src/ui/canvas.cpp

Sat, 05 Mar 2022 17:18:44 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Sat, 05 Mar 2022 17:18:44 +0200
changeset 169
6da096930534
parent 168
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child 170
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permissions
-rw-r--r--

Added the delete action

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1 #include <QMouseEvent>
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2 #include <QPainter>
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3 #include "canvas.h"
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4
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5 Canvas::Canvas(
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6 Model* model,
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7 DocumentManager* documents,
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8 const ldraw::ColorTable& colorTable,
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9 QWidget* parent) :
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10 PartRenderer{model, documents, colorTable, parent}
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11 {
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12 this->setMouseTracking(true);
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13 }
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14
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15 /**
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16 * @brief Handles a change of selection
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17 * @param selectedIds IDs of objects to select
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18 * @param deselectedIds IDs of objects to deselect.
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19 */
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20 void Canvas::handleSelectionChange(const QSet<ldraw::id_t>& selectedIds, const QSet<ldraw::id_t>& deselectedIds)
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21 {
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22 Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID));
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23 this->selection.subtract(deselectedIds);
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24 this->selection.unite(selectedIds);
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25 this->compiler->setSelectedObjects(this->selection);
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26 this->update();
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27 }
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28
129
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29 /**
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30 * @brief Updates vertex rendering
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31 * @param document Document to get vertices from
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32 */
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33 void Canvas::rebuildVertices(Document* document)
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34 {
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35 if (this->vertexProgram.has_value())
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36 {
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37 this->vertexProgram->build(document);
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38 this->update();
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39 }
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40 }
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41
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42 void Canvas::mouseMoveEvent(QMouseEvent* event)
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43 {
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44 const ldraw::id_t id = this->pick(event->pos());
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45 this->highlighted = id;
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46 this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength();
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47 this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane);
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48 if (this->worldPosition.has_value())
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49 {
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50 /*
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51 * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the
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52 * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except
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53 * we actually use the inverted matrix first and the regular one last to perform the transformation of
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54 * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously
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55 * not a linear transformation, but fits the pattern anyway.
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56 */
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57 // First transform the coordinates to the XY plane...
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58 this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1};
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59 // Then round the coordinates to integer precision...
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60 this->worldPosition = glm::round(*this->worldPosition);
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61 // And finally transform it back to grid coordinates by transforming it with the
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62 // grid matrix.
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63 this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1};
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64 }
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65 Q_EMIT this->mouseMove(this, event);
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66 PartRenderer::mouseMoveEvent(event);
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67 this->update();
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68 }
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69
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70 void Canvas::mousePressEvent(QMouseEvent* event)
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71 {
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72 this->totalMouseMove = 0;
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73 this->lastMousePosition = event->pos();
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74 PartRenderer::mousePressEvent(event);
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75 }
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76
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77 void Canvas::mouseReleaseEvent(QMouseEvent* event)
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78 {
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79 if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0)
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80 {
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81 Q_EMIT this->mouseClick(this, event);
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82 }
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83 PartRenderer::mouseReleaseEvent(event);
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84 this->update();
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85 }
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86
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87 void Canvas::initializeGL()
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88 {
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89 // We first create the grid program and connect everything and only then call the part renderer's initialization
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90 // functions so that when initialization sets up, the signals also set up the matrices on our side.
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91 this->gridProgram.emplace(this);
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92 this->gridProgram->initialize();
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93 this->axesProgram.emplace(this);
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94 this->axesProgram->initialize();
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95 this->vertexProgram.emplace(this);
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96 this->vertexProgram->initialize();
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97 for (AbstractBasicShaderProgram* program : {
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98 static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram),
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99 static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram),
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100 static_cast<AbstractBasicShaderProgram*>(&*this->vertexProgram),
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101 })
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102 {
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103 connect(this, &PartRenderer::projectionMatrixChanged,
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104 program, &AbstractBasicShaderProgram::setProjectionMatrix);
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105 connect(this, &PartRenderer::modelMatrixChanged,
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106 program, &AbstractBasicShaderProgram::setModelMatrix);
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107 connect(this, &PartRenderer::viewMatrixChanged,
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108 program, &AbstractBasicShaderProgram::setViewMatrix);
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109 }
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110 connect(this, &PartRenderer::renderPreferencesChanged, this, &Canvas::updateCanvasRenderPreferences);
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111 PartRenderer::initializeGL();
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112 // Set up XZ grid matrix
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113 this->setGridMatrix({{1, 0, 0, 0}, {0, 0, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 1}});
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114 this->updateCanvasRenderPreferences();
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115 }
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116
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117 void Canvas::paintGL()
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118 {
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119 PartRenderer::paintGL();
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120 if (this->renderPreferences.style != gl::RenderStyle::PickScene)
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121 {
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122 // Render axes
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123 {
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124 glLineWidth(5);
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125 glEnable(GL_LINE_SMOOTH);
