#include "drawingview.h"
#include <stdint.h>
+#include "geometry.h"
+#include "global.h"
#include "mathconstants.h"
-
-#include "arc.h"
-#include "circle.h"
-#include "dimension.h"
-#include "line.h"
#include "painter.h"
+#include "structs.h"
#define BACKGROUND_MAX_SIZE 512
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)),
- /*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;
+// 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;
-// toolPalette = new ToolWindow();
-// CreateCursors();
-// setCursor(cur[TOOLSelect]);
-// setMouseTracking(true);
+ 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
we do! :-)
*/
- SetGridSize(12);
+ SetGridSize(12); // This is in pixels
}
+#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);
}
+#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->hovered)
+ painter->SetPen(0xFF0000, Global::zoom * scaledThickness, LSDash);
+
+ switch (obj->type)
+ {
+ case OTLine:
+ {
+ Line * l = (Line *)obj;
+ painter->DrawLine(l->p1, 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.empty();
+ std::vector<void *>::iterator i;
+
+ for(i=v.begin(); i!=v.end(); i++)
+ {
+ if (((Object *)(*i))->selected)
+ v.push_back(*i);
+ }
+}
+
+
+void DrawingView::GetHovered(std::vector<void *> & v)
+{
+ v.empty();
+ std::vector<void *>::iterator i;
+
+ for(i=v.begin(); i!=v.end(); i++)
+ {
+ if (((Object *)(*i))->hovered)
+ v.push_back(*i);
}
}
void DrawingView::resizeEvent(QResizeEvent * /*event*/)
{
- Painter::screenSize = Vector(size().width(), size().height());
+ Global::screenSize = Vector(size().width(), size().height());
UpdateGridBackground();
}
if (event->button() == Qt::LeftButton)
{
Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+// collided = document.Collided(point);
+ collided = false;
-// 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...
+ // Do an update if collided with at least *one* object in the document
+// if (collided)
+// update();
+ // Actually, we already know what we're going to click on as all the collision
+ // detection already happened in the mouse move function...!
+//printf("MouseDown: ctrl=%s, numHovered=%i\n", (ctrlDown ? "DOWN" : "up"), numHovered);
-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);
+ 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->MouseDown(point);
}
+#else
+ if (Global::tool)
+ {
+ return;
+ }
+#endif
+
+ if (!ctrlDown)
+ ClearSelection();
+ if (numHovered > 0)
+ AddHoveredToSelection();
+
+#if 1
// Didn't hit any object and not using a tool, so do a selection rectangle
- if (!(collided || toolAction))
+ if (!(numHovered || Global::tool))
{
- 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));
}
+#endif
}
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
+ Global::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);
- delta /= Painter::zoom;
+ Vector delta(oldPoint, point);
+ delta /= Global::zoom;
delta.y = -delta.y;
- Painter::origin -= delta;
+ Global::origin -= delta;
UpdateGridBackground();
update();
return;
}
- // Grid processing...
- if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid)
+#if 1
+ // Grid processing... (only snap here is left button is down)
+ if ((event->buttons() & Qt::LeftButton) && Global::snapToGrid)
{
- point = Object::SnapPointToGrid(point);
+ point = SnapPointToGrid(point);
}
- oldPoint = point;
+ // Snap points on objects always take precedence over the grid, whether
+ // dragging an object or not...
+//thisnowok
+ if (Global::snapPointIsValid)
+ {
+// Uncommenting this causes the cursor to become unresponsive after the first
+// object is added.
+// point = Global::snapPoint;
+ }
+#endif
+
+ // Do checking here to see if object can be selected or not
+ if (Global::selectionInProgress)
+ {
+ std::vector<void *>::iterator i;
+// QRectF bounds;
+ numSelected = 0;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+ obj->selected = false;
+// QRectF extents;
+
+ 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++;
+ }
+ }
+
+// 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();
+#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 (Object::snapToGrid)
+ 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);
+ }
+#endif
+ bool needUpdate = false;
+
+ // Don't do this kind of checking unless we're not doing a selection rectangle!
+ // Hmm, lines don't stay selected if globally selected... !!! FIX !!! [DONE]
+ // it's because there were extra state variables, the hit* vars...
+ if (!Global::selectionInProgress)
+ {
+ std::vector<void *>::iterator i;
+ numHovered = 0;
+
+ for(i=document.objects.begin(); i!=document.objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+// obj->selected = false;
+
+ switch (obj->type)
+ {
+ case OTLine:
{
- point = Object::SnapPointToGrid(point);
- oldPoint = point;
+ Line * l = (Line *)obj;
+
+// bool hitPoint1, hitPoint2, hitLine;
+ 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);
+
+ if (oldHovered != l->hovered)
+ needUpdate = true;
+
+ break;
}
+ case OTCircle:
+ {
+ Circle * c = (Circle *)obj;
- toolAction->MouseMoved(point);
- update();
+
+ break;
+ }
+ default:
+ break;
+ }
+
+ if (obj->hovered)
+ {
+ numHovered++;
+//printf("MouseMove: OBJECT HOVERED (numHovered = %i)\n", numHovered);
+ }
+ }
}
+//printf("MouseMove: numHovered = %i\n", numHovered);
+
+ // This is used to draw the tool crosshair...
+ oldPoint = point;
+
+// if (/*document.NeedsUpdate() ||*/ Global::selectionInProgress /*|| toolAction*/)
+ if (needUpdate || Global::selectionInProgress || 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();
+#endif
- if (Object::selectionInProgress)
+ if (Global::selectionInProgress)
{
// Select all the stuff inside of selection
- Object::selectionInProgress = false;
+ Global::selectionInProgress = false;
+
+ // Clear our vectors
+ select.empty();
+ hover.empty();
+
+ // 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)
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::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 = /*drawing->*/gridPixels / Painter::zoom;
- SetGridSize(Object::gridSpacing * Painter::zoom);
-// /*drawing->*/UpdateGridBackground();
- /*drawing->*/update();
-// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Object::gridSpacing));
+#if 1
+// Global::gridSpacing = gridPixels / Painter::zoom;
+// UpdateGridBackground();
+ SetGridSize(Global::gridSpacing * Global::zoom);
+ update();
+// 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
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = true;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = true;
}
void DrawingView::keyReleaseEvent(QKeyEvent * event)
{
+#if 0
if (toolAction)
toolAction->KeyReleased(event->key());
+#endif
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = false;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = false;
+}
+
+//
+// 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;
}