#include "arc.h"
#include "circle.h"
#include "dimension.h"
-#include "drawcircleaction.h"
-#include "drawdimensionaction.h"
-#include "drawlineaction.h"
#include "line.h"
#include "painter.h"
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*/)
-{
- if (state)
- {
- toolAction = new DrawCircleAction();
- connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
- SLOT(AddNewObjectToDocument(Object *)));
- }
-
- update();
-}
-
-
-void DrawingView::SetAddDimensionToolActive(bool state/*= true*/)
+void DrawingView::SetToolActive(Action * action)
{
- if (state)
+ if (action != NULL)
{
- toolAction = new DrawDimensionAction();
+ toolAction = action;
connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
SLOT(AddNewObjectToDocument(Object *)));
}
-
- update();
}
}
+//
+// 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;
+}
+
+
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)
{
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.
+ if (Object::snapToGrid)
+ point = SnapPointToGrid(point);
+
collided = document.Collided(point);
if (collided)
// 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)
{
+#if 0
point += gridSpacing / 2.0; // *This* adds to Z!!!
point /= gridSpacing;
//200% is ok, gridSpacing = 6 in this case...
point.y = floor(point.y);
point.z = 0; // Make *sure* Z doesn't go anywhere!!!
point *= gridSpacing;
+#else
+ point = SnapPointToGrid(point);
+#endif
}
#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 = SnapPointToGrid(point);
+ oldPoint = point;
+ }
+
toolAction->MouseMoved(point);
update();
}