solvespace/src/describescreen.cpp

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//-----------------------------------------------------------------------------
// The screens when an entity is selected, that show some description of it--
// endpoints of the lines, diameter of the circle, etc.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
void TextWindow::ScreenUnselectAll(int link, uint32_t v) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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GraphicsWindow::MenuEdit(Command::UNSELECT_ALL);
}
void TextWindow::ScreenEditTtfText(int link, uint32_t v) {
hRequest hr = { v };
Request *r = SK.GetRequest(hr);
SS.TW.ShowEditControl(10, r->str);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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SS.TW.edit.meaning = Edit::TTF_TEXT;
SS.TW.edit.request = hr;
}
#define gs (SS.GW.gs)
void TextWindow::ScreenSetTtfFont(int link, uint32_t v) {
int i = (int)v;
if(i < 0) return;
if(i >= SS.fonts.l.n) return;
SS.GW.GroupSelection();
if(gs.entities != 1 || gs.n != 1) return;
Entity *e = SK.entity.FindByIdNoOops(gs.entity[0]);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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if(!e || e->type != Entity::Type::TTF_TEXT || !e->h.isFromRequest()) return;
Request *r = SK.request.FindByIdNoOops(e->h.request());
if(!r) return;
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SS.UndoRemember();
r->font = SS.fonts.l.elem[i].FontFileBaseName();
SS.MarkGroupDirty(r->group);
SS.ScheduleGenerateAll();
SS.ScheduleShowTW();
}
void TextWindow::ScreenConstraintShowAsRadius(int link, uint32_t v) {
hConstraint hc = { v };
Constraint *c = SK.GetConstraint(hc);
SS.UndoRemember();
c->other = !c->other;
SS.ScheduleShowTW();
}
void TextWindow::DescribeSelection() {
Entity *e;
Vector p;
int i;
Printf(false, "");
if(gs.n == 1 && (gs.points == 1 || gs.entities == 1)) {
e = SK.GetEntity(gs.points == 1 ? gs.point[0] : gs.entity[0]);
#define COSTR(p) \
SS.MmToString((p).x).c_str(), \
SS.MmToString((p).y).c_str(), \
SS.MmToString((p).z).c_str()
#define PT_AS_STR "(%Fi%s%E, %Fi%s%E, %Fi%s%E)"
#define PT_AS_NUM "(%Fi%3%E, %Fi%3%E, %Fi%3%E)"
switch(e->type) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::POINT_IN_3D:
case Entity::Type::POINT_IN_2D:
case Entity::Type::POINT_N_TRANS:
case Entity::Type::POINT_N_ROT_TRANS:
case Entity::Type::POINT_N_COPY:
case Entity::Type::POINT_N_ROT_AA:
p = e->PointGetNum();
Printf(false, "%FtPOINT%E at " PT_AS_STR, COSTR(p));
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::NORMAL_IN_3D:
case Entity::Type::NORMAL_IN_2D:
case Entity::Type::NORMAL_N_COPY:
case Entity::Type::NORMAL_N_ROT:
case Entity::Type::NORMAL_N_ROT_AA: {
Quaternion q = e->NormalGetNum();
p = q.RotationN();
Printf(false, "%FtNORMAL / COORDINATE SYSTEM%E");
Printf(true, " basis n = " PT_AS_NUM, CO(p));
p = q.RotationU();
Printf(false, " u = " PT_AS_NUM, CO(p));
p = q.RotationV();
Printf(false, " v = " PT_AS_NUM, CO(p));
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::WORKPLANE: {
p = SK.GetEntity(e->point[0])->PointGetNum();
Printf(false, "%FtWORKPLANE%E");
Printf(true, " origin = " PT_AS_STR, COSTR(p));
Quaternion q = e->Normal()->NormalGetNum();
p = q.RotationN();
Printf(true, " normal = " PT_AS_NUM, CO(p));
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::LINE_SEGMENT: {
