//#include "vector.h"
-#define FIRST_POINT 0
-#define NEXT_POINT 1
+//#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)
{
}
+
DrawLineAction::~DrawLineAction()
{
}
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);
+
+ QString text = tr("Length: %1 in.");
+ text = text.arg(Vector::Magnitude(p1, p2));
+ painter->DrawInformativeText(text);
}
}
+
/*virtual*/ void DrawLineAction::MouseDown(Vector point)
{
+ // Clear our override...
+ shiftWasPressedOnNextPoint = false;
+
if (state == FIRST_POINT)
p1 = point;
else
p2 = point;
}
+
/*virtual*/ void DrawLineAction::MouseMoved(Vector point)
{
if (state == FIRST_POINT)
p2 = point;
}
+
/*virtual*/ void DrawLineAction::MouseReleased(void)
{
if (state == FIRST_POINT)
emit ObjectReady(line);
p1 = p2;
+ state = NEXT_POINT;
}
}
+
+
+/*virtual*/ bool DrawLineAction::KeyDown(int key)
+{
+ if ((key == Qt::Key_Shift) && (state == NEXT_POINT))
+ {
+ shiftWasPressedOnNextPoint = true;
+ p1Save = p1;
+ p1 = p2;
+ state = FIRST_POINT;
+ return true;
+ }
+
+ return false;
+}
+
+
+/*virtual*/ bool DrawLineAction::KeyReleased(int key)
+{
+ if ((key == Qt::Key_Shift) && shiftWasPressedOnNextPoint)
+ {
+ shiftWasPressedOnNextPoint = false;
+ p2 = p1;
+ p1 = p1Save;
+ state = NEXT_POINT;
+ return true;
+ }
+
+ return false;
+}
+