// "Fixed Length" button is down
// JLH 04/27/2011 Fixed attached dimension to stay a correct length when
// "Fixed Length" button is *not* down ;-)
-// JLH 05/29/2011 Added mouseover hints
+// JLH 05/29/2011 Added (some) mouseover hints
//
#include "line.h"
#include "dimension.h"
Line::Line(Vector p1, Vector p2, Object * p/*= NULL*/): Object(p1, p), endpoint(p2),
- dragging(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false),
- length(Vector::Magnitude(p2, p1)), hitPoint1(false), hitPoint2(false), hitLine(false)
+ draggingLine(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false),
+ length(Vector::Magnitude(p2, p1)), angle(Vector(endpoint - position).Unit()),
+ hitPoint1(false), hitPoint2(false), hitLine(false)
{
}
Line::~Line()
{
+ // If there are any attached Dimensions, we must set the attachment points
+ // to NULL since they will no longer be valid.
+ if (attachedDimension)
+ {
+ attachedDimension->SetPoint1(NULL);
+ attachedDimension->SetPoint2(NULL);
+ }
+ // IT WOULD BE NICE to have any object points attached to this line automagically
+ // connect to this dimension object at this point, instead of just becoming
+ // detached.
}
/*virtual*/ void Line::Draw(QPainter * painter)
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
*/
// Is the dimension tool active? Let's use it:
if (dimensionActive)
// (Priorities are taken care of in HitTest()...)
if (hitLine)
{
- // If there's one already there, tell it to flip sides...
- if (dimPoint1 && (dimPoint1 == dimPoint2))
- {
-// Here's an interesting problem... When swapping points we can either do it
-// on the dimension or directly here... I think swapping endpoint & position is
-// probably the wrong way to do things here...
-#if 1
- // Hm, why do we have to do both here???
- dimPoint1->FlipSides();
- //dis don't do shit
-/* Vector temp = dimPoint1;
- dimPoint1 = dimPoint2;
- dimPoint2 = temp;//*/
-#else
-// It doesn't work correctly anyhow, not until you move an endpoint.
- Vector temp = position;
- position = endpoint;
- endpoint = temp;
-#endif
- }
- else if ((dimPoint1 == NULL) && (dimPoint2 == NULL))
+ if (attachedDimension == NULL)
{
// How to get this object into the top level container???
/*
But we can fix that by making this object call any attached object's (like
a dimension only) Draw() function... :-/
*/
- dimPoint1 = new Dimension(position, endpoint, this);
- dimPoint2 = dimPoint1;
+ attachedDimension = new Dimension(&position, &endpoint, this);
if (parent != NULL)
- parent->Add(dimPoint1);
+ parent->Add(attachedDimension);
+ }
+ else
+ {
+ // If there's one already there, tell it to flip sides...
+ attachedDimension->FlipSides();
}
return true;
//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).
if (hitPoint1)
{
oldState = state;
oldState = state;
state = OSSelected;
oldPoint = point;
- dragging = true;
+ draggingLine = true;
return true;
}
}
oldState = state;
// state = OSInactive;
oldPoint = point;
- dragging = true;
+ draggingLine = true;
return true;
}
}
+ // If we got here, we clicked on nothing, so set the object to inactive.
+ // (Once we can read key modifiers, we can override this to allow multiple selection.)
state = OSInactive;
return false;
}
/*virtual*/ void Line::PointerMoved(Vector point)
{
+ // Hit test tells us what we hit (if anything) through boolean variables. It
+ // also tells us whether or not the state changed.
needUpdate = HitTest(point);
- objectWasDragged = (dragging | draggingHandle1 | draggingHandle2);
+ objectWasDragged = (draggingLine | draggingHandle1 | draggingHandle2);
if (objectWasDragged)
{
Vector delta = point - oldPoint;
- if (draggingHandle1 || dragging)
+ if (draggingHandle1 || draggingLine)
position += delta;
- if (draggingHandle2 || dragging)
+ if (draggingHandle2 || draggingLine)
endpoint += delta;
oldPoint = point;
}
/*
-We can't count on any coupling between the dimension object, so how do we do this???
