solvespace/src/mouse.cpp

1376 lines
47 KiB
C++
Raw Normal View History

//-----------------------------------------------------------------------------
// 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);
}
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->v == hp.v) {
// Exact same point.
return;
}
Entity *pe = SK.GetEntity(*hee);
if(pe->type == p->type &&
pe->type != Entity::POINT_IN_2D &&
pe->type != Entity::POINT_IN_3D &&
pe->group.v == p->group.v)
{
// 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);
2015-03-29 00:30:52 +00:00
} else if(e->type == Entity::LINE_SEGMENT ||
e->type == Entity::ARC_OF_CIRCLE ||
e->type == Entity::CUBIC ||
e->type == Entity::CUBIC_PERIODIC ||
e->type == Entity::CIRCLE ||
e->type == Entity::TTF_TEXT)
{
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(void) {
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) StartDraggingByEntity(hover.entity);
}
void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
{
if(GraphicsEditControlIsVisible()) 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;
}
if(SS.showToolbar) {
if(ToolbarMouseMoved((int)x, (int)y)) {
hover.Clear();
return;
}
}
if(!leftDown && (pending.operation == DRAGGING_POINTS ||
pending.operation == DRAGGING_MARQUEE))
{
ClearPending();
InvalidateGraphics();
}
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
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;
if(SS.TW.shown.screen == TextWindow::SCREEN_EDIT_VIEW) {
if(havePainted) {
SS.ScheduleShowTW();
}
}
InvalidateGraphics();
havePainted = false;
return;
}
2015-03-29 00:30:52 +00:00
if(pending.operation == 0) {
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;
if(hover.entity.v) e = SK.GetEntity(hover.entity);
if(e && e->type != Entity::WORKPLANE) {
Entity *e = SK.GetEntity(hover.entity);
if(e->type == Entity::CIRCLE && selection.n <= 1) {
// Drag the radius.
ClearSelection();
pending.circle = hover.entity;
pending.operation = DRAGGING_RADIUS;
} else if(e->IsNormal()) {
ClearSelection();
pending.normal = hover.entity;
pending.operation = DRAGGING_NORMAL;
} else {
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(e->h);
}
StartDraggingBySelection();
if(!hoverWasSelectedOnMousedown) {
// And then clear the selection again, since they
// probably didn't want that selected if they just
// were dragging it.
ClearSelection();
}
hover.Clear();
pending.operation = 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 = DRAGGING_CONSTRAINT;
}
if(pending.operation != 0) {
// 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, false);
hover.Clear();
}
pending.operation = 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 < FIRST_PENDING) {
HitTestMakeSelection(mp);
return;
}
// 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) {
if(pending.operation == DRAGGING_POINTS && ctrlDown) {
SS.extraLine.ptA = UnProjectPoint(orig.mouseOnButtonDown);
SS.extraLine.ptB = UnProjectPoint(mp);
SS.extraLine.draw = true;
}
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 DRAGGING_CONSTRAINT: {
Constraint *c = SK.constraint.FindById(pending.constraint);
UpdateDraggedNum(&(c->disp.offset), x, y);
orig.mouse = mp;
InvalidateGraphics();
break;
}
case DRAGGING_NEW_LINE_POINT:
case DRAGGING_NEW_POINT:
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
SS.MarkGroupDirtyByEntity(pending.point);
orig.mouse = mp;
InvalidateGraphics();
break;
case 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
orig.mouse = mp;
break;
}
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);
SS.extraLine.draw = true;
SS.extraLine.ptA = UnProjectPoint(orig.mouseOnButtonDown);
SS.extraLine.ptB = UnProjectPoint(mp);
} 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));
}
orig.mouse = mp;
// 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);
if(e->type != Entity::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);
SS.MarkGroupDirtyByEntity(e->h);
}
continue;
}
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 DRAGGING_NEW_CUBIC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
if(pending.point.v == hr.entity(4).v) {
// 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 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 DRAGGING_NEW_RADIUS:
case 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);
break;
}
case 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 DRAGGING_MARQUEE:
orig.mouse = mp;
InvalidateGraphics();
break;
default: oops();
}
if(pending.operation != 0 &&
pending.operation != DRAGGING_CONSTRAINT &&
pending.operation != DRAGGING_MARQUEE)
{
SS.GenerateAll();
}
}
void GraphicsWindow::ClearPending(void) {
pending.points.Clear();
pending = {};
SS.ScheduleShowTW();
}
void GraphicsWindow::MouseMiddleOrRightDown(double x, double y) {
if(GraphicsEditControlIsVisible()) return;
orig.offset = offset;
orig.projUp = projUp;
orig.projRight = projRight;
orig.mouse.x = x;
orig.mouse.y = y;
orig.startedMoving = false;
}
void GraphicsWindow::ContextMenuListStyles(void) {
CreateContextSubmenu();
Style *s;
bool empty = true;
for(s = SK.style.First(); s; s = SK.style.NextAfter(s)) {
if(s->h.v < Style::FIRST_CUSTOM) continue;
AddContextMenuItem(s->DescriptionString().c_str(), CMNU_FIRST_STYLE + s->h.v);
empty = false;
}
if(!empty) AddContextMenuItem(NULL, CONTEXT_SEPARATOR);
AddContextMenuItem("No Style", CMNU_NO_STYLE);
AddContextMenuItem("Newly Created Custom Style...", CMNU_NEW_CUSTOM_STYLE);
}
void GraphicsWindow::MouseRightUp(double x, double y) {
SS.extraLine.draw = false;
InvalidateGraphics();
// 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;
if(pending.operation == DRAGGING_NEW_LINE_POINT) {
SuggestedConstraint suggested =
SS.GW.SuggestLineConstraint(SS.GW.pending.request);
if(suggested != SUGGESTED_NONE) {
Constraint::Constrain(suggested,
Entity::NO_ENTITY, Entity::NO_ENTITY, pending.request.entity(0));
}
}
if(pending.operation == DRAGGING_NEW_LINE_POINT ||
pending.operation == DRAGGING_NEW_CUBIC_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 new cubic segments.
