solvespace/src/mouse.cpp

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//-----------------------------------------------------------------------------
// Anything relating to mouse, keyboard, or 6-DOF mouse input.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
void GraphicsWindow::UpdateDraggedPoint(hEntity hp, double mx, double my) {
Entity *p = SK.GetEntity(hp);
Vector pos = p->PointGetNum();
UpdateDraggedNum(&pos, mx, my);
p->PointForceTo(pos);
SS.ScheduleShowTW();
}
void GraphicsWindow::UpdateDraggedNum(Vector *pos, double mx, double my) {
*pos = pos->Plus(projRight.ScaledBy((mx - orig.mouse.x)/scale));
*pos = pos->Plus(projUp.ScaledBy((my - orig.mouse.y)/scale));
}
void GraphicsWindow::AddPointToDraggedList(hEntity hp) {
Entity *p = SK.GetEntity(hp);
// If an entity and its points are both selected, then its points could
// end up in the list twice. This would be bad, because it would move
// twice as far as the mouse pointer...
List<hEntity> *lhe = &(pending.points);
for(hEntity *hee = lhe->First(); hee; hee = lhe->NextAfter(hee)) {
if(*hee == hp) {
// Exact same point.
return;
}
Entity *pe = SK.GetEntity(*hee);
if(pe->type == p->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.
2016-05-20 08:31:20 +00:00
pe->type != Entity::Type::POINT_IN_2D &&
pe->type != Entity::Type::POINT_IN_3D &&
pe->group == p->group)
{
// Transform-type point, from the same group. So it handles the
// same unknowns.
return;
}
}
pending.points.Add(&hp);
}
void GraphicsWindow::StartDraggingByEntity(hEntity he) {
Entity *e = SK.GetEntity(he);
if(e->IsPoint()) {
AddPointToDraggedList(e->h);
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(e->type == Entity::Type::LINE_SEGMENT ||
e->type == Entity::Type::ARC_OF_CIRCLE ||
e->type == Entity::Type::CUBIC ||
e->type == Entity::Type::CUBIC_PERIODIC ||
e->type == Entity::Type::CIRCLE ||
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e->type == Entity::Type::TTF_TEXT ||
e->type == Entity::Type::IMAGE)
{
int pts;
2015-03-29 00:30:52 +00:00
EntReqTable::GetEntityInfo(e->type, e->extraPoints,
NULL, &pts, NULL, NULL);
for(int i = 0; i < pts; i++) {
AddPointToDraggedList(e->point[i]);
}
}
}
void GraphicsWindow::StartDraggingBySelection() {
List<Selection> *ls = &(selection);
for(Selection *s = ls->First(); s; s = ls->NextAfter(s)) {
if(!s->entity.v) continue;
StartDraggingByEntity(s->entity);
}
// The user might select a point, and then click it again to start
// dragging; but the point just got unselected by that click. So drag
// the hovered item too, and they'll always have it.
if(hover.entity.v) {
hEntity dragEntity = ChooseFromHoverToDrag().entity;
if(dragEntity != Entity::NO_ENTITY) {
StartDraggingByEntity(dragEntity);
}
}
}
void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
{
if(window->IsEditorVisible()) return;
if(context.active) return;
SS.extraLine.draw = false;
if(!orig.mouseDown) {
// If someone drags the mouse into our window with the left button
// already depressed, then we don't have our starting point; so
// don't try.
leftDown = false;
}
if(rightDown) {
middleDown = true;
shiftDown = !shiftDown;
}
mac: Support for pan, zoom and rotate trackpad gestures (#1093) * mac: Support for pan, zoom and rotate trackpad gestures Currently SolveSpace is nearly unusable on a mac if you only have a buttonless trackpad and not a mouse, because there's no way to pan (ie right-click-drag) or rotate (ie middle-click-drag). You can zoom, but only by using two-finger-drag up and down, which ends up getting interpreted as a scrollwheel event. This change makes the app behave much more like any other mac app, by adding 2-finger-drag pan gesture support and pinch-gesture zooming, and 3D rotate using shift-2-finger-drag. I've also added support for the rotate two-finger trackpad gesture, which rotates directly around the screen Z axis (rather than in all 3 dimensions) which is actually something I've found myself wanting to do with the mouse but afaik there's no equivalent way of achieving that. While I was there, I fixed a bugette in convertMouseEvent which was incorrectly translating the NSEvent coordinates, and then fixing up the fact that the sign of the y-coordinate was wrong as a result. Using the convertPoint API correctly means that fixup is not required because convertPoint handles it for you. * Don't do trackpad gestures on anything except the toplevel window * mac: Fix non-functional scrollbar on text window Which has not worked quite right since the last major refactor. * Don't pass right-button drags to the toolbar This improves the behaviour of trackpad pan/rotate on mac which uses simulated right-button events. * Don't pass cmd/ctrl modifier through on trackpad pan/rotate MouseEvents
2021-08-26 23:58:33 +00:00
// Not passing right-button and middle-button drags to the toolbar avoids
// some cosmetic issues with trackpad pans/rotates implemented with
// simulated right-button drag events causing spurious hover events.
if(SS.showToolbar && !middleDown) {
if(ToolbarMouseMoved((int)x, (int)y)) {
hover.Clear();
return;
}
}
if(!leftDown && (pending.operation == Pending::DRAGGING_POINTS ||
pending.operation == Pending::DRAGGING_MARQUEE))
{
ClearPending();
Invalidate();
}
Point2d mp = Point2d::From(x, y);
currentMousePosition = mp;
if(rightDown && orig.mouse.DistanceTo(mp) < 5 && !orig.startedMoving) {
// Avoid accidentally panning (or rotating if shift is down) if the
// user wants a context menu.
return;
}
orig.startedMoving = true;
// If the middle button is down, then mouse movement is used to pan and
// rotate our view. This wins over everything else.
if(middleDown) {
hover.Clear();
double dx = (x - orig.mouse.x) / scale;
double dy = (y - orig.mouse.y) / scale;
if(!(shiftDown || ctrlDown)) {
double s = 0.3*(PI/180)*scale; // degrees per pixel
if(SS.turntableNav) { // lock the Z to vertical
projRight = orig.projRight.RotatedAbout(Vector::From(0, 0, 1), -s * dx);
projUp = orig.projUp.RotatedAbout(
Vector::From(orig.projRight.x, orig.projRight.y, orig.projRight.y), s * dy);
} else {
projRight = orig.projRight.RotatedAbout(orig.projUp, -s * dx);
projUp = orig.projUp.RotatedAbout(orig.projRight, s * dy);
}
NormalizeProjectionVectors();
} else if(ctrlDown) {
double theta = atan2(orig.mouse.y, orig.mouse.x);
theta -= atan2(y, x);
SS.extraLine.draw = true;
SS.extraLine.ptA = UnProjectPoint(Point2d::From(0, 0));
SS.extraLine.ptB = UnProjectPoint(mp);
Vector normal = orig.projRight.Cross(orig.projUp);
projRight = orig.projRight.RotatedAbout(normal, theta);
projUp = orig.projUp.RotatedAbout(normal, theta);
NormalizeProjectionVectors();
} else {
offset.x = orig.offset.x + dx*projRight.x + dy*projUp.x;
offset.y = orig.offset.y + dx*projRight.y + dy*projUp.y;
offset.z = orig.offset.z + dx*projRight.z + dy*projUp.z;
}
orig.projRight = projRight;
orig.projUp = projUp;
orig.offset = offset;
orig.mouse.x = x;
orig.mouse.y = y;
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(SS.TW.shown.screen == TextWindow::Screen::EDIT_VIEW) {
if(havePainted) {
SS.ScheduleShowTW();
}
}
Invalidate();
havePainted = false;
return;
}
2015-03-29 00:30:52 +00:00
if(pending.operation == Pending::NONE) {
double dm = orig.mouse.DistanceTo(mp);
// If we're currently not doing anything, then see if we should
// start dragging something.
if(leftDown && dm > 3) {
Entity *e = NULL;
hEntity dragEntity = ChooseFromHoverToDrag().entity;
if(dragEntity.v) e = SK.GetEntity(dragEntity);
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(e && e->type != Entity::Type::WORKPLANE) {
if(!hoverWasSelectedOnMousedown) {
// The user clicked an unselected entity, which
// means they're dragging just the hovered thing,
// not the full selection. So clear all the selection
// except that entity.
