#include "arc.h"
#include "circle.h"
#include "dimension.h"
+#include "geometry.h"
#include "line.h"
#include "painter.h"
if (Object::snapToGrid)
point = Object::SnapPointToGrid(point);
+ // We always snap to object points, and they take precendence over
+ // grid points...
+ if (Object::snapPointIsValid)
+ point = Object::snapPoint;
+
toolAction->MouseDown(point);
}
{
Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
Object::selection.setBottomRight(QPointF(point.x, point.y));
+ // Only needs to be done here, as mouse down is always preceded by movement
+ Object::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.y = -delta.y;
return;
}
- // Grid processing...
+#if 0
+ // Grid processing... (only snap here is left button is down)
if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid)
{
point = Object::SnapPointToGrid(point);
}
- oldPoint = point;
+ // Snap points on objects always take precedence over the grid, whether
+ // dragging an object or not...
+//thisnowok
+ if (Object::snapPointIsValid)
+ {
+// Uncommenting this causes the cursor to become unresponsive after the first
+// object is added.
+// point = Object::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();
+ // This returns true if we've moved over an object...
+ if (document.PointerMoved(point))
+ {
+ // 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)
+ {
+ Object::snapPoint = document.lastObjectHovered->GetPointAtParameter(t);
+ Object::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)
+ {
+ Object::snapPoint = p1;
+ Object::snapPointIsValid = true;
+ }
+ else if (n == 2)
+ {
+ double d1 = Vector(point, p1).Magnitude();
+ double d2 = Vector(point, p2).Magnitude();
+
+ if (d1 < d2)
+ Object::snapPoint = p1;
+ else
+ Object::snapPoint = p2;
+
+ Object::snapPointIsValid = true;
+ }
+ }
+ }
+// else
+// {
+ // Otherwise, it was a single object hovered...
+// }
+ }
if (toolAction)
{
if (Object::snapToGrid)
- {
point = Object::SnapPointToGrid(point);
- oldPoint = point;
- }
+
+ // We always snap to object points, and they take precendence over
+ // grid points...
+ if (Object::snapPointIsValid)
+ point = Object::snapPoint;
toolAction->MouseMoved(point);
- update();
}
+
+ // This is used to draw the tool crosshair...
+ oldPoint = point;
+
+ if (document.NeedsUpdate() || Object::selectionInProgress || toolAction)
+ update();
}