]> Shamusworld >> Repos - architektonas/blobdiff - src/drawingview.cpp
Rendering for Line, Circle, and Arc work.
[architektonas] / src / drawingview.cpp
index fc30ac8e259ce61a092b35210f2ab6280ce2b457..e93161a5a7235c544f93f0ae64b85d37e56c8c5f 100644 (file)
 #include "drawingview.h"
 
 #include <stdint.h>
+#include "global.h"
 #include "mathconstants.h"
-
-#include "arc.h"
-#include "circle.h"
-#include "dimension.h"
-#include "geometry.h"
-#include "line.h"
 #include "painter.h"
+#include "structs.h"
 
 
 #define BACKGROUND_MAX_SIZE    512
@@ -50,15 +46,17 @@ DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent),
        // 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)),
-       gridPixels(0), collided(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;             // In base units (inch is default)
+       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));
@@ -75,6 +73,20 @@ DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent),
        // 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
@@ -85,16 +97,16 @@ arbitrary 12 pixels) to anything we want (within reason, of course :-).
 
 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
@@ -108,13 +120,13 @@ inch regardless of the zoom level a piece of text can be larger or smaller than
 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
@@ -126,6 +138,7 @@ we do! :-)
 }
 
 
+#if 0
 void DrawingView::SetToolActive(Action * action)
 {
        if (action != NULL)
@@ -136,6 +149,7 @@ void DrawingView::SetToolActive(Action * action)
                connect(toolAction, SIGNAL(NeedRefresh()), this, SLOT(HandleActionUpdate()));
        }
 }
+#endif
 
 
 void DrawingView::SetGridSize(uint32_t size)
@@ -160,7 +174,7 @@ 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();
 }
 
@@ -248,8 +262,8 @@ void DrawingView::AddNewObjectToDocument(Object * object)
 {
        if (object)
        {
-               object->Reparent(&document);
-               document.Add(object);
+//             object->Reparent(&document);
+//             document.Add(object);
                update();
        }
 //printf("DrawingView::AddNewObjectToDocument(). object=%08X\n", object);
@@ -264,7 +278,7 @@ void DrawingView::HandleActionUpdate(void)
 
 void DrawingView::SetCurrentLayer(int layer)
 {
-       Object::currentLayer = layer;
+       Global::currentLayer = layer;
 //printf("DrawingView::CurrentLayer = %i\n", layer);
 }
 
@@ -295,7 +309,7 @@ void DrawingView::paintEvent(QPaintEvent * /*event*/)
        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));
@@ -303,27 +317,69 @@ void DrawingView::paintEvent(QPaintEvent * /*event*/)
        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();
 }
 
@@ -333,32 +389,37 @@ void DrawingView::mousePressEvent(QMouseEvent * event)
        if (event->button() == Qt::LeftButton)
        {
                Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
-               collided = document.Collided(point);
+//             collided = document.Collided(point);
+               collided = false;
 
                // Do an update if collided with at least *one* object in the document
-               if (collided)
-                       update();
+//             if (collided)
+//                     update();
 
+#if 0
                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 (Object::snapPointIsValid)
-                               point = Object::snapPoint;
+                       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)
        {
@@ -373,9 +434,9 @@ void DrawingView::mousePressEvent(QMouseEvent * event)
 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
-       Object::snapPointIsValid = false;
+       Global::snapPointIsValid = false;
 
        // Scrolling...
        if (event->buttons() & Qt::MiddleButton)
@@ -384,9 +445,9 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event)
                // 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(oldPoint, point);
-               delta /= Painter::zoom;
+               delta /= Global::zoom;
                delta.y = -delta.y;
-               Painter::origin -= delta;
+               Global::origin -= delta;
 
                UpdateGridBackground();
                update();
@@ -394,21 +455,21 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event)
                return;
        }
 
-#if 0
+#if 1
        // Grid processing... (only snap here is left button is down)
-       if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid)
+       if ((event->buttons() & Qt::LeftButton) && Global::snapToGrid)
        {
-               point = Object::SnapPointToGrid(point);
+               point = SnapPointToGrid(point);
        }
 
        // Snap points on objects always take precedence over the grid, whether
        // dragging an object or not...
 //thisnowok
-       if (Object::snapPointIsValid)
+       if (Global::snapPointIsValid)
        {
 // Uncommenting this causes the cursor to become unresponsive after the first
 // object is added.
-//             point = Object::snapPoint;
+//             point = Global::snapPoint;
        }
 #endif
 
@@ -416,9 +477,20 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event)
 //we should keep track of the last point here and only pass this down *if* the point
 //changed...
 
+#if 0
        // This returns true if we've moved over an object...
        if (document.PointerMoved(point))
        {
+/*
+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...!
@@ -432,8 +504,8 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event)
 
                                if (n == 1)
                                {
-                                       Object::snapPoint = document.lastObjectHovered->GetPointAtParameter(t);
-                                       Object::snapPointIsValid = true;
+                                       Global::snapPoint = document.lastObjectHovered->GetPointAtParameter(t);
+                                       Global::snapPointIsValid = true;
                                }
                        }
                        else if ((document.lastObjectHovered->type == OTCircle) && (document.penultimateObjectHovered->type == OTCircle))
@@ -443,8 +515,8 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event)
 
                                if (n == 1)
                                {
-                                       Object::snapPoint = p1;
-                                       Object::snapPointIsValid = true;
+                                       Global::snapPoint = p1;
+                                       Global::snapPointIsValid = true;
                                }
                                else if (n == 2)
                                {
@@ -452,11 +524,11 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event)
                                        double d2 = Vector(point, p2).Magnitude();
 
                                        if (d1 < d2)
-                                               Object::snapPoint = p1;
+                                               Global::snapPoint = p1;
                                        else
-                                               Object::snapPoint = p2;
+                                               Global::snapPoint = p2;
 
-                                       Object::snapPointIsValid = true;
+                                       Global::snapPointIsValid = true;
                                }
                        }
                }
@@ -468,22 +540,25 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event)
 
        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 (Object::snapPointIsValid)
-                       point = Object::snapPoint;
+               if (Global::snapPointIsValid)
+                       point = Global::snapPoint;
 
                toolAction->MouseMoved(point);
        }
+#endif
 
        // This is used to draw the tool crosshair...
        oldPoint = point;
 
-       if (document.NeedsUpdate() || Object::selectionInProgress || toolAction)
+#if 1
+       if (/*document.NeedsUpdate() ||*/ Global::selectionInProgress /*|| toolAction*/)
                update();
+#endif
 }
 
 
@@ -491,7 +566,9 @@ void DrawingView::mouseReleaseEvent(QMouseEvent * event)
 {
        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
@@ -500,13 +577,15 @@ void DrawingView::mouseReleaseEvent(QMouseEvent * event)
 //             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)
@@ -527,35 +606,60 @@ void DrawingView::wheelEvent(QWheelEvent * event)
        // 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;
 }