ClearSelection();
MakeSelected(dragEntity);
}
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(e->type == Entity::Type::CIRCLE && selection.n <= 1) {
// Drag the radius.
pending.circle = dragEntity;
pending.operation = Pending::DRAGGING_RADIUS;
} else if(e->IsNormal()) {
pending.normal = dragEntity;
pending.operation = Pending::DRAGGING_NORMAL;
} else {
StartDraggingBySelection();
hover.Clear();
pending.operation = Pending::DRAGGING_POINTS;
}
2015-03-29 00:30:52 +00:00
} else if(hover.constraint.v &&
SK.GetConstraint(hover.constraint)->HasLabel())
{
ClearSelection();
pending.constraint = hover.constraint;
pending.operation = Pending::DRAGGING_CONSTRAINT;
}
if(pending.operation != Pending::NONE) {
// We just started a drag, so remember for the undo before
// the drag changes anything.
SS.UndoRemember();
} else {
if(!hover.constraint.v) {
// That's just marquee selection, which should not cause
// an undo remember.
if(dm > 10) {
if(hover.entity.v) {
// Avoid accidentally selecting workplanes when
// starting drags.
MakeUnselected(hover.entity, /*coincidentPointTrick=*/false);
hover.Clear();
}
pending.operation = Pending::DRAGGING_MARQUEE;
orig.marqueePoint =
UnProjectPoint(orig.mouseOnButtonDown);
}
}
}
} else {
// Otherwise, just hit test and give up; but don't hit test
// if the mouse is down, because then the user could hover
// a point, mouse down (thus selecting it), and drag, in an
// effort to drag the point, but instead hover a different
// entity before we move far enough to start the drag.
Don't perform hit testing if we haven't painted the graphics window. This change is quite subtle. The goal is to improve responsiveness of highlighting even further. To understand this change you need to keep in mind that Windows and Gtk have dramatically different behavior for paint (WM_PAINT in Windows, expose in Gtk) and mouse move events. In Windows, WM_PAINT and WM_MOUSEMOVE, unless sent explicitly, are synthesized: WM_MOUSEMOVE is delivered when there are no other messages and the current cursor position doesn't match the remembered one, and WM_PAINT is delivered when there are no other messages, even WM_MOUSEMOVE. This is pretty clever because it doesn't swamp programs that are slow to process either of those events with even more of them, ensuring they remain responsive. In Gtk, expose events are delivered at the end of the frame whenever there is an invalid view, and every single mouse move that happened will result in a separate event. If mouse move events are handled quickly, then the behavior is identical in either case: * process mouse move event * perform hit testing * invalidate view * no more events to process! * there are invalid views * repaint If, however, mouse move events are handled slower, then the behavior diverges. With Gtk: * process mouse move event * perform hit testing (slow) * while this happens, ten more mouse move events are added * invalidate view * end of frame! * there are invalid views * repaint * process mouse move event... As a result, the Gtk-hosted UI hopelessly lags behind user input. This is very irritating. With Windows: * process mouse move event * perform hit testing (slow) * while this happens, mouse was moved * invalidate view * process mouse move event... As a result, the Windows-hosted UI never repaints while the mouse is moved. This is also very irritating. Commit HEAD^ has fixed the problems with Gtk-based UI by making hit testing so fast that mouse move events never quite overflow the queue. There's still a barely noticeable lag but it's better. However, the problems with Windows remained because while the queue doesn't *overflow* with the faster hit testing code, it doesn't go *empty* either! Thus we still don't repaint. This commit builds on top of HEAD^ and makes it so that we don't actually hit test anything if we haven't painted the result of the previous hit test already. This fixes the problem on Windows but also helps Gtk a little bit. Curiously, the Cocoa-based UI never suffered from any of these problems. To my understanding (it's somewhat underdocumented), it processes mouse moves like Windows, but paints like Gtk.
2016-03-06 10:55:02 +00:00
if(!leftDown) {
// Hit testing can potentially take a lot of time.
// If we haven't painted since last time we highlighted
// something, don't hit test again, since this just causes
// a lag.
if(!havePainted) return;
HitTestMakeSelection(mp);
}
}
return;
}
// If the user has started an operation from the menu, but not
// completed it, then just do the selection.
if(pending.operation == Pending::COMMAND) {
HitTestMakeSelection(mp);
return;
}
if(pending.operation == Pending::DRAGGING_POINTS && ctrlDown) {
SS.extraLine.ptA = UnProjectPoint(orig.mouseOnButtonDown);
SS.extraLine.ptB = UnProjectPoint(mp);
SS.extraLine.draw = true;
}
// We're currently dragging something; so do that. But if we haven't
// painted since the last time we solved, do nothing, because there's
// no sense solving a frame and not displaying it.
if(!havePainted) {
return;
}
Don't perform hit testing if we haven't painted the graphics window. This change is quite subtle. The goal is to improve responsiveness of highlighting even further. To understand this change you need to keep in mind that Windows and Gtk have dramatically different behavior for paint (WM_PAINT in Windows, expose in Gtk) and mouse move events. In Windows, WM_PAINT and WM_MOUSEMOVE, unless sent explicitly, are synthesized: WM_MOUSEMOVE is delivered when there are no other messages and the current cursor position doesn't match the remembered one, and WM_PAINT is delivered when there are no other messages, even WM_MOUSEMOVE. This is pretty clever because it doesn't swamp programs that are slow to process either of those events with even more of them, ensuring they remain responsive. In Gtk, expose events are delivered at the end of the frame whenever there is an invalid view, and every single mouse move that happened will result in a separate event. If mouse move events are handled quickly, then the behavior is identical in either case: * process mouse move event * perform hit testing * invalidate view * no more events to process! * there are invalid views * repaint If, however, mouse move events are handled slower, then the behavior diverges. With Gtk: * process mouse move event * perform hit testing (slow) * while this happens, ten more mouse move events are added * invalidate view * end of frame! * there are invalid views * repaint * process mouse move event... As a result, the Gtk-hosted UI hopelessly lags behind user input. This is very irritating. With Windows: * process mouse move event * perform hit testing (slow) * while this happens, mouse was moved * invalidate view * process mouse move event... As a result, the Windows-hosted UI never repaints while the mouse is moved. This is also very irritating. Commit HEAD^ has fixed the problems with Gtk-based UI by making hit testing so fast that mouse move events never quite overflow the queue. There's still a barely noticeable lag but it's better. However, the problems with Windows remained because while the queue doesn't *overflow* with the faster hit testing code, it doesn't go *empty* either! Thus we still don't repaint. This commit builds on top of HEAD^ and makes it so that we don't actually hit test anything if we haven't painted the result of the previous hit test already. This fixes the problem on Windows but also helps Gtk a little bit. Curiously, the Cocoa-based UI never suffered from any of these problems. To my understanding (it's somewhat underdocumented), it processes mouse moves like Windows, but paints like Gtk.
