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[architektonas] / src / drawtextaction.cpp
1 // drawtextaction.cpp: Draw text object
2 //
3 // Part of the Architektonas Project
4 // (C) 2011 Underground Software
5 // See the README and GPLv3 files for licensing and warranty information
6 //
7 // JLH = James Hammons <jlhamm@acm.org>
8 //
9 // WHO  WHEN        WHAT
10 // ---  ----------  ------------------------------------------------------------
11 // JLH  03/14/2013  Created this file
12 //
13
14 #include "drawtextaction.h"
15 #include "painter.h"
16 #include "text.h"
17 //#include "vector.h"
18
19
20 #define FIRST_POINT 0
21 #define NEXT_POINT 1
22
23
24 DrawTextAction::DrawTextAction(): state(0), text(NULL)
25 {
26 }
27
28
29 DrawTextAction::~DrawTextAction()
30 {
31 }
32
33
34 /*virtual*/ void DrawTextAction::Draw(Painter * painter)
35 {
36         painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
37
38         // I think stuff like crosshairs should be done in the DrawingView, tho
39         if (state == FIRST_POINT)
40         {
41                 painter->DrawHandle(p1);
42         }
43         else
44         {
45 //              painter->DrawLine(p1, p2);
46 //              painter->DrawHandle(p2);
47         }
48 }
49
50
51 /*virtual*/ void DrawTextAction::MouseDown(Vector point)
52 {
53         if (state == FIRST_POINT)
54                 p1 = point;
55 //      else
56 //              p2 = point;
57 }
58
59
60 /*virtual*/ void DrawTextAction::MouseMoved(Vector point)
61 {
62         if (state == FIRST_POINT)
63                 p1 = point;
64 //      else
65 //              p2 = point;
66 }
67
68
69 /*virtual*/ void DrawTextAction::MouseReleased(void)
70 {
71         if (state == FIRST_POINT)
72         {
73 //              p2 = p1;
74                 state = NEXT_POINT;
75         }
76         else if (state == NEXT_POINT)
77         {
78                 // We create the new object here, and then pass it off to the
79                 // DrawingView which stuffs it into the document.
80 //              text = new Text(p1, p2);
81                 // We don't need no stinkin' sentinels, when we have signals & slots!
82                 emit ObjectReady(text);
83
84 //              p1 = p2;
85         }
86 }
87