gridBackground(256, 256),
scale(1.0), offsetX(-10), offsetY(-10),
document(Vector(0, 0)),
- gridSpacing(32.0), collided(false), rotateTool(false), rx(150.0), ry(150.0),
+// gridSpacing(32.0), collided(false), rotateTool(false), rx(150.0), ry(150.0),
+ gridSpacing(12.0), collided(false), rotateTool(false), rx(150.0), ry(150.0),
scrollDrag(false), addLineTool(false), toolAction(NULL)
{
setBackgroundRole(QPalette::Base);
pmp.fillRect(192, 128, 64, 64, Qt::darkGray);
#else
pmp.fillRect(0, 0, 256, 256, QColor(240, 240, 240));
- pmp.setPen(QPen(QColor(190, 190, 255), 2.0, Qt::SolidLine));
+ pmp.setPen(QPen(QColor(210, 210, 255), 2.0, Qt::SolidLine));
for(int i=0; i<255; i+=12)
pmp.drawLine(i, 0, i, 255);
for(int i=0; i<255; i+=12)
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]
x = (x < 0 ? 0 : BG_BRUSH_SPAN - 1) - (x % BG_BRUSH_SPAN);
y = (y < 0 ? 0 : BG_BRUSH_SPAN - 1) - (y % BG_BRUSH_SPAN);
painter.drawLine(-16384, (int)y, 16384, (int)y);
#endif
- painter.SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
-
- for(double x=0; x<size().width(); x+=gridSpacing)
- for(double y=0; y<size().height(); y+=gridSpacing)
- painter.DrawPoint((int)x, (int)y);
+// painter.SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
+//
+// for(double x=0; x<size().width(); x+=gridSpacing)
+// for(double y=0; y<size().height(); y+=gridSpacing)
+// painter.DrawPoint((int)x, (int)y);
// The top level document takes care of rendering for us...
document.Draw(&painter);
{
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!!!