2016-03-06 10:55:02 +00:00
havePainted = false;
switch(pending.operation) {
case Pending::DRAGGING_CONSTRAINT: {
Constraint *c = SK.constraint.FindById(pending.constraint);
UpdateDraggedNum(&(c->disp.offset), x, y);
orig.mouse = mp;
Invalidate();
Enable exhaustive switch coverage warnings as an error, and use them. Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC equivalent; the exact way it is handled varies slightly, but what they all have in common is that in a switch statement over an enumeration, any enumerand that is not explicitly (via case:) or implicitly (via default:) handled in the switch triggers an error. Moreover, we also change the switch statements in three ways: * Switch statements that ought to be extended every time a new enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed to explicitly list every single enumerand, and not have a default: branch. Note that the assertions are kept because it is legal for a enumeration to have a value unlike any of its defined enumerands, and we can e.g. read garbage from a file, or an uninitialized variable. This requires some rearranging if a default: branch is undesired. * Switch statements that ought to only ever see a few select enumerands, are changed to always assert in the default: branch. * Switch statements that do something meaningful for a few enumerands, and ignore everything else, are changed to do nothing in a default: branch, under the assumption that changing them every time an enumerand is added or removed would just result in noise and catch no bugs. This commit also removes the {Request,Entity,Constraint}::UNKNOWN and Entity::DATUM_POINT enumerands, as those were just fancy names for zeroes. They mess up switch exhaustiveness checks and most of the time were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
return;
}
case Pending::DRAGGING_NEW_LINE_POINT:
if(!ctrlDown) {
Enable exhaustive switch coverage warnings as an error, and use them. Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC equivalent; the exact way it is handled varies slightly, but what they all have in common is that in a switch statement over an enumeration, any enumerand that is not explicitly (via case:) or implicitly (via default:) handled in the switch triggers an error. Moreover, we also change the switch statements in three ways: * Switch statements that ought to be extended every time a new enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed to explicitly list every single enumerand, and not have a default: branch. Note that the assertions are kept because it is legal for a enumeration to have a value unlike any of its defined enumerands, and we can e.g. read garbage from a file, or an uninitialized variable. This requires some rearranging if a default: branch is undesired. * Switch statements that ought to only ever see a few select enumerands, are changed to always assert in the default: branch. * Switch statements that do something meaningful for a few enumerands, and ignore everything else, are changed to do nothing in a default: branch, under the assumption that changing them every time an enumerand is added or removed would just result in noise and catch no bugs. This commit also removes the {Request,Entity,Constraint}::UNKNOWN and Entity::DATUM_POINT enumerands, as those were just fancy names for zeroes. They mess up switch exhaustiveness checks and most of the time were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
SS.GW.pending.hasSuggestion =
SS.GW.SuggestLineConstraint(SS.GW.pending.request, &SS.GW.pending.suggestion);
} else {
Enable exhaustive switch coverage warnings as an error, and use them. Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC equivalent; the exact way it is handled varies slightly, but what they all have in common is that in a switch statement over an enumeration, any enumerand that is not explicitly (via case:) or implicitly (via default:) handled in the switch triggers an error. Moreover, we also change the switch statements in three ways: * Switch statements that ought to be extended every time a new enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed to explicitly list every single enumerand, and not have a default: branch. Note that the assertions are kept because it is legal for a enumeration to have a value unlike any of its defined enumerands, and we can e.g. read garbage from a file, or an uninitialized variable. This requires some rearranging if a default: branch is undesired. * Switch statements that ought to only ever see a few select enumerands, are changed to always assert in the default: branch. * Switch statements that do something meaningful for a few enumerands, and ignore everything else, are changed to do nothing in a default: branch, under the assumption that changing them every time an enumerand is added or removed would just result in noise and catch no bugs. This commit also removes the {Request,Entity,Constraint}::UNKNOWN and Entity::DATUM_POINT enumerands, as those were just fancy names for zeroes. They mess up switch exhaustiveness checks and most of the time were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
SS.GW.pending.hasSuggestion = false;
}
// fallthrough
case Pending::DRAGGING_NEW_POINT:
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
SS.MarkGroupDirtyByEntity(pending.point);
orig.mouse = mp;
break;
case Pending::DRAGGING_POINTS:
if(shiftDown || ctrlDown) {
// Edit the rotation associated with a POINT_N_ROT_TRANS,
// either within (ctrlDown) or out of (shiftDown) the plane
// of the screen. So first get the rotation to apply, in qt.
Quaternion qt;
if(ctrlDown) {
double d = mp.DistanceTo(orig.mouseOnButtonDown);
if(d < 25) {
// Don't start dragging the position about the normal
// until we're a little ways out, to get a reasonable
// reference pos
qt = Quaternion::IDENTITY;
} else {
double theta = atan2(orig.mouse.y-orig.mouseOnButtonDown.y,
orig.mouse.x-orig.mouseOnButtonDown.x);
theta -= atan2(y-orig.mouseOnButtonDown.y,
x-orig.mouseOnButtonDown.x);
Vector gn = projRight.Cross(projUp);
qt = Quaternion::From(gn, -theta);
}
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
qt = Quaternion::From(projUp, -s*dx).Times(
Quaternion::From(projRight, s*dy));
}
// Now apply this rotation to the points being dragged.
List<hEntity> *lhe = &(pending.points);
for(hEntity *he = lhe->First(); he; he = lhe->NextAfter(he)) {
Entity *e = SK.GetEntity(*he);
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(e->type != Entity::Type::POINT_N_ROT_TRANS) {
if(ctrlDown) {
Vector p = e->PointGetNum();
p = p.Minus(SS.extraLine.ptA);
p = qt.Rotate(p);
p = p.Plus(SS.extraLine.ptA);
e->PointForceTo(p);
} else {
UpdateDraggedPoint(*he, x, y);
}
} else {
Quaternion q = e->PointGetQuaternion();
Vector p = e->PointGetNum();
q = qt.Times(q);
e->PointForceQuaternionTo(q);
// Let's rotate about the selected point; so fix up the
// translation so that that point didn't move.
e->PointForceTo(p);
}
SS.MarkGroupDirtyByEntity(e->h);
}
} else {
List<hEntity> *lhe = &(pending.points);
for(hEntity *he = lhe->First(); he; he = lhe->NextAfter(he)) {
UpdateDraggedPoint(*he, x, y);
SS.MarkGroupDirtyByEntity(*he);
}
}
orig.mouse = mp;
break;
case Pending::DRAGGING_NEW_CUBIC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
if(pending.point == hr.entity(4)) {
// The very first segment; dragging final point drags both
// tangent points.
Vector p0 = SK.GetEntity(hr.entity(1))->PointGetNum(),
p3 = SK.GetEntity(hr.entity(4))->PointGetNum(),
p1 = p0.ScaledBy(2.0/3).Plus(p3.ScaledBy(1.0/3)),
p2 = p0.ScaledBy(1.0/3).Plus(p3.ScaledBy(2.0/3));
SK.GetEntity(hr.entity(1+1))->PointForceTo(p1);
SK.GetEntity(hr.entity(1+2))->PointForceTo(p2);
} else {
// A subsequent segment; dragging point drags only final
// tangent point.
int i = SK.GetEntity(hr.entity(0))->extraPoints;
Vector pn = SK.GetEntity(hr.entity(4+i))->PointGetNum(),
pnm2 = SK.GetEntity(hr.entity(2+i))->PointGetNum(),
pnm1 = (pn.Plus(pnm2)).ScaledBy(0.5);
SK.GetEntity(hr.entity(3+i))->PointForceTo(pnm1);
}
orig.mouse = mp;
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case Pending::DRAGGING_NEW_ARC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
Vector ona = SK.GetEntity(hr.entity(2))->PointGetNum();
Vector onb = SK.GetEntity(hr.entity(3))->PointGetNum();
Vector center = (ona.Plus(onb)).ScaledBy(0.5);
SK.GetEntity(hr.entity(1))->PointForceTo(center);
orig.mouse = mp;
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case Pending::DRAGGING_NEW_RADIUS:
case Pending::DRAGGING_RADIUS: {
Entity *circle = SK.GetEntity(pending.circle);
Vector center = SK.GetEntity(circle->point[0])->PointGetNum();
Point2d c2 = ProjectPoint(center);
double r = c2.DistanceTo(mp)/scale;
SK.GetEntity(circle->distance)->DistanceForceTo(r);
SS.MarkGroupDirtyByEntity(pending.circle);
SS.ScheduleShowTW();
break;
}
case Pending::DRAGGING_NORMAL: {
Entity *normal = SK.GetEntity(pending.normal);
Vector p = SK.GetEntity(normal->point[0])->PointGetNum();
Point2d p2 = ProjectPoint(p);
Quaternion q = normal->NormalGetNum();
Vector u = q.RotationU(), v = q.RotationV();
if(ctrlDown) {
double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
theta -= atan2(y-p2.y, x-p2.x);
Vector normal = projRight.Cross(projUp);
u = u.RotatedAbout(normal, -theta);
v = v.RotatedAbout(normal, -theta);
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
u = u.RotatedAbout(projUp, -s*dx);
u = u.RotatedAbout(projRight, s*dy);
v = v.RotatedAbout(projUp, -s*dx);
v = v.RotatedAbout(projRight, s*dy);
}
orig.mouse = mp;
normal->NormalForceTo(Quaternion::From(u, v));
SS.MarkGroupDirtyByEntity(pending.normal);
break;
}
case Pending::DRAGGING_MARQUEE:
orig.mouse = mp;
Invalidate();
Enable exhaustive switch coverage warnings as an error, and use them. Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC equivalent; the exact way it is handled varies slightly, but what they all have in common is that in a switch statement over an enumeration, any enumerand that is not explicitly (via case:) or implicitly (via default:) handled in the switch triggers an error. Moreover, we also change the switch statements in three ways: * Switch statements that ought to be extended every time a new enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed to explicitly list every single enumerand, and not have a default: branch. Note that the assertions are kept because it is legal for a enumeration to have a value unlike any of its defined enumerands, and we can e.g. read garbage from a file, or an uninitialized variable. This requires some rearranging if a default: branch is undesired. * Switch statements that ought to only ever see a few select enumerands, are changed to always assert in the default: branch. * Switch statements that do something meaningful for a few enumerands, and ignore everything else, are changed to do nothing in a default: branch, under the assumption that changing them every time an enumerand is added or removed would just result in noise and catch no bugs. This commit also removes the {Request,Entity,Constraint}::UNKNOWN and Entity::DATUM_POINT enumerands, as those were just fancy names for zeroes. They mess up switch exhaustiveness checks and most of the time were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
