X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fdrawingview.cpp;h=957aaf87a56d27b70fb622fccfb45ad07b990d3d;hb=4bc000ba003a53fb11428a2eb71e3b4471a15c7a;hp=89c63ed429d9a95f71aa245160d09d95c6ca7e4b;hpb=921bf050ffe5fc81a9ab377e634180e659ee5d5d;p=architektonas diff --git a/src/drawingview.cpp b/src/drawingview.cpp index 89c63ed..957aaf8 100644 --- a/src/drawingview.cpp +++ b/src/drawingview.cpp @@ -30,40 +30,35 @@ #include "drawingview.h" #include +#include "geometry.h" +#include "global.h" #include "mathconstants.h" - -#include "arc.h" -#include "circle.h" -#include "dimension.h" -#include "line.h" #include "painter.h" +#include "structs.h" #define BACKGROUND_MAX_SIZE 512 +// Class variable +//Container DrawingView::document(Vector(0, 0)); + DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent), // The value in the settings file will override this. - useAntialiasing(true), + useAntialiasing(true), numSelected(0), numHovered(0), shiftDown(false), + ctrlDown(false), gridBackground(BACKGROUND_MAX_SIZE, BACKGROUND_MAX_SIZE), - scale(1.0), offsetX(-10), offsetY(-10), - document(Vector(0, 0)), - /*gridSpacing(12.0),*/ gridPixels(0), collided(false), //rotateTool(false), -// rx(150.0), ry(150.0), -// scrollDrag(false), addLineTool(false), addCircleTool(false), -// addDimensionTool(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; -// toolPalette = new ToolWindow(); -// CreateCursors(); -// setCursor(cur[TOOLSelect]); -// setMouseTracking(true); + 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)); @@ -80,6 +75,24 @@ DrawingView::DrawingView(QWidget * parent/*= NULL*/): QWidget(parent), // Alternate way to do the above... line->SetDimensionOnLine(); #endif +#else + Line * line = new Line;//(Vector(5, 5), Vector(50, 40), &document); + line->p1 = Vector(5, 5); + line->p2 = Vector(50, 40); + line->type = OTLine; + line->thickness = 2.0; + line->style = LSDash; + line->color = 0xFF7F00; + document.objects.push_back(line); + document.objects.push_back(new Line(Vector(50, 40), Vector(10, 83))); + document.objects.push_back(new Line(Vector(10, 83), Vector(17, 2))); + document.objects.push_back(new Circle(Vector(100, 100), 36)); + document.objects.push_back(new Circle(Vector(50, 150), 49)); + document.objects.push_back(new Arc(Vector(300, 300), 32, PI / 4.0, PI * 1.3)), + document.objects.push_back(new Arc(Vector(200, 200), 60, PI / 2.0, PI * 1.5)); + document.objects.push_back(new Dimension(Vector(50, 40), Vector(5, 5))); + document.objects.push_back(new Text(Vector(10, 83), "Here is some awesome text!")); +#endif /* Here we set the grid size in pixels--12 in this case. Initially, we have our @@ -90,16 +103,16 @@ arbitrary 12 pixels) to anything we want (within reason, of course :-). The drawing enforces the grid spacing through the drawing->gridSpacing variable. - drawing->gridSpacing = 12.0 / Painter::zoom; + drawing->gridSpacing = 12.0 / Global::zoom; -Painter::zoom is the zoom factor for the drawing, and all mouse clicks are -translated to Cartesian coordinates through this. (Initially, Painter::zoom is +Global::zoom is the zoom factor for the drawing, and all mouse clicks are +translated to Cartesian coordinates through this. (Initially, Global::zoom is 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 @@ -113,13 +126,13 @@ inch regardless of the zoom level a piece of text can be larger or smaller than this. Maybe this is the case for having a base unit and basing point sizes off of that. -Here's what's been figured out. Painter::zoom is simply the ratio of pixels to +Here's what's been figured out. Global::zoom is simply the ratio of pixels to base units. What that means is that if you have a 12px grid with a 6" grid size -(& base unit of "inches"), Painter::zoom becomes 12px / 6" = 2.0 px/in. +(& base unit of "inches"), Global::zoom becomes 12px / 6" = 2.0 px/in. Dimensions now have a "size" parameter to set their absolute size in relation to the base unit. ATM, the arrows are drawn in pixels, but