X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fcontainer.cpp;h=e8a66e4d3ba040a178c7eadefc6a5c855adc6aa2;hb=67fbc130b4b6b4d253f69a9c32980d3d3306def5;hp=e125672eac63c6690d4d1cbc4da044e08a9e6ee7;hpb=043ecf4d074909ba2f7f53237962f9eaa72f19c2;p=architektonas diff --git a/src/container.cpp b/src/container.cpp index e125672..e8a66e4 100644 --- a/src/container.cpp +++ b/src/container.cpp @@ -16,34 +16,98 @@ #include "container.h" #include +#include "dimension.h" +#include "painter.h" Container::Container(Vector p1, Object * p/*= NULL*/): Object(p1, p), - dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false) + isTopLevelContainer(false), + dragging(false), draggingHandle1(false), draggingHandle2(false), + hit(false)//, needUpdate(false) { + type = OTContainer; + state = OSInactive; } + +// Copy constructor +Container::Container(const Container & copy): Object(copy.position, copy.parent) +{ + // Use overloaded assignment operator + *this = copy; + type = OTContainer; + state = OSInactive; +} + + Container::~Container() { - // No memory leaks! - while (objects.size() > 0) + Clear(); +} + + +// Assignment operator +Container & Container::operator=(const Container & from) +{ + // Take care of self-assignment + if (this == &from) + return *this; + + Clear(); + + // Small problem with this approach: if the copied object goes out of scope, + // all of the objects we copied in here will be deleted. D'oh! + // For this COPY constructor to be meaningful, we have to actually COPY the + // objects in this Container, not just MOVE a copy of the POINTER! D-: + std::vector::const_iterator i; + +// for(uint i=0; iCopy(); + + // Need to actually COPY the object here, not copy the pointer only!! + // (which we do now, above :-P) + + objects.push_back(object); } + + return *this; } + /*virtual*/ void Container::Draw(Painter * painter) { - for(int i=0; i<(int)objects.size(); i++) - objects[i]->Draw(painter); + QRectF boundary; + +//int a=1; + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + { +//printf("Containter::Draw item #%i [%X]...\n", a++, *i); + (*i)->Draw(painter); + boundary = boundary.united((*i)->Extents()); + } + + if ((state == OSSelected) || hit) + { + if (hit) + painter->SetPen(QPen(Qt::magenta, 1.0, Qt::DashLine)); + else + painter->SetPen(QPen(Qt::blue, 2.0, Qt::DashLine)); + + painter->SetBrush(QBrush(Qt::NoBrush)); + painter->DrawPaddedRect(boundary); + } } + /*virtual*/ Vector Container::Center(void) { return position; } + /* We need at least *three* handles for this object: - one for moving @@ -57,110 +121,165 @@ I click here and drag there?" Also: should put the snap logic into the Object base class (as a static method)... */ + +// Need to add checking here for clicking on a member of a group (Container), +// and checking for if it's a top level container (the DrawingView's document). +/* +One approach is to check for the parent of the container: If it's NULL, then it's +the DrawingView's document. It might be better, though, to set a boolean like +isTopLevelContainer so that we can do things like edit members of a group without +having to ungroup them first (like Inkscape). +*/ /*virtual*/ bool Container::Collided(Vector point) { objectWasDragged = false; - Vector v1 = position - point; +// Vector v1 = position - point; -#if 0 - if (state == OSInactive) - { -//printf("Circle: 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 - if (v1.Magnitude() < 10.0) - { - oldState = state; - state = OSSelected; - oldPoint = position; //maybe "position"? - draggingHandle1 = true; - return true; - } - else if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0)) - { - oldState = state; - state = OSSelected; - oldPoint = point; - dragging = true; - return true; - } - } - else if (state == OSSelected) - { - // Here we test for collision with handles as well! (SOON!) -/* -Like so: - if (v1.Magnitude() < 2.0) // Handle #1 - else if (v2.Magnitude() < 2.0) // Handle #2 -*/ - if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0)) - { - oldState = state; -// state = OSInactive; - oldPoint = point; - dragging = true; - return true; - } - } -#else bool collision = false; // NOTE that this deletes the object on mouse down instead of mouse up. Have to // check to see how it feels to do it that way... if (deleteActive) { - for(int i=0; i<(int)objects.size(); i++) + for(std::vector::iterator i=objects.begin(); i!