#include <QtGui>
#include "container.h"
#include "dimension.h"
+#include "geometry.h"
#include "mathconstants.h"
#include "painter.h"
double absAngle = (Vector(endpoint - position).Angle()) * RADIANS_TO_DEGREES;
double absLength = Vector(position - endpoint).Magnitude();
- QString text;
-
- text = QObject::tr("Length: %1 in.\n") + QChar(0x2221) + QObject::tr(": %2");
+ QString text = QObject::tr("Length: %1 in.\n") + QChar(0x2221) + QObject::tr(": %2");
text = text.arg(absLength).arg(absAngle);
-
+#if 0
QPen pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
painter->SetPen(pen);
painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
pen = QPen(QColor(0x00, 0x5F, 0xDF));
painter->SetPen(pen);
painter->DrawText(textRect, Qt::AlignVCenter, text);
+#else
+ painter->DrawInformativeText(text);
+#endif
}
}
/*virtual*/ bool Line::Collided(Vector point)
{
+/*
+what we can do here is set ignoreClicks to true to keep other objects that are
+selected from deselecting themselves. Will that fuck up something else? Not sure
+yet... :-/
+*/
+ // Someone told us to fuck off, so we'll fuck off. :-)
+ if (ignoreClicks)
+ return false;
+
// We can assume this, since this is a mouse down event here.
objectWasDragged = false;
-// SaveHitState();
HitTest(point);
-// return HitStateChanged();
+
+ // Now that we've done our hit testing on the non-snapped point, snap it if
+ // necessary...
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
// 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
if (parent->type == OTContainer && !((Container *)parent)->isTopLevelContainer
&& (hitLine || hitPoint1 || hitPoint2))
}
}
-
if (state == OSInactive)
{
-//printf("Line: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
-//printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
-//printf(" point = %lf,%lf,%lf; p1 = %lf,%lf,%lf; p2 = %lf,%lf,%lf\n", point.x, point.y, point.z, position.x, position.y, position.z, endpoint.x, endpoint.y, endpoint.z);
-//printf(" \n", );
//How to translate this into pixels from Document space???
-//Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
-//the caller knows about the zoom factor and all that good kinda crap
-//I think what's needed is an Object class variable/method that can be changed by the TLC and
-//called in derived classes to properly scale the location to the current zoom level. That *should* work.
-
-// ALSO: Need to code a global (read: Object class) variable that tells use whether a modifier
-// key was pressed in addition to the mouse click, so we can do stuff like, say, hold
-// down CTRL and be able to do multiple selecting of objects (in that case, we would
-// keep the Object state from changing).
+//Maybe we need to pass a scaling factor in here from the caller? That would
+//make sense, as the caller knows about the zoom factor and all that good kinda
+//crap
+//I think what's needed is an Object class variable/method that can be changed
+//by the TLC and called in derived classes to properly scale the location to
+//the current zoom level. That *should* work.
+
+// ALSO: Need to code a global (read: Object class) variable that tells use
+// whether a modifier key was pressed in addition to the mouse click, so
+// we can do stuff like, say, hold down CTRL and be able to do multiple
+// selecting of objects (in that case, we would keep the Object state
+// from changing).
if (hitPoint1)
{
oldState = state;
state = OSSelected;
- oldPoint = position; //maybe "position"?
+ oldPoint = position;
draggingHandle1 = true;
return true;
}
{
oldState = state;
state = OSSelected;
- oldPoint = endpoint; //maybe "position"?
+ oldPoint = endpoint;
draggingHandle2 = true;
return true;
}
}
else if (state == OSSelected)
{
- // Here we test for collision with handles as well! (SOON!) [I think it works...NOPE]
-/*
-Like so:
- if (v1.Magnitude() < 2.0) // Handle #1
- else if (v2.Magnitude() < 2.0) // Handle #2
-*/
if (hitLine)
{
oldState = state;
Vector lineSegment = endpoint - position;
Vector v1 = point - position;
Vector v2 = point - endpoint;
- double t = Vector::Parameter(position, endpoint, point);
+// double t = Vector::Parameter(position, endpoint, point);
+ double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
double distance;
// Geometric interpretation:
/*virtual*/ void Line::Enumerate(FILE * file)
{
- fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", position.x, position.y, endpoint.x, endpoint.y);
+ fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y);
}
}
-/*virtual*/ void Line::Rotate(Vector point, double angle)
+/*virtual*/ void Line::Rotate(Point point, double angle)
+{
+ Point l1 = Geometry::RotatePointAroundPoint(position, point, angle);
+ Point l2 = Geometry::RotatePointAroundPoint(endpoint, point, angle);
+ position = l1;
+ endpoint = l2;
+}
+
+
+/*virtual*/ void Line::Scale(Point point, double amount)
+{
+}
+
+
+/*virtual*/ void Line::Mirror(Point p1, Point p2)
+{
+ Point l1 = Geometry::MirrorPointAroundLine(position, p1, p2);
+ Point l2 = Geometry::MirrorPointAroundLine(endpoint, p1, p2);
+ position = l1;
+ endpoint = l2;
+}
+
+
+/*virtual*/ void Line::Save(void)
{
+ Object::Save();
+ oldEndpoint = endpoint;
}
-/*virtual*/ void Line::Scale(Vector point, double amount)
+/*virtual*/ void Line::Restore(void)
{
+ Object::Restore();
+ endpoint = oldEndpoint;
}