ClearPending();
return;
}
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) {
ContextMenuListStyles();
AddContextMenuItem("Assign to Style", CONTEXT_SUBMENU);
}
if(gs.n + gs.constraints == 1) {
AddContextMenuItem("Group Info", CMNU_GROUP_INFO);
}
if(gs.n + gs.constraints == 1 && gs.stylables == 1) {
AddContextMenuItem("Style Info", CMNU_STYLE_INFO);
}
if(gs.withEndpoints > 0) {
AddContextMenuItem("Select Edge Chain", CMNU_SELECT_CHAIN);
}
if(gs.constraints == 1 && gs.n == 0) {
Constraint *c = SK.GetConstraint(gs.constraint[0]);
if(c->HasLabel() && c->type != Constraint::COMMENT) {
AddContextMenuItem("Toggle Reference Dimension",
CMNU_REFERENCE_DIM);
}
if(c->type == Constraint::ANGLE ||
c->type == Constraint::EQUAL_ANGLE)
{
AddContextMenuItem("Other Supplementary Angle",
CMNU_OTHER_ANGLE);
}
}
if(gs.comments > 0 || gs.points > 0) {
AddContextMenuItem("Snap to Grid", CMNU_SNAP_TO_GRID);
}
if(gs.points == 1) {
Entity *p = SK.GetEntity(gs.point[0]);
Constraint *c;
IdList<Constraint,hConstraint> *lc = &(SK.constraint);
for(c = lc->First(); c; c = lc->NextAfter(c)) {
if(c->type != Constraint::POINTS_COINCIDENT) continue;
if(c->ptA.v == p->h.v || c->ptB.v == p->h.v) {
break;
}
}
if(c) {
AddContextMenuItem("Delete Point-Coincident Constraint",
CMNU_DEL_COINCIDENT);
}
}
AddContextMenuItem(NULL, CONTEXT_SEPARATOR);
if(LockedInWorkplane()) {
AddContextMenuItem("Cut", CMNU_CUT_SEL);
AddContextMenuItem("Copy", CMNU_COPY_SEL);
}
}
if(SS.clipboard.r.n > 0 && LockedInWorkplane()) {
AddContextMenuItem("Paste", CMNU_PASTE_SEL);
}
if(itemsSelected) {
AddContextMenuItem("Delete", CMNU_DELETE_SEL);
AddContextMenuItem(NULL, CONTEXT_SEPARATOR);
AddContextMenuItem("Unselect All", CMNU_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) {
AddContextMenuItem("Unselect Hovered", CMNU_UNSELECT_HOVERED);
}
int ret = ShowContextMenu();
switch(ret) {
case CMNU_UNSELECT_ALL:
MenuEdit(MNU_UNSELECT_ALL);
break;
case CMNU_UNSELECT_HOVERED:
if(!hover.IsEmpty()) {
MakeUnselected(&hover, true);
}
break;
case CMNU_SELECT_CHAIN:
MenuEdit(MNU_SELECT_CHAIN);
break;
case CMNU_CUT_SEL:
MenuClipboard(MNU_CUT);
break;
case CMNU_COPY_SEL:
MenuClipboard(MNU_COPY);
break;
case CMNU_PASTE_SEL:
MenuClipboard(MNU_PASTE);
break;
case CMNU_DELETE_SEL:
MenuClipboard(MNU_DELETE);
break;
case CMNU_REFERENCE_DIM:
Constraint::MenuConstrain(MNU_REFERENCE);
break;
case CMNU_OTHER_ANGLE:
Constraint::MenuConstrain(MNU_OTHER_ANGLE);
break;
case CMNU_DEL_COINCIDENT: {
SS.UndoRemember();
if(!gs.point[0].v) break;
Entity *p = SK.GetEntity(gs.point[0]);
if(!p->IsPoint()) break;
SK.constraint.ClearTags();
Constraint *c;
for(c = SK.constraint.First(); c; c = SK.constraint.NextAfter(c)) {
if(c->type != Constraint::POINTS_COINCIDENT) continue;
if(c->ptA.v == p->h.v || c->ptB.v == p->h.v) {
c->tag = 1;
}
}
SK.constraint.RemoveTagged();
ClearSelection();
break;
}
case CMNU_SNAP_TO_GRID:
MenuEdit(MNU_SNAP_TO_GRID);
break;
case CMNU_GROUP_INFO: {
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 {
break;
}
ClearSelection();
SS.TW.GoToScreen(TextWindow::SCREEN_GROUP_INFO);
SS.TW.shown.group = hg;
SS.ScheduleShowTW();
break;
}
case CMNU_STYLE_INFO: {
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])->disp.style;
