#include "arc.h"
#include "circle.h"
#include "dimension.h"
+#include "drawarcaction.h"
#include "drawcircleaction.h"
#include "drawdimensionaction.h"
#include "drawlineaction.h"
scaled the same way as the arrowheads.
Need a way to scale line widths as well. :-/ Shouldn't be too difficult, just
-need a thickness parameter similar to the "size" param for dimensions.
+need a thickness parameter similar to the "size" param for dimensions. (And now
+we do! :-)
*/
#if 0
}
+void DrawingView::SetAddArcToolActive(bool state/*= true*/)
+{
+ if (state)
+ {
+ toolAction = new DrawArcAction();
+ connect(toolAction, SIGNAL(ObjectReady(Object *)), this,
+ SLOT(AddNewObjectToDocument(Object *)));
+ }
+
+ update();
+}
+
+
void DrawingView::SetAddDimensionToolActive(bool state/*= true*/)
{
if (state)
}
+//
+// 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.
+//
+Vector DrawingView::SnapPointToGrid(Vector point)
+{
+ point += gridSpacing / 2.0; // *This* adds to Z!!!
+ point /= 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 *= gridSpacing;
+ return point;
+}
+
+
void DrawingView::paintEvent(QPaintEvent * /*event*/)
{
QPainter qtPainter(this);
if (event->button() == Qt::LeftButton)
{
Vector point = Painter::QtToCartesianCoords(Vector(event->x(), event->y()));
+
+ if (Object::snapToGrid)
+ point = SnapPointToGrid(point);
+
collided = document.Collided(point);
if (collided)
// Grid processing...
#if 1
- // 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.
- if (event->buttons() & Qt::LeftButton)
+ if ((event->buttons() & Qt::LeftButton) && Object::snapToGrid)
{
+#if 0
point += gridSpacing / 2.0; // *This* adds to Z!!!
point /= gridSpacing;
//200% is ok, gridSpacing = 6 in this case...
point.y = floor(point.y);
point.z = 0; // Make *sure* Z doesn't go anywhere!!!
point *= gridSpacing;
+#else
+ point = SnapPointToGrid(point);
+#endif
}
#endif
//we should keep track of the last point here and only pass this down *if* the point