// Someone told us to fuck off, so we'll fuck off. :-)
if (ignoreClicks)
-// return false;
return hit;
// Now that we've done our hit testing on the non-snapped point, snap it if
if (snapToGrid)
point = SnapPointToGrid(point);
+ if (snapPointIsValid)
+ point = snapPoint;
+
// this is shite. this should be checked for in the Container, not here!
#warning "!!! This should be checked for in Container, not here !!!"
// If we're part of a non-top-level container, send this signal to it
return true;
}
-/*
-There's a small problem here with the implementation: You can have a dimension tied
-to only one point while at the same time you can have a dimension sitting on this line.
-Since there's only *one* dimPoint for each point, this can be problematic...
-
-We solve this by allowing only *one* Dimension object to be attached to the Line,
-Arc, etc. and by giving the Dimension object a pointer to our endpoints.
-
-Problem still arises when we delete this object; The attached Dimension object will
-then have bad pointers! What it *should* do is delete the object if and only if this
-line is not attached to any other object. If it is, then one of those attachment
-points should be sent to the dimension object (done for position & endpoint).
-
-NOTE: The STL vector<T> *does not* take ownership of pointers, therefore is suitable
- for our purposes
-
-Also: It would be nice to have a preview of the dimension being drawn, with a modifier
-key to make it draw/show on the other side...
-
-TODO: Make Dimension preview with modifier keys for showing on other side
-*/
-/*
-
-N.B.: This no longer works, as the DrawDimension object takes precedence over this code.
- THIS DOES NOTHING ANYMORE!!!
-
-*/
-#if 0
- // Is the dimension tool active? Let's use it:
- if (dimensionActive)
- {
- // User clicked on the line itself (endpoint checks should preceed this one):
- // (Priorities are taken care of in HitTest()...)
- if (hitLine)
- {
-#if 0
- if (attachedDimension == NULL)
- {
- // How to get this object into the top level container???
-/*
-The real question is do we care. I think so, because if this isn't in the top
-level container, it won't get drawn...
-But we can fix that by making this object call any attached object's (like
-a dimension only) Draw() function... :-/
-*/
- attachedDimension = new Dimension(&position, &endpoint, DTLinear, this);
-
- if (parent != NULL)
- parent->Add(attachedDimension);
- }
- else
- {
- // If there's one already there, tell it to flip sides...
- attachedDimension->FlipSides();
- }
-#else
- // New approach here: We look for connected objects.
- Object * attachedDimension = FindAttachedDimension();
-
- if (attachedDimension)
- {
- // If there's an attached Dimension, tell it to switch sides...
- ((Dimension *)attachedDimension)->FlipSides();
- }
- else
- {
- // Otherwise, we make a new one and attach it here.
- attachedDimension = new Dimension(Connection(this, 0), Connection(this, 1.0), DTLinear, this);
- connected.push_back(Connection(attachedDimension, 0));
- connected.push_back(Connection(attachedDimension, 1.0));
-
- if (parent != NULL)
- parent->Add(attachedDimension);
- }
-#endif
-
- return true;
- }
- }
-#endif
-
if (state == OSInactive)
{
//How to translate this into pixels from Document space???
return false;
}
- // Hit test tells us what we hit (if anything) through boolean variables. (It
- // also tells us whether or not the state changed. --not any more)
+ // Hit test tells us what we hit (if anything) through boolean variables.
SaveHitState();
bool hovered = HitTest(point);
needUpdate = HitStateChanged();
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
+ if (snapPointIsValid)
+ point = snapPoint;
+
objectWasDragged = (draggingLine | draggingHandle1 | draggingHandle2);
if (objectWasDragged)
Vector lineSegment = endpoint - position;
Vector v1 = point - position;
Vector v2 = point - endpoint;
+ Vector v3 = point - Center(); // Midpoint, for snapping...
double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
double distance;
/ lineSegment.Magnitude());
if ((v1.Magnitude() * Painter::zoom) < 8.0)
+ {
hitPoint1 = true;
+ snapPoint = position;
+ snapPointIsValid = true;
+ }
else if ((v2.Magnitude() * Painter::zoom) < 8.0)
+ {
hitPoint2 = true;
+ snapPoint = endpoint;
+ snapPointIsValid = true;
+ }
else if ((distance * Painter::zoom) < 5.0)
hitLine = true;
+ // Not a manipulation point, but a snapping point:
+ if ((v3.Magnitude() * Painter::zoom) < 8.0)
+ {
+ snapPoint = Center();
+ snapPointIsValid = true;
+ }
+
return (hitPoint1 || hitPoint2 || hitLine ? true : false);
}