also scaled by -Painter::zoom *and* size. Same with the dimension text; it's drawn at 10pt and +Global::zoom *and* size. Same with the dimension text; it's drawn at 10pt and scaled the same way as the arrowheads. Need a way to scale line widths as well. :-/ Shouldn't be too difficult, just @@ -127,10 +140,11 @@ need a thickness parameter similar to the "size" param for dimensions. (And now we do! :-) */ - SetGridSize(12); + SetGridSize(12); // This is in pixels } +#if 0 void DrawingView::SetToolActive(Action * action) { if (action != NULL) @@ -138,8 +152,10 @@ void DrawingView::SetToolActive(Action * action) toolAction = action; connect(toolAction, SIGNAL(ObjectReady(Object *)), this, SLOT(AddNewObjectToDocument(Object *))); + connect(toolAction, SIGNAL(NeedRefresh()), this, SLOT(HandleActionUpdate())); } } +#endif void DrawingView::SetGridSize(uint32_t size) @@ -164,7 +180,7 @@ 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; + Global::zoom = gridPixels / Global::gridSpacing; UpdateGridBackground(); } @@ -252,17 +268,23 @@ 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); } +void DrawingView::HandleActionUpdate(void) +{ + update(); +} + + void DrawingView::SetCurrentLayer(int layer) { - Object::currentLayer = layer; + Global::currentLayer = layer; //printf("DrawingView::CurrentLayer = %i\n", layer); } @@ -293,7 +315,7 @@ 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)); @@ -301,27 +323,274 @@ 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); + // Not any more it doesn't... + RenderObjects(&painter, &document); +#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 +} + + +void DrawingView::RenderObjects(Painter * painter, Container * c) +{ + std::vector::iterator i; + + for(i=c->objects.begin(); i!=c->objects.end(); i++) + { + Object * obj = (Object *)(*i); + float scaledThickness = Global::scale * obj->thickness; + painter->SetPen(obj->color, Global::zoom * scaledThickness, obj->style); + painter->SetBrush(obj->color); + + if (obj->selected || obj->hovered) + painter->SetPen(0xFF0000, Global::zoom * scaledThickness, LSDash); + + switch (obj->type) + { + case OTLine: + { + Line * l = (Line *)obj; + painter->DrawLine(l->p1, l->p2); + break; + } + case OTCircle: + { + Circle * ci = (Circle *)obj; + painter->SetBrush(QBrush(Qt::NoBrush)); + painter->DrawEllipse(ci->p1, ci->radius, ci->radius); + break; + } + case OTArc: + { + Arc * a = (Arc *)obj; + painter->DrawArc(a->p1, a->radius, a->angle1, a->angle2); + break; + } + case OTDimension: + { + Dimension * d = (Dimension *)obj; + + Vector v(d->p1, d->p2); + double angle = v.Angle(); + Vector unit = v.Unit(); + Vector linePt1 = d->p1, linePt2 = d->p2; + Vector ortho; + double x1, y1, length; + + if (d->subtype == DTLinearVert) + { + if ((angle < 0) || (angle > PI)) + { + x1 = (d->p1.x > d->p2.x ? d->p1.x : d->p2.x); + y1 = (d->p1.y > d->p2.y ? d->p1.y : d->p2.y); + ortho = Vector(1.0, 0); + angle = PI3_OVER_2; + } + else + { + x1 = (d->p1.x > d->p2.x ? d->p2.x : d->p1.x); + y1 = (d->p1.y > d->p2.y ? d->p2.y : d->p1.y); + ortho = Vector(-1.0, 0); + angle = PI_OVER_2; + } + + linePt1.x = linePt2.x = x1; + length = fabs(d->p1.y - d->p2.y); + } + else if (d->subtype == DTLinearHorz) + { + if ((angle < PI_OVER_2) || (angle > PI3_OVER_2)) + { + x1 = (d->p1.x > d->p2.x ? d->p1.x : d->p2.x); + y1 = (d->p1.y > d->p2.y ? d->p1.y : d->p2.y); + ortho = Vector(0, 1.0); + angle = 0; + } + else + { + x1 = (d->p1.x > d->p2.x ? d->p2.x : d->p1.x); + y1 = (d->p1.y > d->p2.y ? d->p2.y : d->p1.y); + ortho = Vector(0, -1.0); + angle = PI; + } + + linePt1.y = linePt2.y = y1; + length = fabs(d->p1.x - d->p2.x); + } + else if (d->subtype == DTLinear) + { + angle = Vector(linePt1, linePt2).Angle(); + ortho = Vector::Normal(linePt1, linePt2); + length = v.Magnitude(); + } + + unit = Vector(linePt1, linePt2).Unit(); + + Point p1 = linePt1 + (ortho * 10.0 * scaledThickness); + Point p2 = linePt2 + (ortho * 10.0 * scaledThickness); + Point p3 = linePt1 + (ortho * 16.0 * scaledThickness); + Point p4 = linePt2 + (ortho * 16.0 * scaledThickness); + Point p5 = d->p1 + (ortho * 4.0 * scaledThickness); + Point p6 = d->p2 + (ortho * 4.0 * scaledThickness); + + /* + The numbers hardcoded into here, what are they? + I believe they are pixels. + */ + // Draw extension lines (if certain type) + painter->DrawLine(p3, p5); + painter->DrawLine(p4, p6); + + // Calculate whether or not the arrowheads are too crowded to put inside + // the extension lines. 