Vector p0 = SK.GetEntity(e->point[0])->PointGetNum();
p = p0;
Printf(false, "%FtLINE SEGMENT%E");
Printf(true, " thru " PT_AS_STR, COSTR(p));
Vector p1 = SK.GetEntity(e->point[1])->PointGetNum();
p = p1;
Printf(false, " " PT_AS_STR, COSTR(p));
Printf(true, " len = %Fi%s%E",
SS.MmToString((p1.Minus(p0).Magnitude())).c_str());
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::CUBIC_PERIODIC:
case Entity::Type::CUBIC:
int pts;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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if(e->type == Entity::Type::CUBIC_PERIODIC) {
Printf(false, "%FtPERIODIC C2 CUBIC SPLINE%E");
pts = (3 + e->extraPoints);
} else if(e->extraPoints > 0) {
Printf(false, "%FtINTERPOLATING C2 CUBIC SPLINE%E");
pts = (4 + e->extraPoints);
} else {
Printf(false, "%FtCUBIC BEZIER CURVE%E");
pts = 4;
}
for(i = 0; i < pts; i++) {
p = SK.GetEntity(e->point[i])->PointGetNum();
Printf((i==0), " p%d = " PT_AS_STR, i, COSTR(p));
}
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::ARC_OF_CIRCLE: {
Printf(false, "%FtARC OF A CIRCLE%E");
p = SK.GetEntity(e->point[0])->PointGetNum();
Printf(true, " center = " PT_AS_STR, COSTR(p));
p = SK.GetEntity(e->point[1])->PointGetNum();
Printf(true, " endpoints = " PT_AS_STR, COSTR(p));
p = SK.GetEntity(e->point[2])->PointGetNum();
Printf(false, " " PT_AS_STR, COSTR(p));
double r = e->CircleGetRadiusNum();
Printf(true, " diameter = %Fi%s", SS.MmToString(r*2).c_str());
Printf(false, " radius = %Fi%s", SS.MmToString(r).c_str());
double thetas, thetaf, dtheta;
e->ArcGetAngles(&thetas, &thetaf, &dtheta);
Printf(false, " arc len = %Fi%s", SS.MmToString(dtheta*r).c_str());
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::CIRCLE: {
Printf(false, "%FtCIRCLE%E");
p = SK.GetEntity(e->point[0])->PointGetNum();
Printf(true, " center = " PT_AS_STR, COSTR(p));
double r = e->CircleGetRadiusNum();
Printf(true, " diameter = %Fi%s", SS.MmToString(r*2).c_str());
Printf(false, " radius = %Fi%s", SS.MmToString(r).c_str());
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::FACE_NORMAL_PT:
case Entity::Type::FACE_XPROD:
case Entity::Type::FACE_N_ROT_TRANS:
case Entity::Type::FACE_N_ROT_AA:
case Entity::Type::FACE_N_TRANS:
Printf(false, "%FtPLANE FACE%E");
p = e->FaceGetNormalNum();
Printf(true, " normal = " PT_AS_NUM, CO(p));
p = e->FaceGetPointNum();
Printf(false, " thru = " PT_AS_STR, COSTR(p));
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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case Entity::Type::TTF_TEXT: {
Printf(false, "%FtTRUETYPE FONT TEXT%E");
Printf(true, " font = '%Fi%s%E'", e->font.c_str());
if(e->h.isFromRequest()) {
Printf(false, " text = '%Fi%s%E' %Fl%Ll%f%D[change]%E",
e->str.c_str(), &ScreenEditTtfText, e->h.request().v);
Printf(true, " select new font");
SS.fonts.LoadAll();
int i;
for(i = 0; i < SS.fonts.l.n; i++) {
TtfFont *tf = &(SS.fonts.l.elem[i]);
if(e->font == tf->FontFileBaseName()) {
Printf(false, "%Bp %s",
(i & 1) ? 'd' : 'a',
tf->name.c_str());
} else {
Printf(false, "%Bp %f%D%Fl%Ll%s%E%Bp",
(i & 1) ? 'd' : 'a',
&ScreenSetTtfFont, i,
tf->name.c_str(),
(i & 1) ? 'd' : 'a');
}
}
} else {
Printf(false, " text = '%Fi%s%E'", e->str.c_str());
}
break;
}
default:
Printf(true, "%Ft?? ENTITY%E");
break;
}
Group *g = SK.GetGroup(e->group);
Printf(false, "");