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126 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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127 this->axesProgram->draw();
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128 glDisable(GL_LINE_SMOOTH);
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129 }
119
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130 // Render vertices
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131 {
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132 glLineWidth(1.5);
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133 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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134 glEnable(GL_LINE_SMOOTH);
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135 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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136 this->vertexProgram->draw();
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137 glDisable(GL_LINE_SMOOTH);
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138 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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139 }
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140 // Render grid
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141 {
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142 glLineWidth(1);
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143 glEnable(GL_BLEND);
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144 glLineStipple(1, 0x8888);
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145 glEnable(GL_LINE_STIPPLE);
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146 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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147 this->gridProgram->draw();
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148 glDisable(GL_BLEND);
157
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149 glDisable(GL_LINE_STIPPLE);
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150 }
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151 if (this->worldPosition.has_value())
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152 {
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153 QPainter painter{this};
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154 painter.setRenderHint(QPainter::Antialiasing);
166
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155 painter.setPen(this->isDark ? Qt::white : Qt::black);
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156 painter.setBrush(Qt::green);
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157 const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition);
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158 painter.drawEllipse(pos, 5, 5);
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159 painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition));
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160 }
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161 {
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162 QPainter painter{this};
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163 painter.setRenderHint(QPainter::Antialiasing);
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164 QFont font;
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165 //font.setStyle(QFont::StyleItalic);
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166 painter.setFont(font);
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167 QFontMetrics fontMetrics{font};
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168 const auto renderText = [&](const QString& text, const geom::PointOnRectagle& intersection)
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169 {
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170 QPointF position = toQPointF(intersection.position);
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171 const geom::RectangleSide side = intersection.side;
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172 switch (side)
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173 {
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174 case geom::RectangleSide::Top:
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175 position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())};
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176 break;
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177 case geom::RectangleSide::Left:
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178 break;
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179 case geom::RectangleSide::Bottom:
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180 position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())};
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181 break;
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182 case geom::RectangleSide::Right:
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183 position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0};
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184 break;
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185 }
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186 painter.drawText(position, text);
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187 };
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188 const QRectF box {QPointF{0, 0}, sizeToSizeF(this->size())};
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189 const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0});
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190
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191 static const struct
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192 {
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193 QString text;
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194 glm::vec3 direction;
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195 } directions[] =
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196 {
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197 {"+𝑥", {1, 0, 0}},
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198 {"-𝑥", {-1, 0, 0}},
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199 {"+𝑦", {0, 1, 0}},
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200 {"-𝑦", {0, -1, 0}},
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201 {"+𝑧", {0, 0, 1}},
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202 {"-𝑧", {0, 0, -1}},
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203 };
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204 for (const auto& axis : directions)
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205 {
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206 const QPointF x_p = this->modelToScreenCoordinates(axis.direction);
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207 const auto intersection = geom::rayRectangleIntersection(
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208 geom::rayFromPoints(toVec2(p1), toVec2(x_p)),
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209 box);
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210 if (intersection.has_value())
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211 {
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212 renderText(axis.text, *intersection);
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213 }
71
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214 }
109
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215 if (this->overpaintCallback != nullptr)
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216 {
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217 this->overpaintCallback(this, &painter);
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218 }
71
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219 }
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220 }
57
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221 }
64
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222
129
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223 /**
164
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224 * @brief Draws a polyline to where the specified vector of 3D points would appear on the screen.
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225 * @param painter Painter to use to draw with
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226 * @param points 3D points to render
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227 */
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228 void Canvas::drawWorldPolyline(QPainter *painter, const std::vector<glm::vec3> &points)
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229 {
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230 painter->drawPolyline(QPolygonF{this->convertWorldPointsToScreenPoints(points)});
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231 }
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232
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233 /**
129
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234 * @brief Draws a polygon to where the specified vector of 3D points would appear on the screen.
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235 * @param painter Painter to use to draw with
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236 * @param points 3D points to render
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237 */
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238 void Canvas::drawWorldPolygon(QPainter* painter, const std::vector<glm::vec3> &points)
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239 {
164
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240 painter->drawPolygon(QPolygonF{this->convertWorldPointsToScreenPoints(points)});
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241 }
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242
168
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243 Winding Canvas::worldPolygonWinding(const std::vector<glm::vec3> &points) const
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244 {
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245 return geom::winding(QPolygonF{this->convertWorldPointsToScreenPoints(points)});
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246 }
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247
129
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248 /**
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249 * @brief Gets the current position of the cursor in the model
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250 * @return 3D vector
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251 */
110
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252 const std::optional<glm::vec3>& Canvas::getWorldPosition() const
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253 {
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254 return this->worldPosition;
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255 }
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256
128
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257 /**
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258 * @brief Adjusts the grid to be so that it is perpendicular to the camera.