9.0 is the length of the arrowhead. + double t = Geometry::ParameterOfLineAndPoint(linePt1, linePt2, linePt2 - (unit * 9.0 * scaledThickness)); + //printf("Dimension::Draw(): t = %lf\n", t); + + // On the screen, it's acting like this is actually 58%... + // This is correct, we want it to happen at > 50% + if (t > 0.58) + { + // Draw main dimension line + arrowheads + painter->DrawLine(p1, p2); + painter->DrawArrowhead(p1, p2, scaledThickness); + painter->DrawArrowhead(p2, p1, scaledThickness); + } + else + { + // Draw outside arrowheads + Point p7 = p1 - (unit * 9.0 * scaledThickness); + Point p8 = p2 + (unit * 9.0 * scaledThickness); + painter->DrawArrowhead(p1, p7, scaledThickness); + painter->DrawArrowhead(p2, p8, scaledThickness); + painter->DrawLine(p1, p1 - (unit * 14.0 * scaledThickness)); + painter->DrawLine(p2, p2 + (unit * 14.0 * scaledThickness)); + } + + // Draw length of dimension line... + painter->SetFont(QFont("Arial", 8.0 * Global::zoom * scaledThickness)); + Point ctr = p2 + (Vector(p2, p1) / 2.0); + + #if 0 + QString dimText = QString("%1\"").arg(Vector(endpoint - position).Magnitude()); + #else + QString dimText; + + if (length < 12.0) + dimText = QString("%1\"").arg(length); + else + { + double feet = (double)((int)length / 12); + double inches = length - (feet * 12.0); + + if (inches == 0) + dimText = QString("%1'").arg(feet); + else + dimText = QString("%1' %2\"").arg(feet).arg(inches); + } + #endif + + painter->DrawAngledText(ctr, angle, dimText, scaledThickness); + + break; + } + case OTText: + { + Text * t = (Text *)obj; + painter->DrawTextObject(t->p1, t->s.c_str(), scaledThickness); + break; + } + default: + break; + } + } +} + + +void DrawingView::DeleteSelectedItems(void) +{ + std::vector::iterator i = document.objects.begin(); + + while (i != document.objects.end()) + { + Object * obj = (Object *)(*i); + + if (obj->selected) + { + delete obj; + document.objects.erase(i); + } + else + i++; + } +} + + +void DrawingView::ClearSelection(void) +{ + std::vector::iterator i; + + for(i=document.objects.begin(); i!=document.objects.end(); i++) + ((Object *)(*i))->selected = false; +} + + +void DrawingView::AddHoveredToSelection(void) +{ + std::vector::iterator i; + + for(i=document.objects.begin(); i!=document.objects.end(); i++) + { + if (((Object *)(*i))->hovered) + ((Object *)(*i))->selected = true; + } +} + + +void DrawingView::GetSelection(std::vector & v) +{ + v.empty(); + std::vector::iterator i; + + for(i=v.begin(); i!=v.end(); i++) + { + if (((Object *)(*i))->selected) + v.push_back(*i); + } +} + + +void DrawingView::GetHovered(std::vector & v) +{ + v.empty(); + std::vector::iterator i; + + for(i=v.begin(); i!=v.end(); i++) + { + if (((Object *)(*i))->hovered) + v.push_back(*i); } } void DrawingView::resizeEvent(QResizeEvent * /*event*/) { - Painter::screenSize = Vector(size().width(), size().height()); + Global::screenSize = Vector(size().width(), size().height()); UpdateGridBackground(); } @@ -331,42 +600,51 @@ void DrawingView::mousePressEvent(QMouseEvent * event) if (event->button() == Qt::LeftButton) { Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y())); +// collided = document.Collided(point); + collided = false; -// Problem with this: Can't select stuff very well with the snap grid on. -// Completely screws things up, as sometimes things don't fall on the grid. -/* -So, how to fix this? Have the Object check itself? -Maybe we can fix this by having the initial point not be snapped, but