X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Farc.cpp;h=d4d747b7df80d1a3a7dd7cb8c4e1010609e82b7a;hb=a6b8028671329872326c5e8ebd8037658f4c066f;hp=ad08a572979dc651c6a13592a8126a3001b06d9b;hpb=eb711912d64f17cf9c18c74c4d78d9867bd066ad;p=architektonas diff --git a/src/arc.cpp b/src/arc.cpp index ad08a57..d4d747b 100644 --- a/src/arc.cpp +++ b/src/arc.cpp @@ -16,6 +16,7 @@ #include "arc.h" #include +#include "geometry.h" #include "mathconstants.h" #include "painter.h" @@ -71,7 +72,8 @@ Arc::~Arc() Vector oldLine = (p3 * (radius * 1.25)) + position; pen = QPen(QColor(0x80, 0x80, 0x80), 1.0, Qt::DashLine); painter->SetPen(pen); - painter->DrawLine((int)position.x, (int)position.y, (int)oldLine.x, (int)oldLine.y); +// painter->DrawLine((int)position.x, (int)position.y, (int)oldLine.x, (int)oldLine.y); + painter->DrawLine(position, oldLine); } // In rotating and setting the span, we draw a line showing where @@ -109,6 +111,7 @@ Arc::~Arc() text = text.arg(radius, 0, 'd', 4).arg(radius / oldRadius * 100.0, 0, 'd', 0); } +#if 0 pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine); painter->SetPen(pen); painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F))); @@ -120,6 +123,9 @@ Arc::~Arc() pen = QPen(QColor(0x00, 0x5F, 0xDF)); painter->SetPen(pen); painter->DrawText(textRect, Qt::AlignVCenter, text); +#else + painter->DrawInformativeText(text); +#endif } } @@ -146,53 +152,21 @@ Also: should put the snap logic into the Object base class (as a static method). /*virtual*/ bool Arc::Collided(Vector point) { - objectWasDragged = false; -// Vector v1 = point - position; // Head minus tail (vector points at "point") + // Someone told us to fuck off, so we'll fuck off. :-) + if (ignoreClicks) + return false; -#if 1 + objectWasDragged = false; bool hitSomething = HitTest(point); draggingCenter = hitCenter; draggingEdge = hitArc; draggingRotate = hitRotate; draggingSpan = hitSpan; -#else - // Check for collision with various things... - hitHandle1 = false; // Moving - hitHandle2 = false; // Rotation - hitHandle3 = false; // Setting span of the arc - hitHandle4 = false; // Resizing -/* -What we have: -the center of the arc -the starting angle -the span of the arc -The point on a unit circle given an angle a is x = cos(a), y = sin(a) -This vector is already unitized, so all we need to do to get our point is to multiply it by -radius (to get the length correct) and add it to the center point (to get the correct position). -*/ - Vector v1 = point - position; // Head minus tail (vector points at "point") - Point p1(cos(startAngle), sin(startAngle)); - Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan)); - Vector handle2 = (p1 * radius) + position; - Vector handle3 = (p2 * radius) + position; - double pointerAngle = v1.Angle(); -#if 1 - // Center handle - if (v1.Magnitude() < 10.0) - hitHandle1 = true; - // Span handle - else if (Vector(handle3 - point).Magnitude() < 10.0) - hitHandle3 = true; - // Rotate handle - else if (Vector(handle2 - point).Magnitude() < 10.0) - hitHandle2 = true; - // Resize handle (the arc itself) - else if ((v1.Magnitude() < radius + 3.0) && (v1.Magnitude() > radius - 3.0) - && AngleInArcSpan(pointerAngle)) - hitHandle4 = true; -#endif -#endif + // Now that we've done our hit testing on the non-snapped point, snap it if + // necessary... + if (snapToGrid) + point = SnapPointToGrid(point); /* State Management: @@ -226,7 +200,6 @@ Selected| | | | so let's do like this: */ -// if (hitCenter || hitArc || hitRotate || hitSpan) if (hitSomething) { oldState = state; @@ -243,7 +216,7 @@ so let's do like this: } -/*virtual*/ void Arc::PointerMoved(Vector point) +/*virtual*/ bool Arc::PointerMoved(Vector point) { // one other thing to check here for is if a modifier key is being held as well, // to allow for multi-selection @@ -256,7 +229,7 @@ so let's do like this: else state = OSInactive; - return; + return false; } // The TLC will send these messages if the object is selected but not clicked on. @@ -266,7 +239,7 @@ so let's do like this: // objectWasDragged = true; // needUpdate = false; SaveHitState(); - HitTest(point); + bool hovered = HitTest(point); needUpdate = HitStateChanged(); objectWasDragged = (draggingCenter | draggingEdge | draggingRotate | draggingSpan); @@ -298,6 +271,7 @@ so let's do like this: // Why save this? For rendering code? oldPoint = point; // needUpdate = true; + return hovered; } @@ -329,7 +303,8 @@ This vector is already unitized, so all we need to do to get our point is to multiply it by radius (to get the length correct) and add it to the center point (to get the correct position). */ - Vector v1(point, position); // Head minus tail (vector points at "point") +// Vector v1(point, position); // Head minus tail (vector points at "point") + Vector v1(position, point); // Head minus tail (vector points at "point") Point p1(cos(startAngle), sin(startAngle)); Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan)); Vector handle2 = (p1 * radius) + position; @@ -463,7 +438,7 @@ bool Arc::HitStateChanged(void) /*virtual*/ void Arc::Enumerate(FILE * file) { - fprintf(file, "ARC (%lf,%lf) %lf, %lf, %lf\n", position.x, position.y, radius, startAngle, angleSpan); + fprintf(file, "ARC %i (%lf,%lf) %lf, %lf, %lf\n", layer, position.x, position.y, radius, startAngle, angleSpan); } @@ -482,3 +457,45 @@ same reference number. return new Arc(position, radius, startAngle, angleSpan, parent); } + +/*virtual*/ void Arc::Rotate(Point point, double angle) +{ + Point c1 = Geometry::RotatePointAroundPoint(position, point, angle); + Point ap1(cos(startAngle), sin(startAngle)); + Point angleStartPoint = (ap1 * radius) + position; + Point c2 = Geometry::RotatePointAroundPoint(angleStartPoint, point, angle); + + position = c1; + startAngle = Vector(c1, c2).Angle(); +} + + +/*virtual*/ void Arc::Mirror(Point p1, Point p2) +{ + Point c1 = Geometry::MirrorPointAroundLine(position, p1, p2); + Point ap1(cos(startAngle + angleSpan), sin(startAngle + angleSpan)); + Point angleEndPoint = (ap1 * radius) + position; + Point c2 = Geometry::MirrorPointAroundLine(angleEndPoint, p1, p2); + + position = c1; + startAngle = Vector(c2, c1).Angle(); +} + + +/*virtual*/ void Arc::Save(void) +{ + Object::Save(); + oldRadius2 = radius; + oldStartAngle = startAngle; + oldAngleSpan = angleSpan; +} + + +/*virtual*/ void Arc::Restore(void) +{ + Object::Restore(); + radius = oldRadius2; + startAngle = oldStartAngle; + angleSpan = oldAngleSpan; +} +