#include "drawingview.h"
#include <stdint.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
// The value in the settings file will override this.
useAntialiasing(true),
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 = 1.0;
+ 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));
+#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 * p, Container * c)
+{
+ std::vector<void *>::iterator i;
+
+ for(i=c->objects.begin(); i!=c->objects.end(); i++)
+ {
+ Object * obj = (Object *)(*i);
+ p->SetPen(QPen(Qt::black, 1.0 * Global::zoom * obj->thickness, Qt::SolidLine));
+
+ switch (obj->type)
+ {
+ case OTLine:
+ {
+ Line * l = (Line *)obj;
+ p->DrawLine(l->p1, l->p2);
+ break;
+ }
+ case OTCircle:
+ {
+ Circle * ci = (Circle *)obj;
+ p->DrawEllipse(ci->p1, ci->radius, ci->radius);
+ break;
+ }
+ case OTArc:
+ {
+ Arc * a = (Arc *)obj;
+ p->DrawArc(a->p1, a->radius, a->angle1, a->angle2);
+ break;
+ }
+ default:
+ break;
+ }
}
}
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();
-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);
}
+#endif
+#if 1
// Didn't hit any object and not using a tool, so do a selection rectangle
- if (!(collided || toolAction))
+ if (!(collided))// || toolAction))
{
- 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);
Vector delta(oldPoint, point);
- delta /= Painter::zoom;
+ 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
+
+// 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 (toolAction)
+#if 0
+ // This returns true if we've moved over an object...
+ if (document.PointerMoved(point))
{
- if (Object::snapToGrid)
+/*
+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)
{
- point = Object::SnapPointToGrid(point);
- oldPoint = point;
+ // 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 (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);
- update();
}
+#endif
+
+ // This is used to draw the tool crosshair...
+ oldPoint = point;
+
+#if 1
+ if (/*document.NeedsUpdate() ||*/ Global::selectionInProgress /*|| toolAction*/)
+ update();
+#endif
}
{
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;
}
}
else if (event->button() == Qt::MiddleButton)
// 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 = gridPixels / Painter::zoom;
+#if 1
+// Global::gridSpacing = gridPixels / Painter::zoom;
// UpdateGridBackground();
- SetGridSize(Object::gridSpacing * Painter::zoom);
+ SetGridSize(Global::gridSpacing * Global::zoom);
update();
-// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Object::gridSpacing));
+// 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
}
void DrawingView::keyReleaseEvent(QKeyEvent * event)
{
+#if 0
if (toolAction)
toolAction->KeyReleased(event->key());
+#endif
+}
+
+//
+// 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;
}