when there's -a drag, we substitute the snapped point 'oldPoint' which the Object keeps track of -internally to know how far it was dragged... + // Do an update if collided with at least *one* object in the document +// if (collided) +// update(); + // Actually, we already know what we're going to click on as all the collision + // detection already happened in the mouse move function...! +//printf("MouseDown: ctrl=%s, numHovered=%i\n", (ctrlDown ? "DOWN" : "up"), numHovered); -Now we do... :-/ -*/ #if 0 - if (Object::snapToGrid) - point = Object::SnapPointToGrid(point); -#endif - - collided = document.Collided(point); - - if (collided) - update(); // Do an update if collided with at least *one* object in the document - 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 (Global::snapPointIsValid) + point = Global::snapPoint; toolAction->MouseDown(point); } +#else + if (Global::tool) + { + return; + } +#endif + + if (!ctrlDown) + ClearSelection(); + if (numHovered > 0) + AddHoveredToSelection(); + +#if 1 // Didn't hit any object and not using a tool, so do a selection rectangle - if (!(collided || toolAction)) + if (!(numHovered || Global::tool)) { - 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) { @@ -381,17 +659,20 @@ Now we do... :-/ 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 + Global::snapPointIsValid = false; + // Scrolling... if (event->buttons() & Qt::MiddleButton) { point = Vector(event->x(), event->y()); // Since we're using Qt coords for scrolling, we have to adjust them here to // conform to Cartesian coords, since the origin is using Cartesian. :-) - Vector delta(point, oldPoint); - delta /= Painter::zoom; + Vector delta(oldPoint, point); + delta /= Global::zoom; delta.y = -delta.y; - Painter::origin -= delta; + Global::origin -= delta; UpdateGridBackground(); update(); @@ -399,31 +680,299 @@ void DrawingView::mouseMoveEvent(QMouseEvent * event) return; } - // Grid processing... - if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid) +#if 1 + // Grid processing... (only snap here is left button is down) + if ((event->buttons() & Qt::LeftButton) && Global::snapToGrid) { - point = Object::SnapPointToGrid(point); + point = SnapPointToGrid(point); } - oldPoint = point; + // Snap points on objects always take precedence over the grid, whether + // dragging an object or not... +//thisnowok + if (Global::snapPointIsValid) + { +// Uncommenting this causes the cursor to become unresponsive after the first +// object is added. +// point = Global::snapPoint; + } +#endif + + // Do checking here to see if object can be selected or not + if (Global::selectionInProgress) + { + std::vector::iterator i; +// QRectF bounds; + numSelected = 0; + + for(i=document.objects.begin(); i!=document.objects.end(); i++) + { + Object * obj = (Object *)(*i); + obj->selected = false; +// QRectF extents; + + switch (obj->type) + { + case OTLine: + { + Line * l = (Line *)obj; + + if (Global::selection.contains(l->p1.x, l->p1.y) && Global::selection.contains(l->p2.x, l->p2.y)) + l->selected = true; + + break; + } + case OTCircle: + { + Circle * c = (Circle *)obj; + + if (Global::selection.contains(c->p1.x - c->radius, c->p1.y - c->radius) && Global::selection.contains(c->p1.x + c->radius, c->p1.y + c->radius)) + c->selected = true; + + break; + } + case OTArc: + { + Arc * a = (Arc *)obj; + + double start = a->angle1; + double end = start + a->angle2; + QPointF p1(cos(start), sin(start)); + QPointF p2(cos(end), sin(end)); + QRectF bounds(p1, p2); + +#if 1 + // Swap X/Y coordinates if they're backwards... + if (bounds.left() > bounds.right()) + { + double temp = bounds.left(); + bounds.setLeft(bounds.right()); + bounds.setRight(temp); + } + + if (bounds.bottom() > bounds.top()) + { + double temp = bounds.bottom(); + bounds.setBottom(bounds.top()); + bounds.setTop(temp); + } +#else + // Doesn't work as advertised! For shame! + bounds = bounds.normalized(); +#endif + + // If the end of the arc is before