#include "drawlineaction.h"
#include "line.h"
+#include "mathconstants.h"
#include "painter.h"
-//#include "vector.h"
-#define FIRST_POINT 0
-#define NEXT_POINT 1
+enum { FIRST_POINT, NEXT_POINT };
-DrawLineAction::DrawLineAction(): state(0), line(NULL)
+DrawLineAction::DrawLineAction(): state(FIRST_POINT), line(NULL),
+ shiftWasPressedOnNextPoint(false)
{
}
painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
// I think stuff like crosshairs should be done in the DrawingView, tho
+ // (and it's done there now...)
if (state == FIRST_POINT)
{
painter->DrawHandle(p1);
{
painter->DrawLine(p1, p2);
painter->DrawHandle(p2);
+
+ Vector v(p1, p2);
+ double absAngle = v.Angle() * RADIANS_TO_DEGREES;
+ double absLength = v.Magnitude();
+ QString text = tr("Length: %1 in.\n") + QChar(0x2221) + tr(": %2");
+ text = text.arg(absLength).arg(absAngle);
+ painter->DrawInformativeText(text);
}
}
/*virtual*/ void DrawLineAction::MouseDown(Vector point)
{
+ // Clear our override...
+ shiftWasPressedOnNextPoint = false;
+
if (state == FIRST_POINT)
p1 = point;
else
{
p2 = p1;
state = NEXT_POINT;
+ line = NULL;
}
else if (state == NEXT_POINT)
{
+ Line * oldLine = line;
// We create the new object here, and then pass it off to the
// DrawingView which stuffs it into the document.
line = new Line(p1, p2);
+
+ // Connect Lines by default
+ if (oldLine)
+ {
+ oldLine->Connect(line, 0);
+ line->Connect(oldLine, 1.0);
+ }
+
// We don't need no stinkin' sentinels, when we have signals & slots!
emit ObjectReady(line);
-// p1 = p2;
+ p1 = p2;
+ state = NEXT_POINT;
+ }
+}
+
+
+/*virtual*/ void DrawLineAction::KeyDown(int key)
+{
+ if ((key == Qt::Key_Shift) && (state == NEXT_POINT))
+ {
+ shiftWasPressedOnNextPoint = true;
+ p1Save = p1;
+ p1 = p2;
state = FIRST_POINT;
+ emit NeedRefresh();
+ }
+}
+
+
+/*virtual*/ void DrawLineAction::KeyReleased(int key)
+{
+ if ((key == Qt::Key_Shift) && shiftWasPressedOnNextPoint)
+ {
+ shiftWasPressedOnNextPoint = false;
+ p2 = p1;
+ p1 = p1Save;
+ state = NEXT_POINT;
+ emit(NeedRefresh());
}
}