#include "arc.h"
#include "circle.h"
#include "dimension.h"
-#include "drawcircleaction.h"
-#include "drawdimensionaction.h"
-#include "drawlineaction.h"
#include "line.h"
#include "painter.h"
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),
+ /*gridSpacing(12.0),*/ gridPixels(0), collided(false), rotateTool(false),
rx(150.0), ry(150.0),
scrollDrag(false), addLineTool(false), addCircleTool(false),
addDimensionTool(false),
setBackgroundRole(QPalette::Base);
setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
+ Object::gridSpacing = 12.0;
// toolPalette = new ToolWindow();
// CreateCursors();
// setCursor(cur[TOOLSelect]);
scaled the same way as the arrowheads.
Need a way to scale line widths as well. :-/ Shouldn't be too difficult, just
-need a thickness parameter similar to the "size" param for dimensions.
+need a thickness parameter similar to the "size" param for dimensions. (And now
+we do! :-)
*/
-#if 0
- QPainter pmp(&gridBackground);
- pmp.fillRect(0, 0, BACKGROUND_MAX_SIZE, BACKGROUND_MAX_SIZE, QColor(240, 240, 240));
- pmp.setPen(QPen(QColor(210, 210, 255), 2.0, Qt::SolidLine));
-
- for(int i=0; i<(BACKGROUND_MAX_SIZE-1); i+=12)
- {
- pmp.drawLine(i, 0, i, BACKGROUND_MAX_SIZE - 1);
- pmp.drawLine(0, i, BACKGROUND_MAX_SIZE - 1, i);
- }
-
- pmp.end();
- UpdateGridBackground();
-#else
SetGridSize(12);
-#endif
}
}
-void DrawingView::SetAddLineToolActive(bool state/*= true*/)
-{
- if (state)
- {
- toolAction = new DrawLineAction();
- connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
- SLOT(AddNewObjectToDocument(Object *)));
- }
-
- update();
-//printf("DrawingView::SetAddLineToolActive(). toolAction=%08X\n", toolAction);
-}
-
-
-void DrawingView::SetAddCircleToolActive(bool state/*= true*/)
+void DrawingView::SetToolActive(Action * action)
{
- if (state)
+ if (action != NULL)
{
- toolAction = new DrawCircleAction();
+ toolAction = action;
connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
SLOT(AddNewObjectToDocument(Object *)));
}
-
- update();
-}
-
-
-void DrawingView::SetAddDimensionToolActive(bool state/*= true*/)
-{
- if (state)
- {
- toolAction = new DrawDimensionAction();
- connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
- SLOT(AddNewObjectToDocument(Object *)));
- }
-
- update();
}
pmp.end();
// Set up new BG brush & zoom level (pixels per base unit)
- Painter::zoom = gridPixels / gridSpacing;
+// Painter::zoom = gridPixels / gridSpacing;
+ Painter::zoom = gridPixels / Object::gridSpacing;
UpdateGridBackground();
}
void DrawingView::UpdateGridBackground(void)
{
-//was: 128
-//#define BG_BRUSH_SPAN 72
-#define BG_BRUSH_SPAN (gridPixels)
// Transform the origin to Qt coordinates
Vector pixmapOrigin = Painter::CartesianToQtCoords(Vector());
int x = (int)pixmapOrigin.x;
int y = (int)pixmapOrigin.y;
// Use mod arithmetic to grab the correct swatch of background
- // Problem with mod 128: Negative numbers screw it up... [FIXED]
/*
Negative numbers still screw it up... Need to think about what we're
trying to do here. The fact that it worked with 72 seems to have been pure luck.
| | | |
Which means we need to grab the sample from x = 1. Which means we have to take
-the inverse of the modulus of gridPixels.
+the mirror of the modulus of gridPixels.
Doing a mod of a negative number is problematic: 1st, the compiler converts the
negative number to an unsigned int, then it does the mod. Gets you wrong answers
-most of the time, unless you use a power of 2. :-P
-
-This has been solved below:
-UGB: pmo=(2.000000,687.000000) X=2, X%48=2, new x=45
-UGB: pmo=(1.000000,687.000000) X=1, X%48=1, new x=46
-UGB: pmo=(0.000000,687.000000) X=0, X%48=0, new x=47
-UGB: pmo=(-1.000000,687.000000) X=-1, X%48=15, new x=1
-UGB: pmo=(-2.000000,686.000000) X=-2, X%48=14, new x=2
-UGB: pmo=(-3.000000,686.000000) X=-3, X%48=13, new x=3
-
-Problem with changing grid size causes x/y origin to be shown incorrectly:
-UGB: pmo=(10.000000,812.000000) X=10, X%12=10, new x=2
-UGB: pmo=(10.000000,812.000000) X=10, X%4=2, new x=2
-UGB: pmo=(3.333333,818.666667) X=3, X%48=3, new x=45
-UGB: pmo=(39.000000,782.000000) X=39, X%48=39, new x=9 <-- MMB move is here
-UGB: pmo=(39.000000,781.000000) X=39, X%48=39, new x=9
-
-
-
+most of the time, unless you use a power of 2. :-P So what we do here is just
+take the modulus of the negation, which means we don't have to worry about
+mirroring it later.
