ 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:
+ {
+ Line * l = (Line *)obj;
+ painter->DrawLine(l->p1, l->p2);
+
+ if (l->hitPoint[0])
+ painter->DrawHandle(l->p1);
+
+ if (l->hitPoint[1])
+ painter->DrawHandle(l->p2);
+
+ break;
+ }
+ case OTCircle:
+ {
+ Circle * ci = (Circle *)obj;
+ painter->SetBrush(QBrush(Qt::NoBrush));
+ painter->DrawEllipse(ci->p1, ci->radius, ci->radius);
+ break;
+ }
+ case OTArc:
+ {
+ Arc * a = (Arc *)obj;
+ painter->DrawArc(a->p1, a->radius, a->angle1, a->angle2);
+ break;
+ }
+ case OTDimension:
+ {
+ Dimension * d = (Dimension *)obj;
+
+ Vector v(d->p1, d->p2);
+ double angle = v.Angle();
+ Vector unit = v.Unit();
+ Vector linePt1 = d->p1, linePt2 = d->p2;
+ Vector ortho;
+ double x1, y1, length;
+
+ if (d->subtype == DTLinearVert)
+ {
+ if ((angle < 0) || (angle > PI))
+ {
+ x1 = (d->p1.x > d->p2.x ? d->p1.x : d->p2.x);
+ y1 = (d->p1.y > d->p2.y ? d->p1.y : d->p2.y);
+ ortho = Vector(1.0, 0);
+ angle = PI3_OVER_2;
+ }
+ else
+ {
+ x1 = (d->p1.x > d->p2.x ? d->p2.x : d->p1.x);
+ y1 = (d->p1.y > d->p2.y ? d->p2.y : d->p1.y);
+ ortho = Vector(-1.0, 0);
+ angle = PI_OVER_2;
+ }
+
+ linePt1.x = linePt2.x = x1;
+ length = fabs(d->p1.y - d->p2.y);
+ }
+ else if (d->subtype == DTLinearHorz)
+ {
+ if ((angle < PI_OVER_2) || (angle > PI3_OVER_2))
+ {
+ x1 = (d->p1.x > d->p2.x ? d->p1.x : d->p2.x);
+ y1 = (d->p1.y > d->p2.y ? d->p1.y : d->p2.y);
+ ortho = Vector(0, 1.0);
+ angle = 0;
+ }
+ else
+ {
+ x1 = (d->p1.x > d->p2.x ? d->p2.x : d->p1.x);
+ y1 = (d->p1.y > d->p2.y ? d->p2.y : d->p1.y);
+ ortho = Vector(0, -1.0);
+ angle = PI;
+ }
+
+ linePt1.y = linePt2.y = y1;
+ length = fabs(d->p1.x - d->p2.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->p1 + (ortho * 4.0 * scaledThickness);
+ Point p6 = d->p2 + (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));
+ //printf("Dimension::Draw(): t = %lf\n", t);
+
+ // 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);
+
+ #if 0
+ QString dimText = QString("%1\"").arg(Vector(endpoint - position).Magnitude());
+ #else
+ 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);
+ }
+ #endif
+
+ painter->DrawAngledText(ctr, angle, dimText, scaledThickness);
+
+ break;
+ }
+ case OTText:
+ {
+ Text * t = (Text *)obj;
+ painter->DrawTextObject(t->p1, t->s.c_str(), scaledThickness);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+}
+
+
+void DrawingView::DeleteSelectedItems(void)
+{
+ std::vector<void *>::iterator i = document.objects.begin();
+
+ while (i != document.objects.end())
+ {
+ Object * obj = (Object *)(*i);
+
+ if (obj->selected)
+ {
+ delete obj;
+ document.objects.erase(i);
+ }
+ else
+ i++;
+ }
+}
+
+
+void DrawingView::ClearSelection(void)
+{
+ std::vector<void *>::iterator i;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ ((Object *)(*i))->selected = false;
+}
+
+
+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::ToolMouse(int mode, Point p)
+{
+ if (Global::tool == TTLine)
+ LineHandler(mode, p);
+}
+
+
+void DrawingView::ToolDraw(Painter * painter)
+{
+ if (Global::tool == TTLine)
+ {
+ 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");
+ text = text.arg(absLength).arg(absAngle);
+ painter->DrawInformativeText(text);
+ }
+ }
+}
+
+
+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]);
+ document.objects.push_back(l);
+ toolPoint[0] = toolPoint[1];
+ }
+ }
+}
+
+
void DrawingView::mousePressEvent(QMouseEvent * event)
{
if (event->button() == Qt::LeftButton)
{
Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
- collided = document.Collided(point);
- // Do an update if collided with at least *one* object in the document
- if (collided)
- update();
+ // 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;
+
+ ToolMouse(ToolMouseDown, point);
+ return;
+ }
- if (toolAction)
+ // Clear the selection only if CTRL isn't being held on click
+ if (!ctrlDown)
+ ClearSelection();
+
+ // If any objects are being hovered on click, add them to the selection
+ // & return
+ if (numHovered > 0)
{
- if (Object::snapToGrid)
- point = Object::SnapPointToGrid(point);
+ AddHoveredToSelection();
+ update(); // needed??
