+++ /dev/null
-// drawsplineaction.cpp: Action class for drawing NURBS
-//
-// Part of the Architektonas Project
-// (C) 2014 Underground Software
-// See the README and GPLv3 files for licensing and warranty information
-//
-// JLH = James Hammons <jlhamm@acm.org>
-//
-// WHO WHEN WHAT
-// --- ---------- ------------------------------------------------------------
-// JLH 03/20/2014 Created this file
-//
-
-#include "drawsplineaction.h"
-#include "spline.h"
-#include "mathconstants.h"
-#include "painter.h"
-
-
-enum { FIRST_POINT, NEXT_POINT };
-
-
-DrawSplineAction::DrawSplineAction(): state(FIRST_POINT), spline(NULL),
- shiftWasPressedOnNextPoint(false)
-{
-}
-
-
-DrawSplineAction::~DrawSplineAction()
-{
-}
-
-
-/*virtual*/ void DrawSplineAction::Draw(Painter * painter)
-{
- 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);
- }
- else
- {
- 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 DrawSplineAction::MouseDown(Vector point)
-{
- // Clear our override...
- shiftWasPressedOnNextPoint = false;
-
- if (state == FIRST_POINT)
- p1 = point;
- else
- p2 = point;
-}
-
-
-/*virtual*/ void DrawSplineAction::MouseMoved(Vector point)
-{
- if (state == FIRST_POINT)
- p1 = point;
- else
- p2 = point;
-}
-
-
-/*virtual*/ void DrawSplineAction::MouseReleased(void)
-{
- if (state == FIRST_POINT)
- {
- p2 = p1;
- state = NEXT_POINT;
- spline = NULL;
- }
- else if (state == NEXT_POINT)
- {
- Spline * oldSpline = spline;
- // We create the new object here, and then pass it off to the
- // DrawingView which stuffs it into the document.
- spline = new Spline(p1, p2.Angle());
-
- // Connect Lines by default
- if (oldSpline)
- {
- oldSpline->Connect(spline, 0);
- spline->Connect(oldSpline, 1.0);
- }
-
- // We don't need no stinkin' sentinels, when we have signals & slots!
- emit ObjectReady(spline);
-
- p1 = p2;
- state = NEXT_POINT;
- }
-}
-
-
-/*virtual*/ void DrawSplineAction::KeyDown(int key)
-{
- if ((key == Qt::Key_Shift) && (state == NEXT_POINT))
- {
- shiftWasPressedOnNextPoint = true;
- p1Save = p1;
- p1 = p2;
- state = FIRST_POINT;
- emit NeedRefresh();
- }
-}
-
-
-/*virtual*/ void DrawSplineAction::KeyReleased(int key)
-{
- if ((key == Qt::Key_Shift) && shiftWasPressedOnNextPoint)
- {
- shiftWasPressedOnNextPoint = false;
- p2 = p1;
- p1 = p1Save;
- state = NEXT_POINT;
- emit(NeedRefresh());
- }
-}
-