Fri, 28 Feb 2020 19:24:33 +0200
omg functional programming
#include <QMouseEvent> #include <QPainter> #include "canvas.h" Canvas::Canvas( Model* model, DocumentManager* documents, const ldraw::ColorTable& colorTable, QWidget* parent) : PartRenderer{model, documents, colorTable, parent}, gridProgram{this} { this->setMouseTracking(true); } void Canvas::handleSelectionChange(const QSet<ldraw::Id>& selectedIds, const QSet<ldraw::Id>& deselectedIds) { Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID)); this->selection.subtract(deselectedIds); this->selection.unite(selectedIds); this->compiler->setSelectedObjects(this->selection); this->update(); } QString vectorToString(const glm::vec3& vec) { return "(%1, %2, %3)"_q .arg(toDouble(vec.x)) .arg(toDouble(vec.y)) .arg(toDouble(vec.z)); } void Canvas::mouseMoveEvent(QMouseEvent* event) { const ldraw::Id id = this->pick(event->pos()); this->highlighted = id; this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength(); this->worldPosition = this->screenToModelCoordinates(event->pos(), geom::XY); if (this->worldPosition.has_value()) { this->worldPosition = glm::round(*this->worldPosition); } if (this->worldPosition.has_value()) { this->newStatusText("Position: (%1, %2, %3)"_q .arg(toDouble(this->worldPosition->x)) .arg(toDouble(this->worldPosition->y)) .arg(toDouble(this->worldPosition->z))); } else { this->newStatusText("Position: <none>"_q); } PartRenderer::mouseMoveEvent(event); } void Canvas::mousePressEvent(QMouseEvent* event) { this->totalMouseMove = 0; this->lastMousePosition = event->pos(); PartRenderer::mousePressEvent(event); } void Canvas::mouseReleaseEvent(QMouseEvent* event) { if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0) { if (this->highlighted == ldraw::NULL_ID) { this->selection = {}; } else { this->selection = {this->highlighted}; } this->compiler->setSelectedObjects(this->selection); emit selectionChanged(this->selection); this->update(); } PartRenderer::mouseReleaseEvent(event); } void Canvas::initializeGL() { // We first create the grid program and connect everything and only then call the part renderer's initialization // functions so that when initialization sets up, the signals also set up the matrices on our side. this->gridProgram.emplace(this); this->gridProgram->initialize(); connect(this, &PartRenderer::projectionMatrixChanged, [&]() { this->gridProgram->setProjectionMatrix(this->projectionMatrix); }); connect(this, &PartRenderer::modelMatrixChanged, [&]() { this->gridProgram->setModelMatrix(this->modelMatrix); }); connect(this, &PartRenderer::viewMatrixChanged, [&]() { this->gridProgram->setViewMatrix(this->viewMatrix); }); connect(this, &PartRenderer::renderPreferencesChanged, [&]() { if (this->gridProgram.has_value()) { const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25; this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black); } }); PartRenderer::initializeGL(); } void Canvas::paintGL() { PartRenderer::paintGL(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); this->gridProgram->draw(); glDisable(GL_BLEND); if (this->worldPosition.has_value()) { QPainter painter{this}; painter.setRenderHint(QPainter::Antialiasing); painter.setPen(Qt::black); painter.setBrush(Qt::green); const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition); painter.drawEllipse(pos, 5, 5); painter.setPen(Qt::white); painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition)); } }