Printf(false, "%FtIN GROUP%E %s", g->DescriptionString().c_str());
if(e->workplane.v == Entity::FREE_IN_3D.v) {
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Printf(false, "%FtNOT LOCKED IN WORKPLANE%E");
} else {
Entity *w = SK.GetEntity(e->workplane);
Printf(false, "%FtIN WORKPLANE%E %s", w->DescriptionString().c_str());
}
if(e->style.v) {
Style *s = Style::Get(e->style);
Printf(false, "%FtIN STYLE%E %s", s->DescriptionString().c_str());
} else {
Printf(false, "%FtIN STYLE%E none");
}
if(e->construction) {
Printf(false, "%FtCONSTRUCTION");
}
} else if(gs.n == 2 && gs.points == 2) {
Printf(false, "%FtTWO POINTS");
Vector p0 = SK.GetEntity(gs.point[0])->PointGetNum();
Printf(true, " at " PT_AS_STR, COSTR(p0));
Vector p1 = SK.GetEntity(gs.point[1])->PointGetNum();
Printf(false, " " PT_AS_STR, COSTR(p1));
double d = (p1.Minus(p0)).Magnitude();
Printf(true, " d = %Fi%s", SS.MmToString(d).c_str());
} else if(gs.n == 2 && gs.points == 1 && gs.circlesOrArcs == 1) {
Entity *ec = SK.GetEntity(gs.entity[0]);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(ec->type == Entity::Type::CIRCLE) {
Printf(false, "%FtPOINT AND A CIRCLE");
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(ec->type == Entity::Type::ARC_OF_CIRCLE) {
Printf(false, "%FtPOINT AND AN ARC");
} else ssassert(false, "Unexpected entity type");
Vector p = SK.GetEntity(gs.point[0])->PointGetNum();
Printf(true, " pt at " PT_AS_STR, COSTR(p));
Vector c = SK.GetEntity(ec->point[0])->PointGetNum();
Printf(true, " center = " PT_AS_STR, COSTR(c));
double r = ec->CircleGetRadiusNum();
Printf(false, " diameter = %Fi%s", SS.MmToString(r*2).c_str());
Printf(false, " radius = %Fi%s", SS.MmToString(r).c_str());
double d = (p.Minus(c)).Magnitude() - r;
Printf(true, " distance = %Fi%s", SS.MmToString(d).c_str());
} else if(gs.n == 2 && gs.faces == 1 && gs.points == 1) {
Printf(false, "%FtA POINT AND A PLANE FACE");
Vector pt = SK.GetEntity(gs.point[0])->PointGetNum();
Printf(true, " point = " PT_AS_STR, COSTR(pt));
Vector n = SK.GetEntity(gs.face[0])->FaceGetNormalNum();
Printf(true, " plane normal = " PT_AS_NUM, CO(n));
Vector pl = SK.GetEntity(gs.face[0])->FaceGetPointNum();
Printf(false, " plane thru = " PT_AS_STR, COSTR(pl));
double dd = n.Dot(pl) - n.Dot(pt);
Printf(true, " distance = %Fi%s", SS.MmToString(dd).c_str());
} else if(gs.n == 3 && gs.points == 2 && gs.vectors == 1) {
Printf(false, "%FtTWO POINTS AND A VECTOR");
Vector p0 = SK.GetEntity(gs.point[0])->PointGetNum();
Printf(true, " pointA = " PT_AS_STR, COSTR(p0));
Vector p1 = SK.GetEntity(gs.point[1])->PointGetNum();
Printf(false, " pointB = " PT_AS_STR, COSTR(p1));
Vector v = SK.GetEntity(gs.vector[0])->VectorGetNum();
v = v.WithMagnitude(1);
Printf(true, " vector = " PT_AS_NUM, CO(v));
double d = (p1.Minus(p0)).Dot(v);
Printf(true, " proj_d = %Fi%s", SS.MmToString(d).c_str());
} else if(gs.n == 2 && gs.lineSegments == 1 && gs.points == 1) {
Entity *ln = SK.GetEntity(gs.entity[0]);
Vector lp0 = SK.GetEntity(ln->point[0])->PointGetNum(),
lp1 = SK.GetEntity(ln->point[1])->PointGetNum();
Printf(false, "%FtLINE SEGMENT AND POINT%E");
Printf(true, " ln thru " PT_AS_STR, COSTR(lp0));
Printf(false, " " PT_AS_STR, COSTR(lp1));
Vector pp = SK.GetEntity(gs.point[0])->PointGetNum();
Printf(true, " point " PT_AS_STR, COSTR(pp));
Printf(true, " pt-ln distance = %Fi%s%E",
SS.MmToString(pp.DistanceToLine(lp0, lp1.Minus(lp0))).c_str());
