#include "painter.h"
#include "mathconstants.h"
+#include "object.h"
// Set class variable defaults
}
-void Painter::DrawAngledText(Vector center, double angle, QString text)
+void Painter::DrawAngledText(Vector center, double angle, QString text, double size)
{
if (!painter)
return;
// We may need this stuff... If dimension text is large enough.
// int textWidth = QFontMetrics(painter->font()).width(text);
// int textHeight = QFontMetrics(painter->font()).height();
-// NOTE: SCREEN_ZOOM is a kludge to make things look right at screen resolution...
- QRectF textBox(-100.0 * zoom * SCREEN_ZOOM, -100.0 * zoom * SCREEN_ZOOM, 200.0 * zoom * SCREEN_ZOOM, 200.0 * zoom * SCREEN_ZOOM); // x, y, w, h; x/y = upper left corner
+ QRectF textBox(-100.0 * zoom * size, -100.0 * zoom * size, 200.0 * zoom * size, 200.0 * zoom * size); // x, y, w, h; x/y = upper left corner
// This is in pixels. Might not render correctly at all zoom levels.
- // Need to figure out if dimensions are always rendered at one size regardless of zoom,
- // or if they have a definite size, and are thus zoomable.
- // If zoomable, this is incorrect:
- // (Added zoom, so this is correct now :-)
- float yOffset = -12.0 * zoom * SCREEN_ZOOM;
+ // Need to figure out if dimensions are always rendered at one size
+ // regardless of zoom, or if they have a definite size, and are thus
+ // zoomable.
+ float yOffset = -12.0 * zoom * size;
// Fix text so it isn't upside down...
if ((angle > PI * 0.5) && (angle < PI * 1.5))
{
angle += PI;
- yOffset = 12.0 * zoom * SCREEN_ZOOM;
+ yOffset = 12.0 * zoom * size;
}
-#if 0
- Vector offset = CartesianToQtCoords(Vector(0, yOffset));
- textBox.translate(offset.x, offset.y);
-#else
textBox.translate(0, yOffset);
-#endif
painter->save();
painter->translate(center.x, center.y);
// Angles are backwards in the Qt coord system, so we flip ours...
}
+// This function is for drawing object handles without regard for zoom level;
+// we don't want our object handle size to depend on the zoom level!
+void Painter::DrawArrowHandle(Vector center, double angle)
+{
+ center = CartesianToQtCoords(center);
+ QPolygonF arrow;
+
+ // Since we're drawing directly on the screen, the Y is inverted. So we use
+ // the mirror of the angle.
+ double orthoAngle = -angle + (PI / 2.0);
+ Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
+ Vector unit = Vector(cos(-angle), sin(-angle));
+
+ Point p0 = center + (unit * 6.0);
+ Point p1 = center + (unit * 21.0);
+ Point p1b = center + (unit * 11.0);
+ Point p2 = p1b + (orthogonal * 5.0);
+ Point p3 = p1b - (orthogonal * 5.0);
+
+ painter->drawLine(p0.x, p0.y, p1.x, p1.y);
+ arrow << QPointF(p1.x, p1.y) << QPointF(p2.x, p2.y) << QPointF(p3.x, p3.y);
+
+ painter->drawPolygon(arrow);
+}
+
+
+// This function is for drawing object handles without regard for zoom level;
+// we don't want our object handle size to depend on the zoom level!
+void Painter::DrawArrowToLineHandle(Vector center, double angle)
+{
+ DrawArrowHandle(center, angle);
+ center = CartesianToQtCoords(center);
+
+ // Since we're drawing directly on the screen, the Y is inverted. So we use
+ // the mirror of the angle.
+ double orthoAngle = -angle + (PI / 2.0);
+ Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
+ Vector unit = Vector(cos(-angle), sin(-angle));
+
+ Point p1 = center + (unit * 21.0);
+ Point p2 = p1 + (orthogonal * 7.0);
+ Point p3 = p1 - (orthogonal * 7.0);
+
+ painter->drawLine(p2.x, p2.y, p3.x, p3.y);
+}
+
+
void Painter::DrawLine(int x1, int y1, int x2, int y2)
{
if (!painter)
}
+// The rect passed in is in Qt coordinates...
void Painter::DrawRoundedRect(QRectF rect, double radiusX, double radiusY)
{
if (!painter)
}
+// The rect passed in is in Cartesian but we want to pad it by a set number of
+// pixels (currently set at 8), so the pad looks the same regardless of zoom.
+void Painter::DrawPaddedRect(QRectF rect)
+{
+ if (!painter)
+ return;
+
+ Vector v1 = CartesianToQtCoords(Vector(rect.x(), rect.y()));
+ Vector v2 = CartesianToQtCoords(Vector(rect.right(), rect.bottom()));
+ QRectF screenRect(QPointF(v1.x, v1.y), QPointF(v2.x, v2.y));
+ screenRect.adjust(-8, 8, 8, -8); // Left/top, right/bottom
+ painter->drawRect(screenRect);
+}
+
+
void Painter::DrawRect(QRectF rect)
{
if (!painter)
}
-void Painter::DrawArrowhead(Vector head, Vector tail)
+void Painter::DrawArrowhead(Vector head, Vector tail, double size)
{
+ if (!painter)
+ return;
+
QPolygonF arrow;
// We draw the arrowhead aligned along the line from tail to head
Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
Vector unit = Vector(head - tail).Unit();
-// NOTE: SCREEN_ZOOM is a kludge to make things look right at scale...
- Point p1 = head - (unit * 9.0 * SCREEN_ZOOM);
- Point p2 = p1 + (orthogonal * 3.0 * SCREEN_ZOOM);
- Point p3 = p1 - (orthogonal * 3.0 * SCREEN_ZOOM);
+ Point p1 = head - (unit * 9.0 * size);
+ Point p2 = p1 + (orthogonal * 3.0 * size);
+ Point p3 = p1 - (orthogonal * 3.0 * size);
Point p4 = CartesianToQtCoords(head);
Point p5 = CartesianToQtCoords(p2);
painter->drawPolygon(arrow);
}
+
+// Point is given in Cartesian coordinates
+void Painter::DrawCrosshair(Vector point)
+{
+ if (!painter)
+ return;
+
+ Vector screenPoint = CartesianToQtCoords(point);
+ painter->drawLine(0, screenPoint.y, screenSize.x, screenPoint.y);
+ painter->drawLine(screenPoint.x, 0, screenPoint.x, screenSize.y);
+}
+
+
+void Painter::DrawInformativeText(QString text)
+{
+ painter->setFont(*Object::font);
+ QRectF bounds = painter->boundingRect(QRectF(), Qt::AlignVCenter, text);
+ bounds.moveTo(17.0, 17.0);
+ QRectF textRect = bounds;
+ textRect.adjust(-7.0, -7.0, 7.0, 7.0);
+
+ QPen pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
+ painter->setPen(pen);
+ painter->setBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
+ painter->drawRoundedRect(textRect, 7.0, 7.0);
+
+ pen = QPen(QColor(0x00, 0x5F, 0xDF));
+ painter->setPen(pen);
+ painter->drawText(bounds, Qt::AlignVCenter, text);
+}
+