if (hitLine)
{
Point hp1 = (p1 + p2) / 2.0;
+ Point hp2 = (p1 + hp1) / 2.0;
+ Point hp3 = (hp1 + p2) / 2.0;
if (hitFlipSwitch)
{
}
painter->DrawHandle(hp1);
+ painter->SetPen(QPen(Qt::blue, 1.0 * Painter::zoom * size, Qt::SolidLine));
+
+ if (hitChangeSwitch1)
+ {
+ painter->SetPen(QPen(Qt::magenta, 1.0, Qt::SolidLine));
+ painter->SetBrush(QBrush(QColor(Qt::magenta)));
+ painter->DrawArrowToLineHandle(hp2, (dimensionType == DTLinearVert ? ortho.Angle() : 0));
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
+ }
+
+ painter->DrawHandle(hp2);
+ painter->SetPen(QPen(Qt::blue, 1.0 * Painter::zoom * size, Qt::SolidLine));
+
+ if (hitChangeSwitch2)
+ {
+ painter->SetPen(QPen(Qt::magenta, 1.0, Qt::SolidLine));
+ painter->SetBrush(QBrush(QColor(Qt::magenta)));
+ painter->DrawArrowToLineHandle(hp3, PI_OVER_2);
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
+ }
+
+ painter->DrawHandle(hp3);
}
}
// state = OSInactive;
// return true;
}
+ else if (hitChangeSwitch1)
+ {
+ // There are three cases here: aligned, horizontal, & vertical. Aligned
+ // and horizontal do the same thing, vertical goes back to linear.
+ if (dimensionType == DTLinearVert)
+ dimensionType = DTLinear;
+ else
+ dimensionType = DTLinearVert;
+
+ hitFlipSwitch = hitLine = false;
+ }
+ else if (hitChangeSwitch2)
+ {
+ // There are three cases here: aligned, horizontal, & vertical. Aligned
+ // and vertical do the same thing, horizontal goes back to linear.
+ if (dimensionType == DTLinearHorz)
+ dimensionType = DTLinear;
+ else
+ dimensionType = DTLinearHorz;
+
+ hitFlipSwitch = hitLine = false;
+ }
state = OSInactive;
return false;
#endif
Point p3(p1, point);
- hitPoint1 = hitPoint2 = hitLine = hitFlipSwitch = false;
+ hitPoint1 = hitPoint2 = hitLine = hitFlipSwitch = hitChangeSwitch1
+ = hitChangeSwitch2 = false;
Vector v1(position, point);
Vector v2(endpoint, point);
// Vector lineSegment(position, endpoint);
// double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
double t = Geometry::ParameterOfLineAndPoint(p1, p2, point);
double distance;
- Point hFSPoint = Point((p1 + p2) / 2.0, point);
+ Point midpoint = (p1 + p2) / 2.0;
+ Point hFSPoint = Point(midpoint, point);
+ Point hCS1Point = Point((p1 + midpoint) / 2.0, point);
+ Point hCS2Point = Point((midpoint + p2) / 2.0, point);
if (t < 0.0)
distance = v1.Magnitude();
if ((hFSPoint.Magnitude() * Painter::zoom) < 8.0)
hitFlipSwitch = true;
+ else if ((hCS1Point.Magnitude() * Painter::zoom) < 8.0)
+ hitChangeSwitch1 = true;
+ else if ((hCS2Point.Magnitude() * Painter::zoom) < 8.0)
+ hitChangeSwitch2 = true;
- return (hitPoint1 || hitPoint2 || hitLine || hitFlipSwitch ? true : false);
+ return (hitPoint1 || hitPoint2 || hitLine || hitFlipSwitch || hitChangeSwitch1 || hitChangeSwitch2 ? true : false);
}
oldHitPoint2 = hitPoint2;
oldHitLine = hitLine;
oldHitFlipSwitch = hitFlipSwitch;
+ oldHitChangeSwitch1 = hitChangeSwitch1;
+ oldHitChangeSwitch2 = hitChangeSwitch2;
}
bool Dimension::HitStateChanged(void)
{
- if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine) || (hitFlipSwitch != oldHitFlipSwitch))
+ if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2)
+ || (hitLine != oldHitLine) || (hitFlipSwitch != oldHitFlipSwitch)
+ || (hitChangeSwitch1 != oldHitChangeSwitch1)
+ || (hitChangeSwitch2 != oldHitChangeSwitch2))
return true;
return false;
}
+// This function is for drawing object handles without regard for zoom level;
+// we don't want our object handle size to depend on the zoom level!
+void Painter::DrawArrowToLineHandle(Vector center, double angle)
+{
+ DrawArrowHandle(center, angle);
+ center = CartesianToQtCoords(center);
+
+ // Since we're drawing directly on the screen, the Y is inverted. So we use
+ // the mirror of the angle.
+ double orthoAngle = -angle + (PI / 2.0);
+ Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
+ Vector unit = Vector(cos(-angle), sin(-angle));
+
+ Point p1 = center + (unit * 21.0);
+ Point p2 = p1 + (orthogonal * 7.0);
+ Point p3 = p1 - (orthogonal * 7.0);
+
+ painter->drawLine(p2.x, p2.y, p3.x, p3.y);
+}
+
+
void Painter::DrawLine(int x1, int y1, int x2, int y2)
{
if (!painter)