+We can't count on any coupling between the dimension object and us, so how do we do this???
+Also, there may be more than one Dimension object connected to a single endpoint!
+
+Ugly ways to do it:
+ - Keep track of the state of the connected dimension
+ - Pass the Dimension the point that's being changed and the delta
+
+More elegant ways:
+ - Pass the point in a notification function (how?)
+ - Pass the point as a reference to the class instance object (&endpoint). This way, the line
+ doesn't have to care about keeping track of Dimensions connected to it. But still have to
+ care about other connected entities (other Lines, Circles, Arcs, Splines, Texts, etc). I
+ think I'd be OK with this.
+ Since the Dimension has a pointer to our object, all we have to do is update our coordinates
+ and the Dimension object will adjust itself on the next repaint. Problem solved, and we don't
+ have to know anything about how many Dimensions are connected to us, or where! \o/
+ The question then becomes, how do we do this kind of coupling???
+
+We need to know about connected entities so that we can have them either move in expected ways
+or constrain the movement of this Line object. This is how we will be a cut above all other CAD
+software currently out there: the GUI will try to do the right thing, most of the time. :-)
*/
if (needUpdate)
{
Vector point1 = (draggingHandle1 ? endpoint : position);
Vector point2 = (draggingHandle1 ? position : endpoint);
+#if 0
Vector current(point2, point1);
Vector v = current.Unit() * length;
Vector v2 = point1 + v;
//bleh
if (!Object::fixedLength)
v2 = point2;
+#endif
+
+ if (Object::fixedAngle)
+ {
+ // 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);
+
+ if (draggingHandle1)
+ position = endpoint + (angle * magnitudeAlongB);
+
+ if (draggingHandle2)
+ endpoint = position + (angle * magnitudeAlongB);
+ }
+// else
+// v2 = point2;
//If we tell the dimension to flip sides, this is no longer a valid
//assumption. !!! FIX !!!
//Ideally, we should just send the point that's changing to the Dimension object
//and have it figure out which point needs to move... Or is it???
+// Ideally, we shouldn't have to fuck around with this shit. We need to fix the rendering code
+// so that we don't have to wait until the dragging is done to correct the position of the
+// point in question, but we'd need another variable tho.
+#if 0
if (dimPoint1)
dimPoint1->SetPoint1(draggingHandle1 ? v2 : position);
if (dimPoint2)
dimPoint2->SetPoint2(draggingHandle2 ? v2 : endpoint);
+#endif
}
}
// it turns out to have a fixed length. :-)
length = Vector(endpoint - position).Magnitude();
}
+
+ if (!Object::fixedAngle)
+ {
+ // Calculate the new angle, just in case on the next move it turns out to
+ // be fixed. :-)
+ angle = Vector(endpoint - position).Unit();
+ }
}
- dragging = false;
+ draggingLine = false;
draggingHandle1 = false;
draggingHandle2 = false;
state = oldState;
}
+#if 0
void Line::SetDimensionOnPoint1(Dimension * dimension)
{
dimPoint1 = dimension;
if (dimension)
dimension->SetPoint2(endpoint);
}
+#else
+void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
+{
+ // If they don't pass one in, create it for the caller.
+ if (dimension == NULL)
+ {
+ dimension = new Dimension(&position, &endpoint, this);
+
+ if (parent)
+ parent->Add(dimension);
+ }
+
+ attachedDimension = dimension;
+
+ // After we set the points here, we don't have to care about them anymore.
+ if (dimension)
+ {
+ dimension->SetPoint1(&position);
+ dimension->SetPoint2(&endpoint);
+ }
+}
+#endif
bool Line::HitTest(Point point)
{