=objects.end();) { - if (objects[i]->Collided(point)) + if ((*i)->Collided(point)) { - objects.erase(objects.begin() + i); // Calls the destructor, (deletes the object, I presume... O_o) - break; +printf("Container::Collided: Deleting object ($%X)\n", *i); + Object * objectToDelete = *i; + objects.erase(i); + delete objectToDelete; } + else + i++; } } else { - for(int i=0; i<(int)objects.size(); i++) + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) { - if (objects[i]->Collided(point)) + if ((*i)->Collided(point)) collision = true; } } -#endif - // Do we decouple the state of the generic container from the objects inside??? Mebbe. - state = OSInactive; -// return false; + if (snapToGrid) + point = SnapPointToGrid(point); + + // We check to see if the container we're trying to access is the + // DrawingView's document. If so, we ignore the state of the container. + // Otherwise, we care about the state of the container. :-) + if (isTopLevelContainer) + state = OSInactive; + else + { + state = (collision ? OSSelected : OSInactive); + + if (state == OSSelected) + { + DeselectAll(); + dragging = true; + oldPoint = point; + } + } + return collision; } +/* +What we need to do is check for whether or not we're a top level container, +and override the passing of stuff into the objects held. So here, if we're *NOT* +a top level container, instead of passing PointerMoved to our contained objects, +we check to see if our bounds are met (for selection rectangle, e.g.). + +Also, for things like being able to split point's hot spots we need to be able +to check for that crap in the top level container. Which means that objects can +still know how to move themselves, but they can also defer to their container +as well. Which also means that things like HitTest() need to be in the Object +class so that we can leverage that stuff here as well. +*/ + // The TLC is passing all mouse movement here, so we're doing the same here. // Need to adjust all other objects to handle things correctly. + // One optimization that will need to be done eventually is to subdivide the screen // into parts and keep subdividing until an acceptable number of objects lie within // the slice. This way, the GUI will still be responsive and *not* have to test // every object for collision. /*virtual*/ void Container::PointerMoved(Vector point) { -// objectWasDragged = true; -//printf("CONTAINER: PointerMoved()\n"); + std::vector::iterator i; + + if (!isTopLevelContainer) + { + // check for selection rectangle too + if (selectionInProgress) + { + if (selection.contains(Extents())) + state = OSSelected; + else + state = OSInactive; + + return; + } + + // No need to do any checking if we're already selected... +// if (state == OSSelected) +// return; + +// oldState = state; +// needUpdate = true; +// if (dragging && + bool oldHit = hit; + hit = false; + + for(i=objects.begin(); i!=objects.end(); i++) + { + if ((*i)->HitTest(point)) + { +// state = OSSelected; +// return; + hit = true; + break; + } + } + + needUpdate = (oldHit != hit ? true : false); +// state = oldState; + + if (dragging) + { + Vector delta = point - oldPoint; + + for(i=objects.begin(); i!=objects.end(); i++) + (*i)->Translate(delta); + + oldPoint = point; + needUpdate = true; + } + + return; + } - for(int i=0; i<(int)objects.size(); i++) + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) { // if (objects[i]->GetState() == OSSelected) - objects[i]->PointerMoved(point); + (*i)->PointerMoved(point); } // Generic container doesn't need this??? // needUpdate = false; } + /*virtual*/ void Container::PointerReleased(void) { + if (!isTopLevelContainer) + { + dragging = false; + return; + } +#if 0 dragging = false; draggingHandle1 = false; draggingHandle2 = false; @@ -168,31 +287,277 @@ Like so: // Here we check for just a click: If object was clicked and dragged, then // revert to the old state (OSInactive). Otherwise, keep the new state that // we set. -/*Maybe it would be better to just check for "object was dragged" state and not have to worry -about keeping track of old states... +/* +Maybe it would be better to just check for "object was dragged" state and not +have to worry about keeping track of old states... */ if (objectWasDragged) state = oldState; //Note that the preceeding is unnecessary for a generic container! +#endif - for(int i=0; i<(int)objects.size(); i++) - objects[i]->PointerReleased(); +// for(int i=0; i<(int)objects.size(); i++) +// objects[i]->PointerReleased(); + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + (*i)->PointerReleased(); } + /*virtual*/ bool Container::NeedsUpdate(void) { - needUpdate = false; + // If this is *not* a top level container, then we treat it as an + // aggregate object. + if (!isTopLevelContainer) + { + return needUpdate; + } - for(int i=0; i<(int)objects.size(); i++) + // Search through objects for one that needs an update; if one is found, + // return