#include "arc.h"
#include "circle.h"
#include "dimension.h"
+#include "geometry.h"
#include "line.h"
#include "painter.h"
// The value in the settings file will override this.
useAntialiasing(true),
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)
+ scale(1.0), offsetX(-10), offsetY(-10), document(Vector(0, 0)),
+ gridPixels(0), collided(false), toolAction(NULL)
{
document.isTopLevelContainer = true;
setBackgroundRole(QPalette::Base);
setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
- Object::gridSpacing = 12.0;
-// toolPalette = new ToolWindow();
-// CreateCursors();
-// setCursor(cur[TOOLSelect]);
-// setMouseTracking(true);
+ Object::gridSpacing = 12.0; // In base units (inch is default)
Line * line = new Line(Vector(5, 5), Vector(50, 40), &document);
document.Add(line);
we do! :-)
*/
- SetGridSize(12);
+ SetGridSize(12); // This is in pixels
}
if (event->button() == Qt::LeftButton)
{
Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
-
-// 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...
-
-Now we do... :-/
-*/
-#if 0
- if (Object::snapToGrid)
- point = Object::SnapPointToGrid(point);
-#endif
-
collided = document.Collided(point);
+ // 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 (toolAction)
{
if (Object::snapToGrid)
point = Object::SnapPointToGrid(point);
+ // We always snap to object points, and they take precendence over
+ // grid points...
+ if (Object::snapPointIsValid)
+ point = Object::snapPoint;
+
toolAction->MouseDown(point);
}
{
Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
Object::selection.setBottomRight(QPointF(point.x, point.y));
+ // Only needs to be done here, as mouse down is always preceded by movement
+ Object::snapPointIsValid = 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);
+ Vector delta(oldPoint, point);
delta /= Painter::zoom;
delta.y = -delta.y;
Painter::origin -= delta;
return;
}
- // Grid processing...
+#if 0
+ // Grid processing... (only snap here is left button is down)
if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid)
{
point = Object::SnapPointToGrid(point);
}
- oldPoint = point;
+ // Snap points on objects always take precedence over the grid, whether
+ // dragging an object or not...
+//thisnowok
+ if (Object::snapPointIsValid)
+ {
+// Uncommenting this causes the cursor to become unresponsive after the first
+// object is added.
+// point = Object::snapPoint;
+ }
+#endif
+
+// oldPoint = point;
//we should keep track of the last point here and only pass this down *if* the point
//changed...
- document.PointerMoved(point);
- if (document.NeedsUpdate() || Object::selectionInProgress)
- update();
+ // 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)
+ {
+ // 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)
+ {
+ Object::snapPoint = document.lastObjectHovered->GetPointAtParameter(t);
+ Object::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)
+ {
+ 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;
+ }
+ }
+ }
+// else
+// {
+ // Otherwise, it was a single object hovered...
+// }
+ }
if (toolAction)
{
if (Object::snapToGrid)
- {
point = Object::SnapPointToGrid(point);
- oldPoint = point;
- }
+
+ // We always snap to object points, and they take precendence over
+ // grid points...
+ if (Object::snapPointIsValid)
+ point = Object::snapPoint;
toolAction->MouseMoved(point);
- update();
}
+
+ // This is used to draw the tool crosshair...
+ oldPoint = point;
+
+ if (document.NeedsUpdate() || Object::selectionInProgress || toolAction)
+ update();
}
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::zoom /= zoomFactor;
}
-// Object::gridSpacing = /*drawing->*/gridPixels / Painter::zoom;
+// Object::gridSpacing = gridPixels / Painter::zoom;
+// UpdateGridBackground();
SetGridSize(Object::gridSpacing * Painter::zoom);
-// /*drawing->*/UpdateGridBackground();
- /*drawing->*/update();
+ update();
// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Object::gridSpacing));
}