return;
Enable exhaustive switch coverage warnings as an error, and use them. Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC equivalent; the exact way it is handled varies slightly, but what they all have in common is that in a switch statement over an enumeration, any enumerand that is not explicitly (via case:) or implicitly (via default:) handled in the switch triggers an error. Moreover, we also change the switch statements in three ways: * Switch statements that ought to be extended every time a new enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed to explicitly list every single enumerand, and not have a default: branch. Note that the assertions are kept because it is legal for a enumeration to have a value unlike any of its defined enumerands, and we can e.g. read garbage from a file, or an uninitialized variable. This requires some rearranging if a default: branch is undesired. * Switch statements that ought to only ever see a few select enumerands, are changed to always assert in the default: branch. * Switch statements that do something meaningful for a few enumerands, and ignore everything else, are changed to do nothing in a default: branch, under the assumption that changing them every time an enumerand is added or removed would just result in noise and catch no bugs. This commit also removes the {Request,Entity,Constraint}::UNKNOWN and Entity::DATUM_POINT enumerands, as those were just fancy names for zeroes. They mess up switch exhaustiveness checks and most of the time were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
case Pending::NONE:
case Pending::COMMAND:
ssassert(false, "Unexpected pending operation");
}
}
void GraphicsWindow::ClearPending(bool scheduleShowTW) {
pending.points.Clear();
pending.requests.Clear();
pending = {};
if(scheduleShowTW) {
SS.ScheduleShowTW();
}
}
bool GraphicsWindow::IsFromPending(hRequest r) {
for(auto &req : pending.requests) {
if(req == r) return true;
}
return false;
}
void GraphicsWindow::AddToPending(hRequest r) {
pending.requests.Add(&r);
}
void GraphicsWindow::ReplacePending(hRequest before, hRequest after) {
for(auto &req : pending.requests) {
if(req == before) {
req = after;
}
}
}
void GraphicsWindow::MouseMiddleOrRightDown(double x, double y) {
if(window->IsEditorVisible()) return;
orig.offset = offset;
orig.projUp = projUp;
orig.projRight = projRight;
orig.mouse.x = x;
orig.mouse.y = y;
orig.startedMoving = false;
}
void GraphicsWindow::MouseRightUp(double x, double y) {
SS.extraLine.draw = false;
Invalidate();
// Don't show a context menu if the user is right-clicking the toolbar,
// or if they are finishing a pan.
if(ToolbarMouseMoved((int)x, (int)y)) return;
if(orig.startedMoving) return;
if(context.active) return;
Enable exhaustive switch coverage warnings as an error, and use them. Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC equivalent; the exact way it is handled varies slightly, but what they all have in common is that in a switch statement over an enumeration, any enumerand that is not explicitly (via case:) or implicitly (via default:) handled in the switch triggers an error. Moreover, we also change the switch statements in three ways: * Switch statements that ought to be extended every time a new enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed to explicitly list every single enumerand, and not have a default: branch. Note that the assertions are kept because it is legal for a enumeration to have a value unlike any of its defined enumerands, and we can e.g. read garbage from a file, or an uninitialized variable. This requires some rearranging if a default: branch is undesired. * Switch statements that ought to only ever see a few select enumerands, are changed to always assert in the default: branch. * Switch statements that do something meaningful for a few enumerands, and ignore everything else, are changed to do nothing in a default: branch, under the assumption that changing them every time an enumerand is added or removed would just result in noise and catch no bugs. This commit also removes the {Request,Entity,Constraint}::UNKNOWN and Entity::DATUM_POINT enumerands, as those were just fancy names for zeroes. They mess up switch exhaustiveness checks and most of the time were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
if(pending.operation == Pending::DRAGGING_NEW_LINE_POINT && pending.hasSuggestion) {
Constraint::TryConstrain(SS.GW.pending.suggestion,
Enable exhaustive switch coverage warnings as an error, and use them. Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC equivalent; the exact way it is handled varies slightly, but what they all have in common is that in a switch statement over an enumeration, any enumerand that is not explicitly (via case:) or implicitly (via default:) handled in the switch triggers an error. Moreover, we also change the switch statements in three ways: * Switch statements that ought to be extended every time a new enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed to explicitly list every single enumerand, and not have a default: branch. Note that the assertions are kept because it is legal for a enumeration to have a value unlike any of its defined enumerands, and we can e.g. read garbage from a file, or an uninitialized variable. This requires some rearranging if a default: branch is undesired. * Switch statements that ought to only ever see a few select enumerands, are changed to always assert in the default: branch. * Switch statements that do something meaningful for a few enumerands, and ignore everything else, are changed to do nothing in a default: branch, under the assumption that changing them every time an enumerand is added or removed would just result in noise and catch no bugs. This commit also removes the {Request,Entity,Constraint}::UNKNOWN and Entity::DATUM_POINT enumerands, as those were just fancy names for zeroes. They mess up switch exhaustiveness checks and most of the time were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
Entity::NO_ENTITY, Entity::NO_ENTITY, pending.request.entity(0));
}
if(pending.operation == Pending::DRAGGING_NEW_LINE_POINT ||
pending.operation == Pending::DRAGGING_NEW_CUBIC_POINT ||
pending.operation == Pending::DRAGGING_NEW_ARC_POINT ||
pending.operation == Pending::DRAGGING_NEW_RADIUS ||
pending.operation == Pending::DRAGGING_NEW_POINT
)
{
// Special case; use a right click to stop drawing lines, since
// a left click would draw another one. This is quicker and more
// intuitive than hitting escape. Likewise for other entities
// for consistency.
ClearPending();
return;
}
2016-04-08 08:20:42 +00:00
// The current mouse location
Vector v = offset.ScaledBy(-1);
v = v.Plus(projRight.ScaledBy(x/scale));
v = v.Plus(projUp.ScaledBy(y/scale));
Platform::MenuRef menu = Platform::CreateMenu();
context.active = true;
if(!hover.IsEmpty()) {
MakeSelected(&hover);
SS.ScheduleShowTW();
}
GroupSelection();
bool itemsSelected = (gs.n > 0 || gs.constraints > 0);
if(itemsSelected) {
if(gs.stylables > 0) {
Platform::MenuRef styleMenu = menu->AddSubMenu(_("Assign to Style"));
bool empty = true;
for(const Style &s : SK.style) {
if(s.h.v < Style::FIRST_CUSTOM) continue;
uint32_t v = s.h.v;
styleMenu->AddItem(s.DescriptionString(), [v]() {
Style::AssignSelectionToStyle(v);
});
empty = false;
}
if(!empty) styleMenu->AddSeparator();
styleMenu->AddItem(_("No Style"), []() {
Style::AssignSelectionToStyle(0);
});
styleMenu->AddItem(_("Newly Created Custom Style..."), [this]() {
uint32_t vs = Style::CreateCustomStyle();
Style::AssignSelectionToStyle(vs);
ForceTextWindowShown();
});
}
if(gs.n + gs.constraints == 1) {
menu->AddItem(_("Group Info"), [this]() {
hGroup hg;
if(gs.entities == 1) {
hg = SK.GetEntity(gs.entity[0])->group;
} else if(gs.points == 1) {
hg = SK.GetEntity(gs.point[0])->group;
} else if(gs.constraints == 1) {
hg = SK.GetConstraint(gs.constraint[0])->group;
} else {
return;
}
ClearSelection();
SS.TW.GoToScreen(TextWindow::Screen::GROUP_INFO);
SS.TW.shown.group = hg;
SS.ScheduleShowTW();
ForceTextWindowShown();
});
}
if(gs.n + gs.constraints == 1 && gs.stylables == 1) {
menu->AddItem(_("Style Info"), [this]() {
hStyle hs;
if(gs.entities == 1) {
hs = Style::ForEntity(gs.entity[0]);
} else if(gs.points == 1) {
hs = Style::ForEntity(gs.point[0]);
} else if(gs.constraints == 1) {
hs = SK.GetConstraint(gs.constraint[0])->GetStyle();
} else {
return;
}
ClearSelection();
SS.TW.GoToScreen(TextWindow::Screen::STYLE_INFO);
SS.TW.shown.style = hs;
SS.ScheduleShowTW();
ForceTextWindowShown();
});
}
if(gs.withEndpoints > 0) {
menu->AddItem(_("Select Edge Chain"),
[]() { MenuEdit(Command::SELECT_CHAIN); });
}
if(gs.constraints == 1 && gs.n == 0) {
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->HasLabel() && c->type != Constraint::Type::COMMENT) {
menu->AddItem(_("Toggle Reference Dimension"),
[]() { Constraint::MenuConstrain(Command::REFERENCE); });
}
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::ANGLE ||
c->type == Constraint::Type::EQUAL_ANGLE)
{
menu->AddItem(_("Other Supplementary Angle"),
[]() { Constraint::MenuConstrain(Command::OTHER_ANGLE); });
}
}
if(gs.constraintLabels > 0 || gs.points > 0) {
menu->AddItem(_("Snap to Grid"),
[]() { MenuEdit(Command::SNAP_TO_GRID); });
}
2016-04-07 14:44:56 +00:00
if(gs.points == 1 && gs.point[0].isFromRequest()) {
Request *r = SK.GetRequest(gs.point[0].request());
int index = r->IndexOfPoint(gs.point[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((r->type == Request::Type::CUBIC && (index > 1 && index < r->extraPoints + 2)) ||
r->type == Request::Type::CUBIC_PERIODIC) {
menu->AddItem(_("Remove Spline Point"), [this, r]() {
int index = r->IndexOfPoint(gs.point[0]);
ssassert(r->extraPoints != 0,
"Expected a bezier with interior control points");
SS.UndoRemember();
Entity *e = SK.GetEntity(r->h.entity(0));
// First, fix point-coincident constraints involving this point.
