X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fdrawingview.cpp;h=5fe3841cab9a35c8cfdb5687ebdd8cd279962aa8;hb=db0a3d91f37031e155cc8eac7cfdec9889f233ee;hp=629999f148b4a83a9bb604bb0360bc502b54d2a1;hpb=6c1279871f6bb86bc59e2561b6a7f74ab081f71e;p=architektonas diff --git a/src/drawingview.cpp b/src/drawingview.cpp index 629999f..5fe3841 100644 --- a/src/drawingview.cpp +++ b/src/drawingview.cpp @@ -32,11 +32,12 @@ #include #include "mathconstants.h" -#include "arc.h" -#include "circle.h" -#include "dimension.h" -#include "geometry.h" -#include "line.h" +//#include "arc.h" +//#include "circle.h" +//#include "dimension.h" +//#include "geometry.h" +//#include "line.h" +#include "global.h" #include "painter.h" @@ -50,15 +51,17 @@ DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent), // The value in the settings file will override this. useAntialiasing(true), gridBackground(BACKGROUND_MAX_SIZE, BACKGROUND_MAX_SIZE), - scale(1.0), offsetX(-10), offsetY(-10), document(Vector(0, 0)), - gridPixels(0), collided(false), toolAction(NULL) + scale(1.0), offsetX(-10), offsetY(-10),// document(Vector(0, 0)), + gridPixels(0), collided(false)//, toolAction(NULL) { - document.isTopLevelContainer = true; +// document.isTopLevelContainer = true; +//wtf? doesn't work except in c++11??? document = { 0 }; setBackgroundRole(QPalette::Base); setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding); - Object::gridSpacing = 12.0; // In base units (inch is default) + Global::gridSpacing = 12.0; // In base units (inch is default) +#if 0 Line * line = new Line(Vector(5, 5), Vector(50, 40), &document); document.Add(line); document.Add(new Line(Vector(50, 40), Vector(10, 83), &document)); @@ -75,6 +78,7 @@ DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent), // Alternate way to do the above... line->SetDimensionOnLine(); #endif +#endif /* Here we set the grid size in pixels--12 in this case. Initially, we have our @@ -94,7 +98,7 @@ set to 1.0. SCREEN_ZOOM is set to 1.0/4.0.) Really, the 100% zoom level can be set at *any* zoom level, it's more of a convenience function than any measure of absolutes. Doing things that way we could rid ourselves of the whole SCREEN_ZOOM parameter and all the attendant -shittyness that comes with it. +shittiness that comes with it. However, it seems that SCREEN_ZOOM is used to make text and arrow sizes show up a certain way, which means we should probably create something else in those @@ -126,6 +130,7 @@ we do! :-) } +#if 0 void DrawingView::SetToolActive(Action * action) { if (action != NULL) @@ -136,6 +141,7 @@ void DrawingView::SetToolActive(Action * action) connect(toolAction, SIGNAL(NeedRefresh()), this, SLOT(HandleActionUpdate())); } } +#endif void DrawingView::SetGridSize(uint32_t size) @@ -160,7 +166,7 @@ void DrawingView::SetGridSize(uint32_t size) // Set up new BG brush & zoom level (pixels per base unit) // Painter::zoom = gridPixels / gridSpacing; - Painter::zoom = gridPixels / Object::gridSpacing; + Painter::zoom = gridPixels / Global::gridSpacing; UpdateGridBackground(); } @@ -248,8 +254,8 @@ void DrawingView::AddNewObjectToDocument(Object * object) { if (object) { - object->Reparent(&document); - document.Add(object); +// object->Reparent(&document); +// document.Add(object); update(); } //printf("DrawingView::AddNewObjectToDocument(). object=%08X\n", object); @@ -264,7 +270,7 @@ void DrawingView::HandleActionUpdate(void) void DrawingView::SetCurrentLayer(int layer) { - Object::currentLayer = layer; + Global::currentLayer = layer; //printf("DrawingView::CurrentLayer = %i\n", layer); } @@ -295,7 +301,7 @@ void DrawingView::paintEvent(QPaintEvent * /*event*/) if (useAntialiasing) qtPainter.setRenderHint(QPainter::Antialiasing); - Object::SetViewportHeight(size().height()); + Global::viewportHeight = size().height(); // Draw coordinate axes painter.SetPen(QPen(Qt::blue, 