// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 03/28/2011 Created this file
+// JLH 09/26/2011 Added hover effects
+// JLH 09/26/2011 Major cleanup of this class
//
#include "circle.h"
Circle::Circle(Vector p1, double r, Object * p/*= NULL*/): Object(p1, p), radius(r),
- dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false)
+ draggingEdge(false), draggingCenter(false), hitCenter(false), hitCircle(false)
{
}
else
painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
+ // Draw handles (if needed)
if (state == OSSelected || hitCenter)
- painter->DrawEllipse(position, 4.0, 4.0);
+ painter->DrawHandle(position);
- if (state == OSSelected && dragging)
- painter->DrawEllipse(oldPoint, 4.0, 4.0);
+ if (state == OSSelected && draggingEdge && objectWasDragged)
+ painter->DrawHandle(dragPoint);
+ // & finally, draw the object!
painter->DrawEllipse(position, radius, radius);
}
objectWasDragged = false;
HitTest(point);
-// objectWasDragged = false;
- Vector v1 = position - point;
+ draggingCenter = hitCenter;
+ draggingEdge = hitCircle;
- if (state == OSInactive)
+ if (hitCenter || hitCircle)
{
-//printf("Circle: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
-//printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
-//printf(" point = %lf,%lf,%lf; p1 = %lf,%lf,%lf; p2 = %lf,%lf,%lf\n", point.x, point.y, point.z, position.x, position.y, position.z, endpoint.x, endpoint.y, endpoint.z);
-//printf(" \n", );
-//How to translate this into pixels from Document space???
-//Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
-//the caller knows about the zoom factor and all that good kinda crap
- if (v1.Magnitude() < 10.0)
- {
- oldState = state;
- state = OSSelected;
- oldPoint = position; //maybe "position"?
- draggingHandle1 = true;
- return true;
- }
- else if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
- {
- oldState = state;
- state = OSSelected;
- oldPoint = point;
- dragging = true;
- return true;
- }
- }
- else if (state == OSSelected)
- {
- // Here we test for collision with handles as well! (SOON!)
-/*
-Like so:
- if (v1.Magnitude() < 2.0) // Handle #1
- else if (v2.Magnitude() < 2.0) // Handle #2
-*/
- if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
- {
- oldState = state;
-// state = OSInactive;
- oldPoint = point;
- dragging = true;
- return true;
- }
+ dragPoint = point;
+ oldState = state;
+ state = OSSelected;
+ return true;
}
+ // We didn't hit anything, so deselect this object and report failure to hit
state = OSInactive;
return false;
}
// Hit test tells us what we hit (if anything) through boolean variables. It
// also tells us whether or not the state changed.
needUpdate = HitTest(point);
+ objectWasDragged = (draggingEdge | draggingCenter);
- objectWasDragged = true;
-
- if (dragging)
- {
- // Here we need to check whether or not we're dragging a handle or the object itself...
-// Vector delta = point - oldPoint;
-
-// position += delta;
-// endpoint += delta;
- radius = Vector(point - position).Magnitude();
-
- oldPoint = point;
- needUpdate = true;
- }
- else if (draggingHandle1)
- {
- Vector delta = point - oldPoint;
- position += delta;
- oldPoint = point;
- needUpdate = true;
- }
-/* else if (draggingHandle2)
- {
- Vector delta = point - oldPoint;
-
- endpoint += delta;
+ if (draggingEdge)
+ radius = Vector::Magnitude(point, position);
+ else if (draggingCenter)
+ position = point;
- oldPoint = point;
- needUpdate = true;
- }*/
-// else
-// needUpdate = false;
+ // Save this point so the rendering code knows where to draw the handle...
+ dragPoint = point;
}
/*virtual*/ void Circle::PointerReleased(void)
{
- dragging = false;
- draggingHandle1 = false;
- draggingHandle2 = false;
-
- // Here we check for just a click: If object was clicked and dragged, then
- // revert to the old state (OSInactive). Otherwise, keep the new state that
- // we set.
-/*Maybe it would be better to just check for "object was dragged" state and not have to worry
-about keeping track of old states...
-*/
+ // Mouse went up, so our dragging is done (if any *was* done, that is)
+ draggingEdge = draggingCenter = false;
+ hitCenter = hitCircle = false;
+
+ // If the object was dragged, then revert to the old state.
+ // Otherwise, we were probably just clicked, and want to stay in the selected state.
if (objectWasDragged)
state = oldState;
}
-#if 0
-/*virtual*/ bool Circle::NeedsUpdate(void)
-{
- return needUpdate;
-}
-#endif
-
bool Circle::HitTest(Point point)
{
SaveState();
-
hitCenter = hitCircle = false;
-
-#if 0
- Vector lineSegment = endpoint - position;
- Vector v1 = point - position;
- Vector v2 = point - endpoint;
- double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
-
- // Geometric interpretation:
- // The parameterized point on the vector lineSegment is where the perpendicular
- // intersects lineSegment. If pp < 0, then the perpendicular lies beyond the 1st
- // endpoint. If pp > length of ls, then the perpendicular lies beyond the 2nd endpoint.
-
- if (parameterizedPoint < 0.0)
- distance = v1.Magnitude();
- else if (parameterizedPoint > lineSegment.Magnitude())
- distance = v2.Magnitude();
- else
- // distance = ?Det?(ls, v1) / |ls|
- distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y) / lineSegment.Magnitude());
-
- // Geometric interpretation of the above:
- // If the segment endpoints are s and e, and the point is p, then the test
- // for the perpendicular intercepting the segment is equivalent to insisting
- // that the two dot products {s-e}.{s-p} and {e-s}.{e-p} are both non-negative.
- // Perpendicular distance from the point to the segment is computed by first
- // computing the area of the triangle the three points form, then dividing by
- // the length of the segment. Distances are done just by the Pythagorean
- // theorem. Twice the area of the triangle formed by three points is the
- // determinant of the following matrix:
- //
- // sx sy 1 0 0 1 0 0 0
- // ex ey 1 ==> ex ey 1 ==> ex ey 0
- // px py 1 px py 1 px py 0
- //
- // By translating the start point to the origin, and subtracting row 1 from
- // all other rows, we end up with the matrix on the right which greatly
- // simplifies the calculation of the determinant.
-
-//How do we determine distance here? Especially if zoomed in or out???
-#warning "!!! Distances tested for may not be valid if zoomed in or out !!!"
- if (v1.Magnitude() < 8.0)
- hitPoint1 = true;
- else if (v2.Magnitude() < 8.0)
- hitPoint2 = true;
- else if (distance < 5.0)
- hitLine = true;
-#else
- Vector v1 = position - point;
+ double length = Vector::Magnitude(position, point);
+//printf("Circle::length = %lf, radius = %lf\n", length, radius);
//How to translate this into pixels from Document space???
//Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
//the caller knows about the zoom factor and all that good kinda crap
- if (v1.Magnitude() < 10.0)
+/*
+Document passes in the correct Cartesian coordinates being pointed to by the mouse.
+So all we have to be concerned with is properly scaling our hot zones/handle sizes,
+since we generally *don't* want those to scale with the zoom level. ;-)
+*/
+ if (length < 8.0)
hitCenter = true;
- else if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
+ else if ((length < (radius + 2.0)) && (length > (radius - 2.0)))
hitCircle = true;
-#endif
return StateChanged();
}