// Then, remove all other constraints, since they would otherwise
// jump to an adjacent one and mess up the bezier after generation.
FixConstraintsForPointBeingDeleted(e->point[index]);
RemoveConstraintsForPointBeingDeleted(e->point[index]);
for(int i = index; i < MAX_POINTS_IN_ENTITY - 1; i++) {
if(e->point[i + 1].v == 0) break;
Entity *p0 = SK.GetEntity(e->point[i]);
Entity *p1 = SK.GetEntity(e->point[i + 1]);
ReplacePointInConstraints(p1->h, p0->h);
p0->PointForceTo(p1->PointGetNum());
}
r->extraPoints--;
SS.MarkGroupDirtyByEntity(gs.point[0]);
ClearSelection();
});
2016-04-07 14:44:56 +00:00
}
}
if(gs.entities == 1 && gs.entity[0].isFromRequest()) {
Request *r = SK.GetRequest(gs.entity[0].request());
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(r->type == Request::Type::CUBIC || r->type == Request::Type::CUBIC_PERIODIC) {
Entity *e = SK.GetEntity(gs.entity[0]);
int addAfterPoint = e->GetPositionOfPoint(GetCamera(), Point2d::From(x, y));
ssassert(addAfterPoint != -1, "Expected a nearest bezier point to be located");
// Skip derivative point.
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(r->type == Request::Type::CUBIC) addAfterPoint++;
menu->AddItem(_("Add Spline Point"), [this, r, addAfterPoint, v]() {
int pointCount = r->extraPoints +
((r->type == Request::Type::CUBIC_PERIODIC) ? 3 : 4);
if(pointCount >= MAX_POINTS_IN_ENTITY) {
Error(_("Cannot add spline point: maximum number of points reached."));
return;
}
SS.UndoRemember();
r->extraPoints++;
SS.MarkGroupDirtyByEntity(gs.entity[0]);
SS.GenerateAll(SolveSpaceUI::Generate::REGEN);
Entity *e = SK.GetEntity(r->h.entity(0));
for(int i = MAX_POINTS_IN_ENTITY; i > addAfterPoint + 1; i--) {
Entity *p0 = SK.entity.FindByIdNoOops(e->point[i]);
if(p0 == NULL) continue;
Entity *p1 = SK.GetEntity(e->point[i - 1]);
ReplacePointInConstraints(p1->h, p0->h);
p0->PointForceTo(p1->PointGetNum());
}
Entity *p = SK.GetEntity(e->point[addAfterPoint + 1]);
p->PointForceTo(v);
SS.MarkGroupDirtyByEntity(gs.entity[0]);
ClearSelection();
});
2016-04-08 08:20:42 +00:00
}
}
if(gs.entities == gs.n) {
menu->AddItem(_("Toggle Construction"),
[]() { MenuRequest(Command::CONSTRUCTION); });
}
2016-04-08 08:20:42 +00:00
if(gs.points == 1) {
Entity *p = SK.GetEntity(gs.point[0]);
Constraint *c = nullptr;
IdList<Constraint,hConstraint> *lc = &(SK.constraint);
for(Constraint &ci : *lc) {
if(ci.type != Constraint::Type::POINTS_COINCIDENT) continue;
if(ci.ptA == p->h || ci.ptB == p->h) {
c = &ci;
break;
}
}
if(c) {
menu->AddItem(_("Delete Point-Coincident Constraint"), [this, p]() {
if(!p->IsPoint()) return;
SS.UndoRemember();
SK.constraint.ClearTags();
for(Constraint &c : SK.constraint) {
if(c.type != Constraint::Type::POINTS_COINCIDENT) continue;
if(c.ptA == p->h || c.ptB == p->h) {
c.tag = 1;
}
}
SK.constraint.RemoveTagged();
ClearSelection();
});
}
}
menu->AddSeparator();
if(LockedInWorkplane()) {
menu->AddItem(_("Cut"),
[]() { MenuClipboard(Command::CUT); });
menu->AddItem(_("Copy"),
[]() { MenuClipboard(Command::COPY); });
}
} else {
menu->AddItem(_("Select All"),
[]() { MenuEdit(Command::SELECT_ALL); });
}
if((!SS.clipboard.r.IsEmpty() || !SS.clipboard.c.IsEmpty()) && LockedInWorkplane()) {
menu->AddItem(_("Paste"),
[]() { MenuClipboard(Command::PASTE); });
menu->AddItem(_("Paste Transformed..."),
[]() { MenuClipboard(Command::PASTE_TRANSFORM); });
}
if(itemsSelected) {
menu->AddItem(_("Delete"),
[]() { MenuClipboard(Command::DELETE); });
menu->AddSeparator();
menu->AddItem(_("Unselect All"),
[]() { MenuEdit(Command::UNSELECT_ALL); });
}
// If only one item is selected, then it must be the one that we just
// selected from the hovered item; in which case unselect all and hovered
// are equivalent.
if(!hover.IsEmpty() && selection.n > 1) {
menu->AddItem(_("Unselect Hovered"), [this] {
if(!hover.IsEmpty()) {
MakeUnselected(&hover, /*coincidentPointTrick=*/true);
}
});
}
if(itemsSelected) {
menu->AddSeparator();
menu->AddItem(_("Zoom to Fit"),
[]() { MenuView(Command::ZOOM_TO_FIT); });
}
menu->PopUp();
context.active = false;
SS.ScheduleShowTW();
}
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
hRequest GraphicsWindow::AddRequest(Request::Type type) {
return AddRequest(type, /*rememberForUndo=*/true);
}
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
hRequest GraphicsWindow::AddRequest(Request::Type type, bool rememberForUndo) {
if(rememberForUndo) SS.UndoRemember();
Request r = {};
r.group = activeGroup;
Group *g = SK.GetGroup(activeGroup);
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(g->type == Group::Type::DRAWING_3D || g->type == Group::Type::DRAWING_WORKPLANE) {
r.construction = false;
} else {
r.construction = true;
}
r.workplane = ActiveWorkplane();
r.type = type;
SK.request.AddAndAssignId(&r);
// We must regenerate the parameters, so that the code that tries to
// place this request's entities where the mouse is can do so. But
// we mustn't try to solve until reasonable values have been supplied
// for these new parameters, or else we'll get a numerical blowup.