+ GetHovered(hover); // prolly needed
- // We always snap to object points, and they take precendence over
- // grid points...
- if (Object::snapPointIsValid)
- point = Object::snapPoint;
+ // Needed for grab & moving objects
+ if (Global::snapToGrid)
+ oldPoint = SnapPointToGrid(point);
- toolAction->MouseDown(point);
+ return;
}
// Didn't hit any object and not using a tool, so do a selection rectangle
- if (!(collided || toolAction))
- {
- Object::selectionInProgress = true;
- Object::selection.setTopLeft(QPointF(point.x, point.y));
- Object::selection.setBottomRight(QPointF(point.x, point.y));
- }
+ 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
- Object::snapPointIsValid = false;
+ Global::snapPointIsValid = false;
// Scrolling...
if (event->buttons() & Qt::MiddleButton)
// 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(oldPoint, point);
- delta /= Painter::zoom;
+ delta /= Global::zoom;
delta.y = -delta.y;
- Painter::origin -= delta;
+ Global::origin -= delta;
UpdateGridBackground();
update();
return;
}
-#if 0
- // Grid processing... (only snap here is left button is down)
- 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;
}
- // Snap points on objects always take precedence over the grid, whether
- // dragging an object or not...
-//thisnowok
- if (Object::snapPointIsValid)
+ // Handle object movement (left button down & over an object)
+ if ((event->buttons() & Qt::LeftButton) && numHovered)
{
-// Uncommenting this causes the cursor to become unresponsive after the first
-// object is added.
-// point = Object::snapPoint;
- }
-#endif
+ if (Global::snapToGrid)
+ point = SnapPointToGrid(point);
-// oldPoint = point;
-//we should keep track of the last point here and only pass this down *if* the point
-//changed...
+ Point delta = point - oldPoint;
+ 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"));
- // This returns true if we've moved over an object...
- if (document.PointerMoved(point))
- {
-/*
-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)
+ switch (obj->type)
{
- // 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);
+ case OTLine:
+ {
+ Line * l = (Line *)obj;
- if (n == 1)
- {
- Object::snapPoint = document.lastObjectHovered->GetPointAtParameter(t);
- Object::snapPointIsValid = true;
- }
- }
- else if ((document.lastObjectHovered->type == OTCircle) && (document.penultimateObjectHovered->type == OTCircle))
+ if (l->hitPoint[0])
+ l->p1 = point;
+ else if (l->hitPoint[1])
+ l->p2 = point;
+ else if (l->hitObject)
{
- Point p1, p2;
- int n = Geometry::Intersects((Circle *)document.lastObjectHovered, (Circle *)document.penultimateObjectHovered, 0, 0, 0, 0, &p1, &p2);
-
- if (n == 1)
- {
- Object::snapPoint = p1;
- Object::snapPointIsValid = true;
- }
- else if (n == 2)
- {
- double d1 = Vector(point, p1).Magnitude();
- double d2 = Vector(point, p2).Magnitude();
-
- if (d1 < d2)
- Object::snapPoint = p1;
- else
- Object::snapPoint = p2;
-
- Object::snapPointIsValid = true;
- }
+ l->p1 += delta;
+ l->p2 += delta;
}
+
+ break;
}
-// else
-// {
- // Otherwise, it was a single object hovered...
-// }
+ default:
+ break;
+ }
+
+ update();
+ oldPoint = point;
+ return;
}
- if (toolAction)
- {
- if (Object::snapToGrid)
- point = Object::SnapPointToGrid(point);
+ // Do object hit testing...
+ bool needUpdate = HitTestObjects(point);
- // We always snap to object points, and they take precendence over
- // grid points...
- if (Object::snapPointIsValid)
- point = Object::snapPoint;
+ // Do tool handling, if any are active...
+ if (Global::tool)
+ {
+ if (Global::snapToGrid)
+ point = SnapPointToGrid(point);
- toolAction->MouseMoved(point);
+ ToolMouse(ToolMouseMove, point);
}
// This is used to draw the tool crosshair...