} else if(gs.n == 2 && gs.vectors == 2) {
Printf(false, "%FtTWO VECTORS");
Vector v0 = SK.GetEntity(gs.entity[0])->VectorGetNum(),
v1 = SK.GetEntity(gs.entity[1])->VectorGetNum();
v0 = v0.WithMagnitude(1);
v1 = v1.WithMagnitude(1);
Printf(true, " vectorA = " PT_AS_NUM, CO(v0));
Printf(false, " vectorB = " PT_AS_NUM, CO(v1));
double theta = acos(v0.Dot(v1));
Printf(true, " angle = %Fi%2%E degrees", theta*180/PI);
while(theta < PI/2) theta += PI;
2015-03-29 00:30:52 +00:00
while(theta > PI/2) theta -= PI;
Printf(false, " or angle = %Fi%2%E (mod 180)", theta*180/PI);
} else if(gs.n == 2 && gs.faces == 2) {
Printf(false, "%FtTWO PLANE FACES");
Vector n0 = SK.GetEntity(gs.face[0])->FaceGetNormalNum();
Printf(true, " planeA normal = " PT_AS_NUM, CO(n0));
Vector p0 = SK.GetEntity(gs.face[0])->FaceGetPointNum();
Printf(false, " planeA thru = " PT_AS_STR, COSTR(p0));
Vector n1 = SK.GetEntity(gs.face[1])->FaceGetNormalNum();
Printf(true, " planeB normal = " PT_AS_NUM, CO(n1));
Vector p1 = SK.GetEntity(gs.face[1])->FaceGetPointNum();
Printf(false, " planeB thru = " PT_AS_STR, COSTR(p1));
double theta = acos(n0.Dot(n1));
Printf(true, " angle = %Fi%2%E degrees", theta*180/PI);
while(theta < PI/2) theta += PI;
2015-03-29 00:30:52 +00:00
while(theta > PI/2) theta -= PI;
Printf(false, " or angle = %Fi%2%E (mod 180)", theta*180/PI);
if(fabs(theta) < 0.01) {
double d = (p1.Minus(p0)).Dot(n0);
Printf(true, " distance = %Fi%s", SS.MmToString(d).c_str());
}
} else if(gs.n == 0 && gs.stylables > 0) {
Printf(false, "%FtSELECTED:%E comment text");
} else if(gs.n == 0 && gs.constraints == 1) {
Constraint *c = SK.GetConstraint(gs.constraint[0]);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(c->type == Constraint::Type::DIAMETER) {
Printf(false, "%FtDIAMETER CONSTRAINT");
Printf(true, " %Fd%f%D%Ll%s show as radius",
&ScreenConstraintShowAsRadius, gs.constraint[0].v,
c->other ? CHECK_TRUE : CHECK_FALSE);
} else {
Printf(false, "%FtSELECTED:%E %s",
c->DescriptionString().c_str());
}
} else {
int n = SS.GW.selection.n;
Printf(false, "%FtSELECTED:%E %d item%s", n, n == 1 ? "" : "s");
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(shown.screen == Screen::STYLE_INFO &&
shown.style.v >= Style::FIRST_CUSTOM && gs.stylables > 0)
{
// If we are showing a screen for a particular style, then offer the
// option to assign our selected entities to that style.
Style *s = Style::Get(shown.style);
Printf(true, "%Fl%D%f%Ll(assign to style %s)%E",
shown.style.v,
&ScreenAssignSelectionToStyle,
s->DescriptionString().c_str());
}
// If any of the selected entities have an assigned style, then offer
// the option to remove that style.
bool styleAssigned = false;
for(i = 0; i < gs.entities; i++) {
Entity *e = SK.GetEntity(gs.entity[i]);
if(e->style.v != 0) {
styleAssigned = true;
}
}
for(i = 0; i < gs.constraints; i++) {
Constraint *c = SK.GetConstraint(gs.constraint[i]);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(c->type == Constraint::Type::COMMENT && c->disp.style.v != 0) {
styleAssigned = true;
}
}
if(styleAssigned) {
Printf(true, "%Fl%D%f%Ll(remove assigned style)%E",
0,
&ScreenAssignSelectionToStyle);
}
Printf(true, "%Fl%f%Ll(unselect all)%E", &TextWindow::ScreenUnselectAll);
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
void TextWindow::GoToScreen(Screen screen) {
shown.screen = screen;
}