immediately. + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) { - if (objects[i]->NeedsUpdate()) - needUpdate = true; + if ((*i)->NeedsUpdate()) + return true; } - return needUpdate; + return false; } + /*virtual*/ void Container::Add(Object * object) { objects.push_back(object); +printf("Container: Added object (=$%X). size = %li\n", object, objects.size()); } + + +/*virtual*/ QRectF Container::Extents(void) +{ + QRectF bounds; + + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + bounds = bounds.united((*i)->Extents()); + + return bounds; +} + + +void Container::Delete(Object * objectToDelete) +{ + std::vector::iterator i = objects.begin(); + + while (i != objects.end()) + { + if (*i == objectToDelete) + { + objects.erase(i); + delete objectToDelete; + return; + } + + i++; + } +} + + +void Container::DeleteSelectedItems(void) +{ + std::vector::iterator i = objects.begin(); + + while (i != objects.end()) + { + if ((*i)->state == OSSelected) + { + delete *i; + objects.erase(i); + } + else + i++; + } +} + + +void Container::Clear(void) +{ + std::vector::iterator i = objects.begin(); + + while (i != objects.end()) + { +printf("Container: Deleting object ($%X)...\n", *i); + delete (*i); + objects.erase(i); + } +} + + +void Container::SelectAll(void) +{ + for(unsigned int i=0; istate = OSSelected; +} + + +void Container::DeselectAll(void) +{ + for(unsigned int i=0; istate = OSInactive; +} + + +int Container::ItemsSelected(void) +{ + int selected = 0; + + for(uint i=0; istate == OSSelected) + selected++; + + return selected; +} + + +Object * Container::SelectedItem(unsigned int index) +{ + unsigned int selectedIndex = 0; + + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + { + if ((*i)->state == OSSelected) + { + if (selectedIndex == index) + return *i; + else + selectedIndex++; + } + } + + return NULL; +} + + +void Container::MoveContentsTo(Container * newContainer) +{ + // Sanity check + if (newContainer == NULL) + return; + + // Shuffle the contents of this container to the new one +// for(unsigned int i=0; i::iterator i=objects.begin(); i!=objects.end(); i++) + { + newContainer->Add(*i); + (*i)->Reparent(newContainer); + } + + // & clear our vector + objects.clear(); +} + + +void Container::MoveSelectedContentsTo(Container * newContainer) +{ + // Sanity check + if (newContainer == NULL) + return; + + // Shuffle the contents of this container to the new one + for(std::vector::iterator i=objects.begin(); i!=objects.end();) + { + if ((*i)->state != OSSelected) + { + i++; + continue; + } + + newContainer->Add(*i); + (*i)->Reparent(newContainer); + objects.erase(i); + } +} + + +void Container::CopySelectedContentsTo(Container * newContainer) +{ + // Sanity check + if (newContainer == NULL) + return; + + // Shuffle the contents of this container to the new one + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + { + if ((*i)->state == OSSelected) + newContainer->Add((*i)->Copy()); + } +} + + +void Container::ResizeAllDimensions(double newSize) +{ + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + { + if ((*i)->type == OTDimension) + ((Dimension *)(*i))->size = newSize; + if ((*i)->type == OTContainer) + ((Container *)(*i))->ResizeAllDimensions(newSize); + } +} + + +/*virtual*/ void Container::Enumerate(FILE * file) +{ + // Only put "CONTAINER" markers if *not* the top level container +// if (parent != NULL) + if (!isTopLevelContainer) + fprintf(file, "CONTAINER %i\n", layer); + + for(uint i=0; iEnumerate(file); + +// if (parent != NULL) + if (!isTopLevelContainer) + fprintf(file, "ENDCONTAINER\n"); +} + + +/*virtual*/ Object * Container::Copy(void) +{ +#warning "!!! This doesn't take care of attached Dimensions !!!" +/* +This is a real problem. While having a pointer in the Dimension to this line's points +is fast & easy, it creates a huge problem when trying to replicate an object like this. + +Maybe a way to fix that then, is to have reference numbers instead of pointers. That +way, if you copy them, ... you might still have problems. Because you can't be sure if +a copy will be persistant or not, you then *definitely* do not want them to have the +same reference number. +*/ + Container * c = new Container(position, parent); + *c = *this; + return c; +} + + +/*virtual*/ void Container::Mirror(Point p1, Point p2) +{ + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + (*i)->Mirror(p1, p2); +} + + +/*virtual*/ void Container::Save(void) +{ + Object::Save(); + + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + (*i)->Save(); +} + + +/*virtual*/ void Container::Restore(void) +{ + Object::Restore(); + + for(std::vector::iterator i=objects.begin(); i!=objects.end(); i++) + (*i)->Restore(); +} +