r.Generate(&SK.entity, &SK.param);
SS.MarkGroupDirty(r.group);
return r.h;
}
Vector GraphicsWindow::SnapToEntityByScreenPoint(Point2d pp, hEntity he) {
Entity *e = SK.GetEntity(he);
if(e->IsPoint()) return e->PointGetNum();
SEdgeList *edges = e->GetOrGenerateEdges();
double minD = -1.0f;
double k;
const SEdge *edge = NULL;
for(const auto &e : edges->l) {
Point2d p0 = ProjectPoint(e.a);
Point2d p1 = ProjectPoint(e.b);
Point2d dir = p1.Minus(p0);
double d = pp.DistanceToLine(p0, dir, /*asSegment=*/true);
if(minD > 0.0 && d > minD) continue;
minD = d;
k = pp.Minus(p0).Dot(dir) / dir.Dot(dir);
edge = &e;
}
if(edge == NULL) return UnProjectPoint(pp);
return edge->a.Plus(edge->b.Minus(edge->a).ScaledBy(k));
}
bool GraphicsWindow::ConstrainPointByHovered(hEntity pt, const Point2d *projected) {
if(!hover.entity.v) return false;
Entity *point = SK.GetEntity(pt);
Entity *e = SK.GetEntity(hover.entity);
if(e->IsPoint()) {
point->PointForceTo(e->PointGetNum());
Constraint::ConstrainCoincident(e->h, pt);
return true;
}
if(e->IsCircle()) {
if(projected != NULL) {
Vector snapPos = SnapToEntityByScreenPoint(*projected, e->h);
point->PointForceTo(snapPos);
}
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
Constraint::Constrain(Constraint::Type::PT_ON_CIRCLE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
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(e->type == Entity::Type::LINE_SEGMENT) {
if(projected != NULL) {
Vector snapPos = SnapToEntityByScreenPoint(*projected, e->h);
point->PointForceTo(snapPos);
}
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
Constraint::Constrain(Constraint::Type::PT_ON_LINE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
return false;
}
bool GraphicsWindow::MouseEvent(Platform::MouseEvent event) {
using Platform::MouseEvent;
double width, height;
window->GetContentSize(&width, &height);
event.x = event.x - width / 2;
event.y = height / 2 - event.y;
switch(event.type) {
case MouseEvent::Type::MOTION:
this->MouseMoved(event.x, event.y,
event.button == MouseEvent::Button::LEFT,
event.button == MouseEvent::Button::MIDDLE,
event.button == MouseEvent::Button::RIGHT,
event.shiftDown,
event.controlDown);
break;
case MouseEvent::Type::PRESS:
if(event.button == MouseEvent::Button::LEFT) {
this->MouseLeftDown(event.x, event.y, event.shiftDown, event.controlDown);
} else if(event.button == MouseEvent::Button::MIDDLE ||
event.button == MouseEvent::Button::RIGHT) {
this->MouseMiddleOrRightDown(event.x, event.y);
}
break;
case MouseEvent::Type::DBL_PRESS:
if(event.button == MouseEvent::Button::LEFT) {
this->MouseLeftDoubleClick(event.x, event.y);
}
break;
case MouseEvent::Type::RELEASE:
if(event.button == MouseEvent::Button::LEFT) {
this->MouseLeftUp(event.x, event.y, event.shiftDown, event.controlDown);
} else if(event.button == MouseEvent::Button::RIGHT) {
this->MouseRightUp(event.x, event.y);
}
break;
case MouseEvent::Type::SCROLL_VERT:
this->MouseScroll(event.shiftDown ? event.scrollDelta / 10 : event.scrollDelta);
break;
case MouseEvent::Type::LEAVE:
this->MouseLeave();
break;
}
return true;
}
void GraphicsWindow::MouseLeftDown(double mx, double my, bool shiftDown, bool ctrlDown) {
orig.mouseDown = true;
if(window->IsEditorVisible()) {
orig.mouse = Point2d::From(mx, my);
orig.mouseOnButtonDown = orig.mouse;
window->HideEditor();
return;
}
SS.TW.HideEditControl();
if(SS.showToolbar) {
if(ToolbarMouseDown((int)mx, (int)my)) return;
}
// This will be clobbered by MouseMoved below.
bool hasConstraintSuggestion = pending.hasSuggestion;
Constraint::Type constraintSuggestion = pending.suggestion;
// Make sure the hover is up to date.
MouseMoved(mx, my, /*leftDown=*/false, /*middleDown=*/false, /*rightDown=*/false,
/*shiftDown=*/false, /*ctrlDown=*/false);
orig.mouse.x = mx;
orig.mouse.y = my;
orig.mouseOnButtonDown = orig.mouse;
Point2d mouse = Point2d::From(mx, my);
// The current mouse location
Vector v = offset.ScaledBy(-1);
v = v.Plus(projRight.ScaledBy(mx/scale));
v = v.Plus(projUp.ScaledBy(my/scale));
hRequest hr = {};
hConstraint hc = {};
switch(pending.operation) {
case Pending::COMMAND:
switch(pending.command) {
case Command::DATUM_POINT:
hr = AddRequest(Request::Type::DATUM_POINT);
SK.GetEntity(hr.entity(0))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(0), &mouse);
ClearSuper();
break;
case Command::LINE_SEGMENT:
case Command::CONSTR_SEGMENT:
hr = AddRequest(Request::Type::LINE_SEGMENT);
SK.GetRequest(hr)->construction = (pending.command == Command::CONSTR_SEGMENT);
SK.GetEntity(hr.entity(1))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1), &mouse);
ClearSuper();
AddToPending(hr);
pending.operation = Pending::DRAGGING_NEW_LINE_POINT;
pending.request = hr;
pending.point = hr.entity(2);
pending.description = _("click next point of line, or press Esc");
SK.GetEntity(pending.point)->PointForceTo(v);
break;
case Command::RECTANGLE: {
if(!SS.GW.LockedInWorkplane()) {
Error(_("Can't draw rectangle in 3d; first, activate a workplane "
"with Sketch -> In Workplane."));
ClearSuper();
break;
}
hRequest lns[4];
int i;
SS.UndoRemember();
for(i = 0; i < 4; i++) {
lns[i] = AddRequest(Request::Type::LINE_SEGMENT, /*rememberForUndo=*/false);
AddToPending(lns[i]);
}
for(i = 0; i < 4; i++) {
Constraint::ConstrainCoincident(
lns[i].entity(1), lns[(i+1)%4].entity(2));
SK.GetEntity(lns[i].entity(1))->PointForceTo(v);
SK.GetEntity(lns[i].entity(2))->PointForceTo(v);
}
for(i = 0; i < 4; i++) {
Constraint::Constrain(
(i % 2) ? Constraint::Type::HORIZONTAL : Constraint::Type::VERTICAL,
Entity::NO_ENTITY, Entity::NO_ENTITY,
lns[i].entity(0));
}
if(ConstrainPointByHovered(lns[2].entity(1), &mouse)) {
Vector pos = SK.GetEntity(lns[2].entity(1))->PointGetNum();
for(i = 0; i < 4; i++) {
SK.GetEntity(lns[i].entity(1))->PointForceTo(pos);
SK.GetEntity(lns[i].entity(2))->PointForceTo(pos);
}
}
pending.operation = Pending::DRAGGING_NEW_POINT;
pending.point = lns[1].entity(2);
pending.description = _("click to place other corner of rectangle");
hr = lns[0];
break;
}
case Command::CIRCLE:
hr = AddRequest(Request::Type::CIRCLE);
// Centered where we clicked
SK.GetEntity(hr.entity(1))->PointForceTo(v);
// Normal to the screen
SK.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
// Initial radius zero
SK.GetEntity(hr.entity(64))->DistanceForceTo(0);
ConstrainPointByHovered(hr.entity(1), &mouse);
ClearSuper();
AddToPending(hr);
pending.operation = Pending::DRAGGING_NEW_RADIUS;
pending.circle = hr.entity(0);
pending.description = _("click to set radius");
break;
case Command::ARC: {
if(!SS.GW.LockedInWorkplane()) {
Error(_("Can't draw arc in 3d; first, activate a workplane "
"with Sketch -> In Workplane."));
ClearPending();
break;
}
hr = AddRequest(Request::Type::ARC_OF_CIRCLE);
// This fudge factor stops us from immediately failing to solve
// because of the arc's implicit (equal radius) tangent.