the beginning, add 360 degrees to it + if (end < start) + end += 2.0 * PI; + + // Adjust the bounds depending on which axes are crossed + if ((start < PI_OVER_2) && (end > PI_OVER_2)) + bounds.setTop(1.0); + + if ((start < PI) && (end > PI)) + bounds.setLeft(-1.0); + + if ((start < (PI + PI_OVER_2)) && (end > (PI + PI_OVER_2))) + bounds.setBottom(-1.0); + + if ((start < (2.0 * PI)) && (end > (2.0 * PI))) + bounds.setRight(1.0); + + if ((start < ((2.0 * PI) + PI_OVER_2)) && (end > ((2.0 * PI) + PI_OVER_2))) + bounds.setTop(1.0); + + if ((start < (3.0 * PI)) && (end > (3.0 * PI))) + bounds.setLeft(-1.0); + + if ((start < ((3.0 * PI) + PI_OVER_2)) && (end > ((3.0 * PI) + PI_OVER_2))) + bounds.setBottom(-1.0); + + bounds.setTopLeft(QPointF(bounds.left() * a->radius, bounds.top() * a->radius)); + bounds.setBottomRight(QPointF(bounds.right() * a->radius, bounds.bottom() * a->radius)); + bounds.translate(a->p1.x, a->p1.y); + + if (Global::selection.contains(bounds)) + a->selected = true; + + break; + } + default: + break; + } + + if (obj->selected) + numSelected++; + } + } + +// oldPoint = point; //we should keep track of the last point here and only pass this down *if* the point //changed... - document.PointerMoved(point); - if (document.NeedsUpdate() || Object::selectionInProgress) - update(); +#if 0 + // This returns true if we've moved over an object... + if (document.PointerMoved(point)) // <-- This + // This is where the object would do automagic dragging & shit. Since we don't + // do that anymore, we need a strategy to handle it. + { + +/* +Now objects handle mouse move snapping as well. The code below mainly works only +for tools; we need to fix it so that objects work as well... + +There's a problem with the object point snapping in that it's dependent on the +order of the objects in the document. Most likely this is because it counts the +selected object last and thus fucks up the algorithm. Need to fix this... + + +*/ + // Do object snapping here. Grid snapping on mouse down is done in the + // objects themselves, only because we have to hit test the raw point, + // not the snapped point. There has to be a better way...! + if (document.penultimateObjectHovered) + { + // Two objects are hovered, see if we have an intersection point + if ((document.lastObjectHovered->type == OTLine) && (document.penultimateObjectHovered->type == OTLine)) + { + double t; + int n = Geometry::Intersects((Line *)document.lastObjectHovered, (Line *)document.penultimateObjectHovered, &t); + + if (n == 1) + { + Global::snapPoint = document.lastObjectHovered->GetPointAtParameter(t); + Global::snapPointIsValid = true; + } + } + else if ((document.lastObjectHovered->type == OTCircle) && (document.penultimateObjectHovered->type == OTCircle)) + { + Point p1, p2; + int n = Geometry::Intersects((Circle *)document.lastObjectHovered, (Circle *)document.penultimateObjectHovered, 0, 0, 0, 0, &p1, &p2); + + if (n == 1) + { + Global::snapPoint = p1; + Global::snapPointIsValid = true; + } + else if (n == 2) + { + double d1 = Vector(point, p1).Magnitude(); + double d2 = Vector(point, p2).Magnitude(); + + if (d1 < d2) + Global::snapPoint = p1; + else + Global::snapPoint = p2; + + Global::snapPointIsValid = true; + } + } + } +// else +// { + // Otherwise, it was a single object hovered... +// } + } if (toolAction) { - if (Object::snapToGrid) + if (Global::snapToGrid) + point = Global::SnapPointToGrid(point); + + // We always snap to object points, and they take precendence over + // grid points... + if (Global::snapPointIsValid) + point = Global::snapPoint; + + toolAction->MouseMoved(point); + } +#endif + bool needUpdate = false; + + // Don't do this kind of checking unless we're not doing a selection rectangle! + // Hmm, lines don't stay selected if globally selected... !!! FIX !!! [DONE] + // it's because there were extra state variables, the hit* vars... + if (!Global::selectionInProgress) + { + std::vector::iterator i; + numHovered = 0; + + for(i=document.objects.begin(); i!