Fri, 04 Jul 2014 22:19:01 +0300
- saving work done on edit mode revamp
#include <stdexcept> #include "abstracteditmode.h" #include "selectmode.h" #include "drawmode.h" #include "circlemode.h" #include "magicwandmode.h" #include "../mainWindow.h" AbstractEditMode::AbstractEditMode (GLRenderer* renderer) : _renderer (renderer) {} AbstractEditMode* AbstractEditMode::createByType (GLRenderer* renderer, EditModeType type) { switch (type) { case EditModeType::Select: return new SelectMode (renderer); case EditModeType::Draw: return new DrawMode (renderer); case EditModeType::Circle: return new CircleMode (renderer); case EditModeType::MagicWand: return new MagicWandMode (renderer); } throw std::logic_error ("bad type given to AbstractEditMode::createByType"); } GLRenderer* AbstractEditMode::renderer() const { return _renderer; } AbstractDrawMode::AbstractDrawMode (GLRenderer* renderer) : AbstractEditMode (renderer), _polybrush (QBrush (QColor (64, 192, 0, 128))) { // Disable the context menu - we need the right mouse button // for removing vertices. renderer->setContextMenuPolicy (Qt::NoContextMenu); // Use the crosshair cursor when drawing. renderer->setCursor (Qt::CrossCursor); // Clear the selection when beginning to draw. getCurrentDocument()->clearSelection(); g_win->updateSelection(); m_drawedVerts.clear(); } AbstractSelectMode::AbstractSelectMode (GLRenderer* renderer) : AbstractEditMode (renderer) { renderer->unsetCursor(); renderer->setContextMenuPolicy (Qt::DefaultContextMenu); } // ============================================================================= // void AbstractDrawMode::addDrawnVertex (Vertex const& pos) { if (preAddVertex (pos)) return; m_drawedVerts << pos; } virtual void AbstractDrawMode::mouseReleased (MouseEventData const& data) { if (data.releasedButtons & Qt::MidButton) { // Find the closest vertex to our cursor double minimumDistance = 1024.0; const Vertex* closest = null; Vertex cursorPosition = renderer()->coordconv2_3 (data.ev->pos(), false); QPoint cursorPosition2D (data.ev->pos()); const Axis relZ = renderer()->getRelativeZ(); QList<Vertex> vertices; for (auto it = renderer()->document()->vertices().begin(); it != renderer()->document()->vertices().end(); ++it) vertices << it.key(); // Sort the vertices in order of distance to camera std::sort (vertices.begin(), vertices.end(), [&](const Vertex& a, const Vertex& b) -> bool { if (renderer()->getFixedCamera (renderer()->camera()).negatedDepth) return a[relZ] > b[relZ]; return a[relZ] < b[relZ]; }); for (const Vertex& vrt : vertices) { // If the vertex in 2d space is very close to the cursor then we use // it regardless of depth. QPoint vect2d = renderer()->coordconv3_2 (vrt) - cursorPosition2D; const double distance2DSquared = std::pow (vect2d.x(), 2) + std::pow (vect2d.y(), 2); if (distance2DSquared < 16.0 * 16.0) { closest = &vrt; break; } // Check if too far away from the cursor. if (distance2DSquared > 64.0 * 64.0) continue; // Not very close to the cursor. Compare using true distance, // including depth. const double distanceSquared = (vrt - cursorPosition).lengthSquared(); if (distanceSquared < minimumDistance) { minimumDistance = distanceSquared; closest = &vrt; } } if (closest != null) addDrawnVertex (*closest); return true; } return false; }