DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent),
// The value in the settings file will override this.
- useAntialiasing(true), numSelected(0),
+ 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)),
gridPixels(0), collided(false)//, toolAction(NULL)
}
+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*/)
{
Global::screenSize = Vector(size().width(), size().height());
// 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);
#if 0
if (toolAction)
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))
{
Global::selectionInProgress = true;
Global::selection.setTopLeft(QPointF(point.x, point.y));
#if 0
// This returns true if we've moved over an object...
- if (document.PointerMoved(point))
+ 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...
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 !!!
+ // 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;
- int numHovered = 0;
+ numHovered = 0;
for(i=document.objects.begin(); i!=document.objects.end(); i++)
{
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)
+ if (needUpdate || Global::selectionInProgress || Global::tool)
update();
}
{
// Select all the stuff inside of selection
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)
if (toolAction)
toolAction->KeyDown(event->key());
#endif
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = true;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = true;
}
if (toolAction)
toolAction->KeyReleased(event->key());
#endif
+ if (event->key() == Qt::Key_Shift)
+ shiftDown = false;
+ else if (event->key() == Qt::Key_Control)
+ ctrlDown = false;
}
//