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259 */
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260 void Canvas::adjustGridToView()
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261 {
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262 const glm::vec3 cameraDirection = this->cameraVector();
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263 const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1});
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264 const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1});
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265 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection));
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266 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection));
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267 if (angle_x < angle_y)
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268 {
129
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269 this->setGridMatrix(glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0}));
128
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270 }
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271 else
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272 {
129
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273 this->setGridMatrix(glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0}));
128
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274 }
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275 this->update();
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276 }
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277
129
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278 /**
169
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279 * @returns the ids of the currently selected objects
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280 */
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281 const QSet<ldraw::id_t> Canvas::selectedObjects() const
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282 {
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283 return this->selection;
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284 }
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285
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286 /**
129
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287 * @brief Paints a circle at where @c worldPoint is located on the screen.
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288 * @param painter Painter to use to render
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289 * @param worldPoint Point to render
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290 */
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291 void Canvas::drawWorldPoint(QPainter* painter, const glm::vec3& worldPoint) const
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292 {
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293 const QPointF center = this->modelToScreenCoordinates(worldPoint);
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294 painter->drawEllipse(geom::inscribe(geom::CircleF{center, 5}));
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295 }
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296
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297 /**
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298 * @brief Changes the grid matrix to the one specified. Updates relevant member variables.
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299 * @param newMatrix New matrix to use
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300 */
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301 void Canvas::setGridMatrix(const glm::mat4& newMatrix)
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302 {
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303 this->gridMatrix = newMatrix;
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304 const geom::Triangle triangle {
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305 this->gridMatrix * glm::vec4{0, 0, 0, 1},
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306 this->gridMatrix * glm::vec4{1, 0, 0, 1},
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307 this->gridMatrix * glm::vec4{0, 1, 0, 1},
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308 };
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309 this->gridPlane = geom::planeFromTriangle(triangle);
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310 this->gridProgram->setGridMatrix(this->gridMatrix);
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311 }
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312
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313 /**
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314 * @brief Gets the current camera vector, i.e. the vector from the camera to the grid origin.
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315 * @return vector
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316 */
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317 glm::vec3 Canvas::cameraVector() const
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318 {
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319 // Find out where the grid is projected on the screen
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320 const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor));
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321 // Find out which direction the camera is looking at the grid origin in 3d
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322 return glm::normalize(this->cameraLine(gridOrigin2d).direction);
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323 }
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324
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325 /**
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326 * @brief Calculates whether the screen is perpendicular to the current grid
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327 * @return bool
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328 */
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329 bool Canvas::isGridPerpendicularToScreen(float threshold) const
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330 {
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331 const glm::vec3 cameraDirection = this->cameraVector();
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332 // Compute the dot product. The parameters given are:
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333 // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid
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334 // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid
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335 // origin towards the camera
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336 // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector
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337 // and the grid is perpendicular to the screen.
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338 const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection));
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339 return std::abs(dot) < threshold;
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340 }
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341
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342 QVector<QPointF> Canvas::convertWorldPointsToScreenPoints(const std::vector<glm::vec3> &worldPoints) const
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343 {
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344 QVector<QPointF> points2d;
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345 points2d.reserve(worldPoints.size());
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346 for (const glm::vec3& point : worldPoints)
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347 {
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348 points2d.push_back(this->modelToScreenCoordinates(point));
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349 }
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350 return points2d;
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351 }
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352
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353 void Canvas::updateCanvasRenderPreferences()
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354 {
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355 this->isDark = luma(this->renderPreferences.backgroundColor) < 0.25;
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356 if (this->gridProgram.has_value())
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357 {
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358 this->gridProgram->setGridColor(this->isDark ? Qt::white : Qt::black);
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359 }
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360 }
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361
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362 /**
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363 * @brief Clears the selection.
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364 */
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365 void Canvas::clearSelection()
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366 {
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367 this->selection.clear();
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368 this->compiler->setSelectedObjects(this->selection);
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369 Q_EMIT selectionChanged(this->selection);
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370 this->update();
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371 }
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372
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373 /**
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374 * @brief Adds an object to selection.
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375 * @param id ID of object to add
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376 */
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377 void Canvas::addToSelection(ldraw::id_t id)
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378 {
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379 this->selection.insert(id);
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380 this->compiler->setSelectedObjects(this->selection);
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381 Q_EMIT selectionChanged(this->selection);
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382 this->update();
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383 }
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384
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385 void Canvas::setOverpaintCallback(Canvas::OverpaintCallback fn)
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386 {
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387 this->overpaintCallback = fn;
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388 }

mercurial