Vector adj = SS.GW.projRight.WithMagnitude(2/SS.GW.scale);
SK.GetEntity(hr.entity(1))->PointForceTo(v.Minus(adj));
SK.GetEntity(hr.entity(2))->PointForceTo(v);
SK.GetEntity(hr.entity(3))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(2), &mouse);
ClearSuper();
AddToPending(hr);
pending.operation = Pending::DRAGGING_NEW_ARC_POINT;
pending.point = hr.entity(3);
pending.description = _("click to place point");
break;
}
case Command::CUBIC:
hr = AddRequest(Request::Type::CUBIC);
SK.GetEntity(hr.entity(1))->PointForceTo(v);
SK.GetEntity(hr.entity(2))->PointForceTo(v);
SK.GetEntity(hr.entity(3))->PointForceTo(v);
SK.GetEntity(hr.entity(4))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1), &mouse);
ClearSuper();
AddToPending(hr);
pending.operation = Pending::DRAGGING_NEW_CUBIC_POINT;
pending.point = hr.entity(4);
pending.description = _("click next point of cubic, or press Esc");
break;
case Command::WORKPLANE:
if(LockedInWorkplane()) {
Error(_("Sketching in a workplane already; sketch in 3d before "
"creating new workplane."));
ClearSuper();
break;
}
hr = AddRequest(Request::Type::WORKPLANE);
SK.GetEntity(hr.entity(1))->PointForceTo(v);
SK.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1), &mouse);
ClearSuper();
break;
case Command::TTF_TEXT: {
if(!SS.GW.LockedInWorkplane()) {
Error(_("Can't draw text in 3d; first, activate a workplane "
"with Sketch -> In Workplane."));
ClearSuper();
break;
}
hr = AddRequest(Request::Type::TTF_TEXT);
AddToPending(hr);
Request *r = SK.GetRequest(hr);
r->str = "Abc";
r->font = Platform::embeddedFont;
for(int i = 1; i <= 4; i++) {
SK.GetEntity(hr.entity(i))->PointForceTo(v);
}
pending.operation = Pending::DRAGGING_NEW_POINT;
pending.point = hr.entity(3);
pending.description = _("click to place bottom right of text");
break;
}
2016-11-29 16:49:20 +00:00
case Command::IMAGE: {
if(!SS.GW.LockedInWorkplane()) {
Error(_("Can't draw image in 3d; first, activate a workplane "
"with Sketch -> In Workplane."));
ClearSuper();
break;
}
hr = AddRequest(Request::Type::IMAGE);
AddToPending(hr);
Request *r = SK.GetRequest(hr);
r->file = pending.filename;
for(int i = 1; i <= 4; i++) {
SK.GetEntity(hr.entity(i))->PointForceTo(v);
}
2016-11-29 16:49:20 +00:00
pending.operation = Pending::DRAGGING_NEW_POINT;
pending.point = hr.entity(3);
pending.description = "click to place bottom right of image";
2016-11-29 16:49:20 +00:00
break;
}
case Command::COMMENT: {
ClearSuper();
Constraint c = {};
c.group = SS.GW.activeGroup;
c.workplane = SS.GW.ActiveWorkplane();
c.type = Constraint::Type::COMMENT;
c.disp.offset = v;
c.comment = _("NEW COMMENT -- DOUBLE-CLICK TO EDIT");
hc = Constraint::AddConstraint(&c);
break;
}
default: ssassert(false, "Unexpected pending menu id");
}
break;
case Pending::DRAGGING_RADIUS:
ClearPending();
break;
case Pending::DRAGGING_NEW_POINT:
case Pending::DRAGGING_NEW_ARC_POINT:
ConstrainPointByHovered(pending.point, &mouse);
ClearPending();
break;
case Pending::DRAGGING_NEW_CUBIC_POINT: {
hRequest hr = pending.point.request();
Request *r = SK.GetRequest(hr);
if(hover.entity == hr.entity(1) && r->extraPoints >= 2) {
// They want the endpoints coincident, which means a periodic
// spline instead.
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
r->type = Request::Type::CUBIC_PERIODIC;
// Remove the off-curve control points, which are no longer
// needed here; so move [2,ep+1] down, skipping first pt.
int i;
for(i = 2; i <= r->extraPoints+1; i++) {
SK.GetEntity(hr.entity((i-1)+1))->PointForceTo(
SK.GetEntity(hr.entity(i+1))->PointGetNum());
}
// and move ep+3 down by two, skipping both
SK.GetEntity(hr.entity((r->extraPoints+1)+1))->PointForceTo(
SK.GetEntity(hr.entity((r->extraPoints+3)+1))->PointGetNum());
r->extraPoints -= 2;
// And we're done.
SS.MarkGroupDirty(r->group);
ClearPending();
break;
}
if(ConstrainPointByHovered(pending.point, &mouse)) {
ClearPending();
break;
}
Entity e;
if(r->extraPoints >= (int)arraylen(e.point) - 4) {
ClearPending();
break;
}
(SK.GetRequest(hr)->extraPoints)++;
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
SS.GenerateAll(SolveSpaceUI::Generate::REGEN);
int ep = r->extraPoints;
Vector last = SK.GetEntity(hr.entity(3+ep))->PointGetNum();
SK.GetEntity(hr.entity(2+ep))->PointForceTo(last);
SK.GetEntity(hr.entity(3+ep))->PointForceTo(v);
SK.GetEntity(hr.entity(4+ep))->PointForceTo(v);
pending.point = hr.entity(4+ep);
break;
}
case Pending::DRAGGING_NEW_LINE_POINT: {
if(hover.entity.v) {
Entity *e = SK.GetEntity(hover.entity);
if(e->IsPoint()) {
hRequest hrl = pending.point.request();
Entity *sp = SK.GetEntity(hrl.entity(1));
if(( e->PointGetNum()).Equals(
(sp->PointGetNum())))
{
// If we constrained by the hovered point, then we
// would create a zero-length line segment. That's
// not good, so just stop drawing.
ClearPending();
break;
}
}
}
bool doneDragging = ConstrainPointByHovered(pending.point, &mouse);
// Constrain the line segment horizontal or vertical if close enough
if(hasConstraintSuggestion) {
Constraint::TryConstrain(constraintSuggestion,
Entity::NO_ENTITY, Entity::NO_ENTITY, pending.request.entity(0));
}
if(doneDragging) {
ClearPending();
break;
}
// Create a new line segment, so that we continue drawing.
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
hRequest hr = AddRequest(Request::Type::LINE_SEGMENT);
ReplacePending(pending.request, hr);
SK.GetRequest(hr)->construction = SK.GetRequest(pending.request)->construction;
// Displace the second point of the new line segment slightly,
// to avoid creating zero-length edge warnings.
SK.GetEntity(hr.entity(2))->PointForceTo(
v.Plus(projRight.ScaledBy(0.5/scale)));
// Constrain the line segments to share an endpoint
Constraint::ConstrainCoincident(pending.point, hr.entity(1));
Vector pendingPos = SK.GetEntity(pending.point)->PointGetNum();
SK.GetEntity(hr.entity(1))->PointForceTo(pendingPos);
// And drag an endpoint of the new line segment
pending.operation = Pending::DRAGGING_NEW_LINE_POINT;
pending.request = hr;
pending.point = hr.entity(2);
pending.description = _("click next point of line, or press Esc");
break;
}
case Pending::NONE:
default:
ClearPending();
if(!hover.IsEmpty()) {
if(!ctrlDown) {
hoverWasSelectedOnMousedown = IsSelected(&hover);
MakeSelected(&hover);
} else {
MakeUnselected(&hover, /*coincidentPointTrick=*/true);
}
}
break;
}
// Activate group with newly created request/constraint
Group *g = NULL;
if(hr.v != 0) {
g = SK.GetGroup(SK.GetRequest(hr)->group);
}
if(hc.v != 0) {
g = SK.GetGroup(SK.GetConstraint(hc)->group);
}
if(g != NULL) {
g->visible = true;
}
SS.ScheduleShowTW();
Invalidate();
}
void GraphicsWindow::MouseLeftUp(double mx, double my, bool shiftDown, bool ctrlDown) {
orig.mouseDown = false;
switch(pending.operation) {
case Pending::DRAGGING_POINTS:
case Pending::DRAGGING_CONSTRAINT:
case Pending::DRAGGING_NORMAL:
case Pending::DRAGGING_RADIUS:
if(!hoverWasSelectedOnMousedown) {
// And then clear the selection again, since they
// probably didn't want that selected if they just
// were dragging it.