+
+The positive case looks gruesome (and it is) but it boils down to this: We take
+the modulus of the X coordinate, then mirror it by subtraction from the
+maximum (in this case, gridPixels). This gives us a number in the range of 1 to
+gridPixels. But we need the case where the result equalling gridPixels to be
+zero; so we do another modulus operation on the result to achieve this.
*/
-//printf("UGB: pmo=(%f,%f) X=%i, X%%%i=%i, ", pixmapOrigin.x, pixmapOrigin.y, x, BG_BRUSH_SPAN, x % BG_BRUSH_SPAN);
-// x = (x < 0 ? 0 : BG_BRUSH_SPAN - 1) - (x % BG_BRUSH_SPAN);
-// y = (y < 0 ? 0 : BG_BRUSH_SPAN - 1) - (y % BG_BRUSH_SPAN);
-// x = (BG_BRUSH_SPAN - 1) - (x % BG_BRUSH_SPAN);
-// y = (BG_BRUSH_SPAN - 1) - (y % BG_BRUSH_SPAN);
-// x = (x < 0 ? 0 : BG_BRUSH_SPAN - 1) - ((x < 0 ? -x : x) % BG_BRUSH_SPAN);
if (x < 0)
- x = -x % BG_BRUSH_SPAN;
+ x = -x % gridPixels;
else
- x = (BG_BRUSH_SPAN - (x % BG_BRUSH_SPAN)) % BG_BRUSH_SPAN;
+ x = (gridPixels - (x % gridPixels)) % gridPixels;
-// y = (y < 0 ? 0 : BG_BRUSH_SPAN - 1) - ((y < 0 ? -y : y) % BG_BRUSH_SPAN);
if (y < 0)
- y = -y % BG_BRUSH_SPAN;
+ y = -y % gridPixels;
else
- y = (BG_BRUSH_SPAN - (y % BG_BRUSH_SPAN)) % BG_BRUSH_SPAN;
-//printf("new x=%i\n", x);
+ y = (gridPixels - (y % gridPixels)) % gridPixels;
// Here we grab a section of the bigger pixmap, so that the background
// *looks* like it's scrolling...
- QPixmap pm = gridBackground.copy(x, y, BG_BRUSH_SPAN, BG_BRUSH_SPAN);
+ QPixmap pm = gridBackground.copy(x, y, gridPixels, gridPixels);
QPalette pal = palette();
pal.setBrush(backgroundRole(), QBrush(pm));
setAutoFillBackground(true);
}
+#if 0
+//
+// 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.
+//
+Vector DrawingView::SnapPointToGrid(Vector point)
+{
+ point += gridSpacing / 2.0; // *This* adds to Z!!!
+ point /= 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 *= gridSpacing;
+ return point;
+}
+#endif
+
+
void DrawingView::paintEvent(QPaintEvent * /*event*/)
{
QPainter qtPainter(this);
document.Draw(&painter);
if (toolAction)
+ {
+// painter.SetPen(QPen(Qt::green, 1.0, Qt::DashLine));
+ painter.SetPen(QPen(QColor(200, 100, 0, 255), 1.0, Qt::DashLine));
+ painter.DrawCrosshair(oldPoint);
toolAction->Draw(&painter);
+ }
if (Object::selectionInProgress)
{
}
-void DrawingView::resizeEvent(QResizeEvent * event)
+void DrawingView::resizeEvent(QResizeEvent * /*event*/)
{
Painter::screenSize = Vector(size().width(), size().height());
-// Painter::screenSize = Vector(event->size().width(), event->size().height());
-//printf("DrawingView::resizeEvent: new size:
UpdateGridBackground();
}
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);
if (collided)
update(); // Do an update if collided with at least *one* object in the document
if (toolAction)
+ {
+ if (Object::snapToGrid)
+ point = Object::SnapPointToGrid(point);
+
toolAction->MouseDown(point);
+ }
// Didn't hit any object and not using a tool, so do a selection rectangle
if (!(collided || toolAction))
}
// Grid processing...
-#if 1
- // 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.
- if (event->buttons() & Qt::LeftButton)
+ if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid)
{
- point += gridSpacing / 2.0; // *This* adds to Z!!!
- point /= gridSpacing;
-//200% is ok, gridSpacing = 6 in this case...
-//won't run into problems until gridSpacing = 1.5 (zoom = 800%)
-//run into problems with this approach: when zoom level is 200% this truncates to
-//integers, which is *not* what's wanted here...
- 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 *= gridSpacing;
+ point = Object::SnapPointToGrid(point);
}
-#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 (toolAction)
{
+ if (Object::snapToGrid)
+ {
+ point = Object::SnapPointToGrid(point);
+ oldPoint = point;
+ }
+
toolAction->MouseMoved(point);
update();
}