]> Shamusworld >> Repos - architektonas/blobdiff - src/drawingview.cpp
Initial work on bringing sanity to insane codebase.
[architektonas] / src / drawingview.cpp
index 629999f148b4a83a9bb604bb0360bc502b54d2a1..5fe3841cab9a35c8cfdb5687ebdd8cd279962aa8 100644 (file)
 #include <stdint.h>
 #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;
 }