Tue, 15 Nov 2016 17:44:54 +0200
Removed the 'once' macro since it's not used
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2016 Teemu Piippo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "../ldDocument.h" #include "../mathfunctions.h" #include "../miscallenous.h" #include "../mainwindow.h" #include "movetoolset.h" #include "ui_rotpoint.h" #include "../grid.h" #include "../glRenderer.h" MoveToolset::MoveToolset (MainWindow* parent) : Toolset (parent) {} void MoveToolset::moveSelection (bool up) { LDObjectList objs = selectedObjects(); if (objs.isEmpty()) return; // If we move down, we need to iterate the array in reverse order. int start = up ? 0 : (objs.size() - 1); int end = up ? objs.size() : -1; int increment = up ? 1 : -1; QSet<LDObject*> objsToCompile; LDDocument* file = objs[0]->document(); for (int i = start; i != end; i += increment) { LDObject* obj = objs[i]; int idx = obj->lineNumber(); int target = idx + (up ? -1 : 1); if ((up and idx == 0) or (not up and idx == file->objects().size() - 1)) { // One of the objects hit the extrema. If this happens, this should be the first // object to be iterated on. Thus, nothing has changed yet and it's safe to just // abort the entire operation. return; } objsToCompile << obj; objsToCompile << file->getObject(target); obj->swap(file->getObject(target)); } // The objects need to be recompiled, otherwise their pick lists are left with // the wrong index colors which messes up selection. for (LDObject* obj : objsToCompile) m_window->renderer()->compileObject(obj); m_window->buildObjectList(); } void MoveToolset::moveUp() { moveSelection (true); } void MoveToolset::moveDown() { moveSelection (false); } void MoveToolset::gridCoarse() { m_config->setGrid (Grid::Coarse); m_window->updateGridToolBar(); } void MoveToolset::gridMedium() { m_config->setGrid (Grid::Medium); m_window->updateGridToolBar(); } void MoveToolset::gridFine() { m_config->setGrid (Grid::Fine); m_window->updateGridToolBar(); } void MoveToolset::moveObjects (Vertex vect) { // Apply the grid values vect *= grid()->coordinateSnap(); for (LDObject* obj : selectedObjects()) obj->move (vect); } void MoveToolset::moveXNeg() { moveObjects ({-1, 0, 0}); } void MoveToolset::moveYNeg() { moveObjects ({0, -1, 0}); } void MoveToolset::moveZNeg() { moveObjects ({0, 0, -1}); } void MoveToolset::moveXPos() { moveObjects ({1, 0, 0}); } void MoveToolset::moveYPos() { moveObjects ({0, 1, 0}); } void MoveToolset::moveZPos() { moveObjects ({0, 0, 1}); } double MoveToolset::getRotateActionAngle() { return (pi * grid()->angleSnap()) / 180; } void MoveToolset::rotateXPos() { math()->rotateObjects (1, 0, 0, getRotateActionAngle(), selectedObjects()); } void MoveToolset::rotateYPos() { math()->rotateObjects (0, 1, 0, getRotateActionAngle(), selectedObjects()); } void MoveToolset::rotateZPos() { math()->rotateObjects (0, 0, 1, getRotateActionAngle(), selectedObjects()); } void MoveToolset::rotateXNeg() { math()->rotateObjects (-1, 0, 0, getRotateActionAngle(), selectedObjects()); } void MoveToolset::rotateYNeg() { math()->rotateObjects (0, -1, 0, getRotateActionAngle(), selectedObjects()); } void MoveToolset::rotateZNeg() { math()->rotateObjects (0, 0, -1, getRotateActionAngle(), selectedObjects()); } void MoveToolset::configureRotationPoint() { QDialog* dialog = new QDialog; Ui_RotPointUI ui; ui.setupUi(dialog); switch (RotationPoint(m_config->rotationPointType())) { case ObjectOrigin: ui.objectPoint->setChecked (true); break; case WorldOrigin: ui.worldPoint->setChecked (true); break; case CustomPoint: ui.customPoint->setChecked (true); break; } Vertex custompoint = m_config->customRotationPoint(); ui.customX->setValue(custompoint.x()); ui.customY->setValue(custompoint.y()); ui.customZ->setValue(custompoint.z()); if (dialog->exec() == QDialog::Accepted) { RotationPoint pointType; if (ui.objectPoint->isChecked()) pointType = ObjectOrigin; else if (ui.objectPoint->isChecked()) pointType = WorldOrigin; else pointType = CustomPoint; custompoint.setX (ui.customX->value()); custompoint.setY (ui.customY->value()); custompoint.setZ (ui.customZ->value()); m_config->setRotationPointType((int) pointType); m_config->setCustomRotationPoint (custompoint); } }