#include "arc.h"
#include "circle.h"
#include "dimension.h"
-#include "drawcircleaction.h"
-#include "drawdimensionaction.h"
-#include "drawlineaction.h"
#include "line.h"
#include "painter.h"
+#define BACKGROUND_MAX_SIZE 512
+
+
DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent),
// The value in the settings file will override this.
useAntialiasing(true),
- gridBackground(512, 512),
+ gridBackground(BACKGROUND_MAX_SIZE, BACKGROUND_MAX_SIZE),
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(12.0), collided(false), rotateTool(false), rx(150.0), ry(150.0),
+ /*gridSpacing(12.0),*/ gridPixels(0), collided(false), rotateTool(false),
+ rx(150.0), ry(150.0),
scrollDrag(false), addLineTool(false), addCircleTool(false),
addDimensionTool(false),
-// selectionInProgress(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]);
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
+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.
-*/
- QPainter pmp(&gridBackground);
- pmp.fillRect(0, 0, 512, 512, QColor(240, 240, 240));
- pmp.setPen(QPen(QColor(210, 210, 255), 2.0, Qt::SolidLine));
+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
+scaled the same way as the arrowheads.
- for(int i=0; i<511; i+=12)
- {
- pmp.drawLine(i, 0, i, 511);
- pmp.drawLine(0, i, 511, i);
- }
+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. (And now
+we do! :-)
- pmp.end();
- UpdateGridBackground();
+*/
+ SetGridSize(12);
}
}
-void DrawingView::SetAddLineToolActive(bool state/*= true*/)
+void DrawingView::SetToolActive(Action * action)
{
- if (state)
+ if (action != NULL)
{
- toolAction = new DrawLineAction();
+ toolAction = action;
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::SetGridSize(uint32_t size)
{
- if (state)
- {
- toolAction = new DrawCircleAction();
- connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
- SLOT(AddNewObjectToDocument(Object *)));
- }
-
- update();
-}
+ // Sanity check
+ if (size == gridPixels)
+ return;
+ // Recreate the background bitmap
+ gridPixels = size;
+ 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));
-void DrawingView::SetAddDimensionToolActive(bool state/*= true*/)
-{
- if (state)
+ for(int i=0; i<(BACKGROUND_MAX_SIZE-1); i+=gridPixels)
{
- toolAction = new DrawDimensionAction();
- connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
- SLOT(AddNewObjectToDocument(Object *)));
+ pmp.drawLine(i, 0, i, BACKGROUND_MAX_SIZE - 1);
+ pmp.drawLine(0, i, BACKGROUND_MAX_SIZE - 1, i);
}
- update();
+ pmp.end();
+
+ // Set up new BG brush & zoom level (pixels per base unit)
+// Painter::zoom = gridPixels / gridSpacing;
+ Painter::zoom = gridPixels / Object::gridSpacing;
+ UpdateGridBackground();
}
void DrawingView::UpdateGridBackground(void)
{
-//was: 128
-#define BG_BRUSH_SPAN 72
// 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]
- x = (x < 0 ? 0 : BG_BRUSH_SPAN - 1) - (x % BG_BRUSH_SPAN);
- y = (y < 0 ? 0 : BG_BRUSH_SPAN - 1) - (y % BG_BRUSH_SPAN);
+/*
+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.
+It seems the problem is negative numbers: We can't let that happen.
+When taking away the zero, it pops over 1 px at zero, then goes about 1/2 a
+grid at x<0.
+
+The bitmap looks like this:
+
++---+---+---+---+---
+| | | | |
+| | | | |
++---+---+---+---+---
+| | | | |
+| | | | |
+| | | | |
+
+@ x = 1, we want it to look like:
+
+-+---+---+---+---+---
+ | | | | |
+ | | | | |
+-+---+---+---+---+---
+ | | | | |
+ | | | | |
+ | | | | |
+
+Which means we need to grab the sample from x = 3. @ x = -1:
+
+---+---+---+---+---
+ | | | |
+ | | | |
+---+---+---+---+---
+ | | | |
+ | | | |
+ | | | |
+
+Which means we need to grab the sample from x = 1. Which means we have to take
+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 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.
+*/
+ if (x < 0)
+ x = -x % gridPixels;
+ else
+ x = (gridPixels - (x % gridPixels)) % gridPixels;
+
+ if (y < 0)
+ y = -y % gridPixels;
+ else
+ 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);
if (useAntialiasing)
qtPainter.setRenderHint(QPainter::Antialiasing);
- Painter::screenSize = Vector(size().width(), size().height());
+// Painter::screenSize = Vector(size().width(), size().height());
Object::SetViewportHeight(size().height());
// Draw coordinate axes
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*/)
+{
+ Painter::screenSize = Vector(size().width(), size().height());
+ UpdateGridBackground();
+}
+
+
void DrawingView::mousePressEvent(QMouseEvent * event)
{
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();
}
}
}
+
+void DrawingView::keyPressEvent(QKeyEvent * event)
+{
+ if (toolAction)
+ {
+ bool needUpdate = toolAction->KeyDown(event->key());
+
+ if (needUpdate)
+ update();
+ }
+}
+
+
+void DrawingView::keyReleaseEvent(QKeyEvent * event)
+{
+ if (toolAction)
+ {
+ bool needUpdate = toolAction->KeyReleased(event->key());
+
+ if (needUpdate)
+ update();
+ }
+}
+