// (C) 2011 Underground Software
// See the README and GPLv3 files for licensing and warranty information
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
#include <QtGui>
#include "dimension.h"
+#include "painter.h"
+
Line::Line(Vector p1, Vector p2, Object * p/*= NULL*/): Object(p1, p), endpoint(p2),
draggingLine(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false),
// detached.
}
-/*virtual*/ void Line::Draw(QPainter * painter)
+/*virtual*/ void Line::Draw(Painter * painter)
{
- painter->setPen(QPen(Qt::red, 2.0, Qt::DotLine));
+ painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
if ((state == OSSelected) || ((state == OSInactive) && hitPoint1))
- painter->drawEllipse(QPointF(position.x, position.y), 4.0, 4.0);
+ painter->DrawHandle(position);
if ((state == OSSelected) || ((state == OSInactive) && hitPoint2))
- painter->drawEllipse(QPointF(endpoint.x, endpoint.y), 4.0, 4.0);
+ painter->DrawHandle(endpoint);
if ((state == OSInactive) && !hitLine)
- painter->setPen(QPen(Qt::black, 1.0, Qt::SolidLine));
+ painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
if (Object::fixedLength && (draggingHandle1 || draggingHandle2))
{
Vector current(point2 - point1);
Vector v = current.Unit() * length;
Vector v2 = point1 + v;
- painter->drawLine((int)point1.x, (int)point1.y, (int)v2.x, (int)v2.y);
+// painter->DrawLine((int)point1.x, (int)point1.y, (int)v2.x, (int)v2.y);
+ painter->DrawLine(point1, v2);
if (current.Magnitude() > length)
{
- painter->setPen(QPen(QColor(128, 0, 0), 1.0, Qt::DashLine));
- painter->drawLine((int)v2.x, (int)v2.y, (int)point2.x, (int)point2.y);
+ painter->SetPen(QPen(QColor(128, 0, 0), 1.0, Qt::DashLine));
+// painter->DrawLine((int)v2.x, (int)v2.y, (int)point2.x, (int)point2.y);
+ painter->DrawLine(v2, point2);
}
}
+// Problem: when drawing at large zoom levels, this throws away precision thus
+// causing the line to rendered too short. !!! FIX !!! [DONE]
else
- painter->drawLine((int)position.x, (int)position.y, (int)endpoint.x, (int)endpoint.y);
+// painter->DrawLine((int)position.x, (int)position.y, (int)endpoint.x, (int)endpoint.y);
+ painter->DrawLine(position, endpoint);
}
/*virtual*/ Vector Line::Center(void)
/*virtual*/ bool Line::Collided(Vector point)
{
-// Can't assume this!
-// Actually, we can, since this is a mouse down event here.
+ // We can assume this, since this is a mouse down event here.
objectWasDragged = false;
HitTest(point);
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, this);
+ attachedDimension = new Dimension(&position, &endpoint, DTLinear, this);
if (parent != NULL)
parent->Add(attachedDimension);
// Here we calculate the component of the current vector along the fixed angle.
// A_compB = (A . Bu) * Bu
double magnitudeAlongB = Vector::Dot(Vector(point2 - point1), angle);
+/*
+Actually, this isn't quite right. What we want to do is look for the intersection along either
+the horizontal line or vertical line that intersects from the current mouse position.
+*/
if (draggingHandle1)
position = endpoint + (angle * magnitudeAlongB);
state = oldState;
}
+// Check to see if the point passed in coincides with any we have. If so, return a
+// pointer to it; otherwise, return NULL.
+/*virtual*/ Vector * Line::GetPointAt(Vector v)
+{
+ if (v == position)
+ return &position;
+ else if (v == endpoint)
+ return &endpoint;
+
+ return 0;
+}
+
#if 0
void Line::SetDimensionOnPoint1(Dimension * dimension)
{
// If they don't pass one in, create it for the caller.
if (dimension == NULL)
{
- dimension = new Dimension(&position, &endpoint, this);
+ dimension = new Dimension(&position, &endpoint, DTLinear, this);
if (parent)
parent->Add(dimension);
// simplifies the calculation of the determinant.
//How do we determine distance here? Especially if zoomed in or out???
-#warning "!!! Distances tested for may not be valid if zoomed in or out !!!"
- if (v1.Magnitude() < 8.0)
+//#warning "!!! Distances tested for may not be valid if zoomed in or out !!!"
+// [FIXED]
+ if ((v1.Magnitude() * Painter::zoom) < 8.0)
hitPoint1 = true;
- else if (v2.Magnitude() < 8.0)
+ else if ((v2.Magnitude() * Painter::zoom) < 8.0)
hitPoint2 = true;
- else if (distance < 5.0)
+ else if ((distance * Painter::zoom) < 5.0)
hitLine = true;
return StateChanged();
t(d1x) - s(d2x) = p2x - p0x
t(d1y) - s(d2y) = p2y - p0y
-Determinant D is ad - bc where the matrix look like:
+Determinant D is ad - bc where the matrix looks like:
a b
c d