oldPoint = point;
- if (document.NeedsUpdate() || Object::selectionInProgress || toolAction)
+ if (needUpdate || Global::tool)
update();
}
{
if (event->button() == Qt::LeftButton)
{
+#if 0
document.PointerReleased();
+#endif
//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
// if (collided)
update(); // Do an update if collided with at least *one* object in the document
+#if 0
if (toolAction)
toolAction->MouseReleased();
+#else
+ if (Global::tool)
+ {
+ Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+// ToolMouseUp(point);
+ ToolMouse(ToolMouseUp, point);
+ return;
+ }
+#endif
- if (Object::selectionInProgress)
+ if (Global::selectionInProgress)
{
// Select all the stuff inside of selection
- Object::selectionInProgress = false;
+ Global::selectionInProgress = false;
+
+ // 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++)
+ {
+ 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)
// 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 = gridPixels / Painter::zoom;
+#if 1
+// Global::gridSpacing = gridPixels / Painter::zoom;
// UpdateGridBackground();
- SetGridSize(Object::gridSpacing * Painter::zoom);
+ SetGridSize(Global::gridSpacing * Global::zoom);
update();
-// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Object::gridSpacing));
+// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Global::gridSpacing));
+#endif
}
void DrawingView::keyPressEvent(QKeyEvent * event)
{
+#if 0
if (toolAction)
toolAction->KeyDown(event->key());
+#endif
+ 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))
+ update();
}
void DrawingView::keyReleaseEvent(QKeyEvent * event)
{
+#if 0
if (toolAction)
toolAction->KeyReleased(event->key());
+#endif
+ 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))
+ 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->p1.x, l->p1.y) && Global::selection.contains(l->p2.x, l->p2.y))
+ l->selected = true;
+
+ break;
+ }
+ case OTCircle:
+ {
+ Circle * c = (Circle *)obj;
+
+ if (Global::selection.contains(c->p1.x - c->radius, c->p1.y - c->radius) && Global::selection.contains(c->p1.x + c->radius, c->p1.y + c->radius))
+ c->selected = true;
+
+ break;
+ }
+ case OTArc:
+ {
+ Arc * a = (Arc *)obj;
+
+ double start = a->angle1;
+ double end = start + a->angle2;
+ 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 += 2.0 * PI;
+
+ // Adjust the bounds depending on which axes are crossed
+ if ((start < PI_OVER_2) && (end > PI_OVER_2))
+ bounds.setTop(1.0);
+
+ if ((start < PI) && (end > PI))
+ bounds.setLeft(-1.0);
+
+ if ((start < (PI + PI_OVER_2)) && (end > (PI + PI_OVER_2)))
+ bounds.setBottom(-1.0);
+
+ if ((start < (2.0 * PI)) && (end > (2.0 * PI)))
+ bounds.setRight(1.0);
+
+ if ((start < ((2.0 * PI) + PI_OVER_2)) && (end > ((2.0 * PI) + PI_OVER_2)))
+ bounds.setTop(1.0);
+
+ if ((start < (3.0 * PI)) && (end > (3.0 * PI)))
+ bounds.setLeft(-1.0);
+
+ if ((start < ((3.0 * PI) + PI_OVER_2)) && (end > ((3.0 * PI) + PI_OVER_2)))
+ bounds.setBottom(-1.0);
+
+ bounds.setTopLeft(QPointF(bounds.left() * a->radius, bounds.top() * a->radius));
+ bounds.setBottomRight(QPointF(bounds.right() * a->radius, bounds.bottom() * a->radius));
+ bounds.translate(a->p1.x, a->p1.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:
+ {
+ Line * l = (Line *)obj;
+ bool oldHP0 = l->hitPoint[0], oldHP1 = l->hitPoint[1], oldHO = l->hitObject;
+ l->hitPoint[0] = l->hitPoint[1] = l->hitObject = false;
+ Vector lineSegment = l->p2 - l->p1;
+ Vector v1 = point - l->p1;
+ Vector v2 = point - l->p2;
+ double t = Geometry::ParameterOfLineAndPoint(l->p1, l->p2, 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)
+ {
+ l->hitPoint[0] = true;
+// snapPoint = l->p1;
+// snapPointIsValid = true;
+ }
+ else if ((v2.Magnitude() * Global::zoom) < 8.0)
+ {
+ l->hitPoint[1] = true;
+// snapPoint = l->p2;
+// snapPointIsValid = true;
+ }
+ else if ((distance * Global::zoom) < 5.0)
+ l->hitObject = true;
+
+// bool oldHovered = l->hovered;
+ l->hovered = (l->hitPoint[0] || l->hitPoint[1] || l->hitObject ? true : false);
+// l->hovered = l->hitObject;
+
+// if (oldHovered != l->hovered)
+ if ((oldHP0 != l->hitPoint[0]) || (oldHP1 != l->hitPoint[1]) || (oldHO != l->hitObject))
+ needUpdate = true;
+
+ break;
+ }
+ case OTCircle:
+ {
+ Circle * c = (Circle *)obj;
+
+
+ break;
+ }
+ default:
+ break;
+ }
+
+ if (obj->hovered)
+// {
+ numHovered++;
+//printf("MouseMove: OBJECT HOVERED (numHovered = %i)\n", numHovered);
+// }
+ }
+
+ return needUpdate;
+}
+
+
+#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
+