1.0, Qt::DotLine)); @@ -303,21 +309,25 @@ void DrawingView::paintEvent(QPaintEvent * /*event*/) painter.DrawLine(-16384, 0, 16384, 0); // The top level document takes care of rendering for us... - document.Draw(&painter); +// document.Draw(&painter); +#if 0 if (toolAction) { painter.SetPen(QPen(QColor(200, 100, 0, 255), 1.0, Qt::DashLine)); painter.DrawCrosshair(oldPoint); toolAction->Draw(&painter); } +#endif - if (Object::selectionInProgress) +#if 1 + if (Global::selectionInProgress) { painter.SetPen(QPen(QColor(255, 127, 0, 255))); painter.SetBrush(QBrush(QColor(255, 127, 0, 100))); - painter.DrawRect(Object::selection); + painter.DrawRect(Global::selection); } +#endif } @@ -333,32 +343,37 @@ void DrawingView::mousePressEvent(QMouseEvent * event) if (event->button() == Qt::LeftButton) { Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y())); - collided = document.Collided(point); +// collided = document.Collided(point); + collided = false; // Do an update if collided with at least *one* object in the document - if (collided) - update(); +// if (collided) +// update(); +#if 0 if (toolAction) { - if (Object::snapToGrid) - point = Object::SnapPointToGrid(point); + if (Global::snapToGrid) + point = Global::SnapPointToGrid(point); // We always snap to object points, and they take precendence over // grid points... - if (Object::snapPointIsValid) - point = Object::snapPoint; + if (Global::snapPointIsValid) + point = Global::snapPoint; toolAction->MouseDown(point); } +#endif +#if 1 // Didn't hit any object and not using a tool, so do a selection rectangle - if (!(collided || toolAction)) + if (!(collided))// || toolAction)) { - Object::selectionInProgress = true; - Object::selection.setTopLeft(QPointF(point.x, point.y)); - Object::selection.setBottomRight(QPointF(point.x, point.y)); + Global::selectionInProgress = true; + Global::selection.setTopLeft(QPointF(point.x, point.y)); + Global::selection.setBottomRight(QPointF(point.x, point.y)); } +#endif } else if (event->button() == Qt::MiddleButton) { @@ -373,9 +388,9 @@ void DrawingView::mousePressEvent(QMouseEvent * event) void DrawingView::mouseMoveEvent(QMouseEvent * event) { Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y())); - Object::selection.setBottomRight(QPointF(point.x, point.y)); + Global::selection.setBottomRight(QPointF(point.x, point.y)); // Only needs to be done here, as mouse down is always preceded by movement - Object::snapPointIsValid = false; + Global::snapPointIsValid = false; // Scrolling... if (event->buttons() & Qt::MiddleButton) @@ -394,21 +409,21 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event) return; } -#if 0 +#if 1 // Grid processing... (only snap here is left button is down) - if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid) + if ((event->buttons() & Qt::LeftButton) && Global::snapToGrid) { - point = Object::SnapPointToGrid(point); + point = SnapPointToGrid(point); } // Snap points on objects always take precedence over the grid, whether // dragging an object or not... //thisnowok - if (Object::snapPointIsValid) + if (Global::snapPointIsValid) { // Uncommenting this causes the cursor to become unresponsive after the first // object is added. -// point = Object::snapPoint; +// point = Global::snapPoint; } #endif @@ -416,6 +431,7 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event) //we should keep track of the last point here and only pass this down *if* the point //changed... +#if 0 // This returns true if we've moved over an object... if (document.PointerMoved(point)) { @@ -442,8 +458,8 @@ selected object last and thus fucks up the algorithm. Need to fix this... if (n == 1) { - Object::snapPoint = document.lastObjectHovered->GetPointAtParameter(t); - Object::snapPointIsValid = true; + Global::snapPoint = document.lastObjectHovered->GetPointAtParameter(t); + Global::snapPointIsValid = true; } } else if ((document.lastObjectHovered->type == OTCircle) && (document.penultimateObjectHovered->type == OTCircle)) @@ -453,8 +469,8 @@ selected object last and thus fucks up the algorithm. Need to fix this... if (n == 1) { - Object::snapPoint = p1; - Object::snapPointIsValid = true; + Global::snapPoint = p1; + Global::snapPointIsValid = true; } else if (n == 2) { @@ -462,11 +478,11 @@ selected object last and thus fucks up the algorithm. Need to fix this... double d2 = Vector(point, p2).Magnitude(); if (d1 < d2) - Object::snapPoint = p1; + Global::snapPoint = p1; else - Object::snapPoint = p2; + Global::snapPoint = p2; - Object::snapPointIsValid = true; + Global::snapPointIsValid = true; } } } @@ -478,22 +494,25 @@ selected object last and thus fucks up the algorithm. Need to fix this... if (toolAction) { - if (Object::snapToGrid) - point = Object::SnapPointToGrid(point); + if (Global::snapToGrid) + point = Global::SnapPointToGrid(point); // We always snap to object points, and they take precendence over // grid points... - if (Object::snapPointIsValid) - point = Object::snapPoint; + if (Global::snapPointIsValid) + point = Global::snapPoint; toolAction->MouseMoved(point); } +#endif // This is used to draw the tool crosshair... oldPoint = point; - if (document.NeedsUpdate() || Object::selectionInProgress || toolAction) +#if 1 + if (/*document.NeedsUpdate() ||*/ Global::selectionInProgress /*|| toolAction*/) update(); +#endif } @@ -501,7 +520,9 @@ void DrawingView::mouseReleaseEvent(QMouseEvent * event) { if (event->button() == Qt::LeftButton) { +#if 0 document.PointerReleased(); +#endif //We need to update especially if nothing collided and the state needs to change. !!! FIX !!! //could set it up to use the document's update function (assumes that all object updates @@ -510,13 +531,15 @@ void DrawingView::mouseReleaseEvent(QMouseEvent * event) // if (collided) update(); // Do an update if collided with at least *one* object in the document +#if 0 if (toolAction) toolAction->MouseReleased(); +#endif - if (Object::selectionInProgress) + if (Global::selectionInProgress) { // Select all the stuff inside of selection - Object::selectionInProgress = false; + Global::selectionInProgress = false; } } else if (event->button() == Qt::MiddleButton) @@ -548,24 +571,49 @@ void DrawingView::wheelEvent(QWheelEvent * event) Painter::zoom /= zoomFactor; } -// Object::gridSpacing = gridPixels / Painter::zoom; +#if 1 +// Global::gridSpacing = gridPixels / Painter::zoom; // UpdateGridBackground(); - SetGridSize(Object::gridSpacing * Painter::zoom); + SetGridSize(Global::gridSpacing * Painter::zoom); update(); -// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Object::gridSpacing)); +// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Global::gridSpacing)); +#endif } void DrawingView::keyPressEvent(QKeyEvent * event) { +#if 0 if (toolAction) toolAction->KeyDown(event->key()); +#endif } void DrawingView::keyReleaseEvent(QKeyEvent * event) { +#if 0 if (toolAction) toolAction->KeyReleased(event->key()); +#endif +} + +// +// This looks strange, but it's really quite simple: We want a point that's +// more than half-way to the next grid point to snap there while conversely we +// want a point that's less than half-way to to the next grid point then snap +// to the one before it. So we add half of the grid spacing to the point, then +// divide by it so that we can remove the fractional part, then multiply it +// back to get back to the correct answer. +// +Point DrawingView::SnapPointToGrid(Point point) +{ + point += Global::gridSpacing / 2.0; // *This* adds to Z!!! + point /= Global::gridSpacing; + point.x = floor(point.x);//need to fix this for negative numbers... + point.y = floor(point.y); + point.z = 0; // Make *sure* Z doesn't go anywhere!!! + point *= Global::gridSpacing; + return point; }