=document.objects.end(); i++) + { + Object * obj = (Object *)(*i); +// obj->selected = false; + + switch (obj->type) + { + case OTLine: { - point = Object::SnapPointToGrid(point); - oldPoint = point; + Line * l = (Line *)obj; + +// bool hitPoint1, hitPoint2, hitLine; + l->hitPoint[0] = l->hitPoint[1] = l->hitObject = false; + Vector lineSegment = l->p2 - l->p1; + Vector v1 = point - l->p1; + Vector v2 = point - l->p2; + double t = Geometry::ParameterOfLineAndPoint(l->p1, l->p2, point); + double distance; + + if (t < 0.0) + distance = v1.Magnitude(); + else if (t > 1.0) + distance = v2.Magnitude(); + else + // distance = ?Det?(ls, v1) / |ls| + distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y) + / lineSegment.Magnitude()); + + if ((v1.Magnitude() * Global::zoom) < 8.0) + { + l->hitPoint[0] = true; +// snapPoint = l->p1; +// snapPointIsValid = true; + } + else if ((v2.Magnitude() * Global::zoom) < 8.0) + { + l->hitPoint[1] = true; +// snapPoint = l->p2; +// snapPointIsValid = true; + } + else if ((distance * Global::zoom) < 5.0) + l->hitObject = true; + + bool oldHovered = l->hovered; + l->hovered = (l->hitPoint[0] || l->hitPoint[1] || l->hitObject ? true : false); + + if (oldHovered != l->hovered) + needUpdate = true; + + break; } + case OTCircle: + { + Circle * c = (Circle *)obj; - toolAction->MouseMoved(point); - update(); + + break; + } + default: + break; + } + + if (obj->hovered) + { + numHovered++; +//printf("MouseMove: OBJECT HOVERED (numHovered = %i)\n", numHovered); + } + } } +//printf("MouseMove: numHovered = %i\n", numHovered); + + // This is used to draw the tool crosshair... + oldPoint = point; + +// if (/*document.NeedsUpdate() ||*/ Global::selectionInProgress /*|| toolAction*/) + if (needUpdate || Global::selectionInProgress || Global::tool) + update(); } @@ -431,7 +980,9 @@ 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 @@ -440,13 +991,32 @@ 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; + + // Clear our vectors + select.empty(); + hover.empty(); + + // Scoop 'em up + std::vector::iterator i; + + for(i=document.objects.begin(); i!=document.objects.end(); i++) + { + if (((Object *)(*i))->selected) + select.push_back(*i); + +//hmm, this is no good, too late to do any good :-P +// if ((*i)->hovered) +// hover.push_back(*i); + } } } else if (event->button() == Qt::MiddleButton) @@ -457,26 +1027,78 @@ void DrawingView::mouseReleaseEvent(QMouseEvent * event) } -void DrawingView::keyPressEvent(QKeyEvent * event) +void DrawingView::wheelEvent(QWheelEvent * event) { - if (toolAction) - { - bool needUpdate = toolAction->KeyDown(event->key()); + double zoomFactor = 1.25; + QSize sizeWin = size(); + Vector center(sizeWin.width() / 2.0, sizeWin.height() / 2.0); + center = Painter::QtToCartesianCoords(center); - if (needUpdate) - update(); + // This is not centering for some reason. Need to figure out why. :-/ + if (event->delta() > 0) + { + Vector newOrigin = center - ((center - Global::origin) / zoomFactor); + Global::origin = newOrigin; + Global::zoom *= zoomFactor; } + else + { + Vector newOrigin = center + ((-center + Global::origin) * zoomFactor); + Global::origin = newOrigin; + Global::zoom /= zoomFactor; + } + +#if 1 +// Global::gridSpacing = gridPixels / Painter::zoom; +// UpdateGridBackground(); + SetGridSize(Global::gridSpacing * Global::zoom); + update(); +// 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 + if (event->key() == Qt::Key_Shift) + shiftDown = true; + else if (event->key() == Qt::Key_Control) + ctrlDown = true; } void DrawingView::keyReleaseEvent(QKeyEvent * event) { +#if 0 if (toolAction) - { - bool needUpdate = toolAction->KeyReleased(event->key()); + toolAction->KeyReleased(event->key()); +#endif + if (event->key() == Qt::Key_Shift) + shiftDown = false; + else if (event->key() == Qt::Key_Control) + ctrlDown = false; +} - if (needUpdate) - update(); - } +// +// 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; }