ClearSelection();
}
hoverWasSelectedOnMousedown = false;
SS.extraLine.draw = false;
ClearPending();
Invalidate();
break;
case Pending::DRAGGING_MARQUEE:
SelectByMarquee();
ClearPending();
Invalidate();
break;
case Pending::NONE:
if(hover.IsEmpty() && !ctrlDown) {
ClearSelection();
}
break;
default:
break; // do nothing
}
}
void GraphicsWindow::EditConstraint(hConstraint constraint) {
constraintBeingEdited = constraint;
ClearSuper();
Constraint *c = SK.GetConstraint(constraintBeingEdited);
if(!c->HasLabel()) {
// Not meaningful to edit a constraint without a dimension
return;
}
if(c->reference) {
// Not meaningful to edit a reference dimension
return;
}
Vector p3 = c->GetLabelPos(GetCamera());
Point2d p2 = ProjectPoint(p3);
std::string editValue;
std::string editPlaceholder;
switch(c->type) {
case Constraint::Type::COMMENT:
editValue = c->comment;
editPlaceholder = "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa";
break;
default: {
double value = fabs(c->valA);
// If displayed as radius, also edit as radius.
if(c->type == Constraint::Type::DIAMETER && c->other)
value /= 2;
// Try showing value with default number of digits after decimal first.
if(c->type == Constraint::Type::LENGTH_RATIO || c->type == Constraint::Type::ARC_ARC_LEN_RATIO || c->type == Constraint::Type::ARC_LINE_LEN_RATIO) {
editValue = ssprintf("%.3f", value);
} else if(c->type == Constraint::Type::ANGLE) {
editValue = SS.DegreeToString(value);
} else {
editValue = SS.MmToString(value, true);
value /= SS.MmPerUnit();
}
// If that's not enough to represent it exactly, show the value with as many
// digits after decimal as required, up to 10.
int digits = 0;
while(fabs(std::stod(editValue) - value) > 1e-10) {
editValue = ssprintf("%.*f", digits, value);
digits++;
}
editPlaceholder = "10.000000";
break;
}
}
double width, height;
window->GetContentSize(&width, &height);
hStyle hs = c->disp.style;
if(hs.v == 0) hs.v = Style::CONSTRAINT;
double capHeight = Style::TextHeight(hs);
double fontHeight = VectorFont::Builtin()->GetHeight(capHeight);
double editMinWidth = VectorFont::Builtin()->GetWidth(capHeight, editPlaceholder);
window->ShowEditor(p2.x + width / 2, height / 2 - p2.y,
fontHeight, editMinWidth,
/*isMonospace=*/false, editValue);
}
void GraphicsWindow::MouseLeftDoubleClick(double mx, double my) {
if(window->IsEditorVisible()) return;
SS.TW.HideEditControl();
if(hover.constraint.v) {
EditConstraint(hover.constraint);
}
}
void GraphicsWindow::EditControlDone(const std::string &s) {
window->HideEditor();
window->Invalidate();
Constraint *c = SK.GetConstraint(constraintBeingEdited);
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) {
SS.UndoRemember();
c->comment = s;
return;
}
if(Expr *e = Expr::From(s, true)) {
SS.UndoRemember();
switch(c->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.
2016-05-20 08:31:20 +00:00
case Constraint::Type::PROJ_PT_DISTANCE:
case Constraint::Type::PT_LINE_DISTANCE:
case Constraint::Type::PT_FACE_DISTANCE:
case Constraint::Type::PT_PLANE_DISTANCE:
case Constraint::Type::LENGTH_DIFFERENCE:
case Constraint::Type::ARC_ARC_DIFFERENCE:
case Constraint::Type::ARC_LINE_DIFFERENCE: {
// The sign is not displayed to the user, but this is a signed
// distance internally. To flip the sign, the user enters a
// negative distance.
bool wasNeg = (c->valA < 0);
if(wasNeg) {
c->valA = -SS.ExprToMm(e);
} else {
c->valA = SS.ExprToMm(e);
}
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.
2016-05-20 08:31:20 +00:00
case Constraint::Type::ANGLE:
case Constraint::Type::LENGTH_RATIO:
case Constraint::Type::ARC_ARC_LEN_RATIO:
case Constraint::Type::ARC_LINE_LEN_RATIO:
// These don't get the units conversion for distance, and
// they're always positive
c->valA = fabs(e->Eval());
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.
2016-05-20 08:31:20 +00:00
case Constraint::Type::DIAMETER:
c->valA = fabs(SS.ExprToMm(e));
// If displayed and edited as radius, convert back
// to diameter
if(c->other)
c->valA *= 2;
break;
default:
// These are always positive, and they get the units conversion.
c->valA = fabs(SS.ExprToMm(e));
break;
}
SS.MarkGroupDirty(c->group);
}
}
void GraphicsWindow::MouseScroll(double zoomMultiplyer) {
// To support smooth scrolling where scroll wheel events come in increments
// smaller (or larger) than 1 we do:
// scale *= exp(ln(1.2) * zoomMultiplyer);
// to ensure that the same total scroll delta always results in the same
// total zoom irrespective of in how many increments the zoom was applied.
// For example if we scroll a total delta of a+b in two events vs. one then
// scale * e^a * e^b == scale * e^(a+b)
// while
// scale * a * b != scale * (a+b)
// So this constant is ln(1.2) = 0.1823216 to make the default zoom 1.2x
ZoomToMouse(zoomMultiplyer);
}
void GraphicsWindow::MouseLeave() {
// Un-hover everything when the mouse leaves our window, unless there's
// currently a context menu shown.
if(!context.active) {
hover.Clear();
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
toolbarHovered = Command::NONE;
Invalidate();
}
SS.extraLine.draw = false;
}
void GraphicsWindow::SixDofEvent(Platform::SixDofEvent event) {
if(event.type == Platform::SixDofEvent::Type::RELEASE) {
ZoomToFit(/*includingInvisibles=*/false, /*useSelection=*/true);
Invalidate();
return;
}
if(!havePainted) return;
Vector out = projRight.Cross(projUp);
// rotation vector is axis of rotation, and its magnitude is angle
Vector aa = Vector::From(event.rotationX, event.rotationY, event.rotationZ);
// but it's given with respect to screen projection frame
aa = aa.ScaleOutOfCsys(projRight, projUp, out);
double aam = aa.Magnitude();
2013-12-02 06:22:35 +00:00
if(aam > 0.0) aa = aa.WithMagnitude(1);
// This can either transform our view, or transform a linked part.
GroupSelection();
Entity *e = NULL;
Group *g = NULL;
if(gs.points == 1 && gs.n == 1) e = SK.GetEntity(gs.point [0]);
if(gs.entities == 1 && gs.n == 1) e = SK.GetEntity(gs.entity[0]);
if(e) g = SK.GetGroup(e->group);
if(g && g->type == Group::Type::LINKED && !event.shiftDown) {
// Apply the transformation to a linked part. Gain down the Z
// axis, since it's hard to see what you're doing on that one since
// it's normal to the screen.
Vector t = projRight.ScaledBy(event.translationX/scale).Plus(
projUp .ScaledBy(event.translationY/scale).Plus(
out .ScaledBy(0.1*event.translationZ/scale)));
Quaternion q = Quaternion::From(aa, aam);
// If we go five seconds without SpaceNavigator input, or if we've
// switched groups, then consider that a new action and save an undo
// point.
int64_t now = GetMilliseconds();
if(now - last6DofTime > 5000 ||
last6DofGroup != g->h)
{
SS.UndoRemember();
}
g->TransformImportedBy(t, q);
last6DofTime = now;
last6DofGroup = g->h;
SS.MarkGroupDirty(g->h);
} else {
// Apply the transformation to the view of the everything. The
// x and y components are translation; but z component is scale,
// not translation, or else it would do nothing in a parallel
// projection
offset = offset.Plus(projRight.ScaledBy(event.translationX/scale));
offset = offset.Plus(projUp.ScaledBy(event.translationY/scale));
scale *= exp(0.001*event.translationZ);
2013-12-02 06:22:35 +00:00
if(aam > 0.0) {
projRight = projRight.RotatedAbout(aa, -aam);
projUp = projUp. RotatedAbout(aa, -aam);
NormalizeProjectionVectors();
}
}
havePainted = false;
Invalidate();
}