if(!hs.v) hs.v = Style::CONSTRAINT;
} else {
break;
}
ClearSelection();
SS.TW.GoToScreen(TextWindow::SCREEN_STYLE_INFO);
SS.TW.shown.style = hs;
SS.ScheduleShowTW();
break;
}
case CMNU_NEW_CUSTOM_STYLE: {
uint32_t v = Style::CreateCustomStyle();
Style::AssignSelectionToStyle(v);
break;
}
case CMNU_NO_STYLE:
Style::AssignSelectionToStyle(0);
break;
default:
if(ret >= CMNU_FIRST_STYLE) {
Style::AssignSelectionToStyle(ret - CMNU_FIRST_STYLE);
} else {
// otherwise it was cancelled, so do nothing
contextMenuCancelTime = GetMilliseconds();
}
break;
}
context.active = false;
SS.ScheduleShowTW();
}
hRequest GraphicsWindow::AddRequest(int type) {
return AddRequest(type, true);
}
hRequest GraphicsWindow::AddRequest(int type, bool rememberForUndo) {
if(rememberForUndo) SS.UndoRemember();
Request r = {};
r.group = activeGroup;
Group *g = SK.GetGroup(activeGroup);
if(g->type == Group::DRAWING_3D || g->type == Group::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.
SS.GenerateAll(SolveSpaceUI::GENERATE_REGEN);
SS.MarkGroupDirty(r.group);
return r.h;
}
bool GraphicsWindow::ConstrainPointByHovered(hEntity pt) {
if(!hover.entity.v) return false;
Entity *e = SK.GetEntity(hover.entity);
if(e->IsPoint()) {
Constraint::ConstrainCoincident(e->h, pt);
return true;
}
if(e->IsCircle()) {
2015-03-29 00:30:52 +00:00
Constraint::Constrain(Constraint::PT_ON_CIRCLE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
if(e->type == Entity::LINE_SEGMENT) {
Constraint::Constrain(Constraint::PT_ON_LINE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
return false;
}
void GraphicsWindow::MouseLeftDown(double mx, double my) {
orig.mouseDown = true;
if(GraphicsEditControlIsVisible()) {
orig.mouse = Point2d::From(mx, my);
orig.mouseOnButtonDown = orig.mouse;
HideGraphicsEditControl();
return;
}
SS.TW.HideEditControl();
if(SS.showToolbar) {
if(ToolbarMouseDown((int)mx, (int)my)) return;
}
// Make sure the hover is up to date.
MouseMoved(mx, my, false, false, false, false, false);
orig.mouse.x = mx;
orig.mouse.y = my;
orig.mouseOnButtonDown = orig.mouse;
// 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;
switch(pending.operation) {
case MNU_DATUM_POINT:
hr = AddRequest(Request::DATUM_POINT);
SK.GetEntity(hr.entity(0))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(0));
ClearSuper();
break;
case MNU_LINE_SEGMENT:
case MNU_CONSTR_SEGMENT:
hr = AddRequest(Request::LINE_SEGMENT);
SK.GetRequest(hr)->construction = (pending.operation == MNU_CONSTR_SEGMENT);
SK.GetEntity(hr.entity(1))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
pending.operation = 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 MNU_RECTANGLE: {
if(!SS.GW.LockedInWorkplane()) {
Error("Can't draw rectangle in 3d; select a workplane first.");
ClearSuper();
break;
}
hRequest lns[4];
int i;
SS.UndoRemember();
for(i = 0; i < 4; i++) {
lns[i] = AddRequest(Request::LINE_SEGMENT, false);
}
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::HORIZONTAL : Constraint::VERTICAL,
2015-03-29 00:30:52 +00:00
Entity::NO_ENTITY, Entity::NO_ENTITY,
lns[i].entity(0));
}
ConstrainPointByHovered(lns[2].entity(1));
pending.operation = DRAGGING_NEW_POINT;
pending.point = lns[1].entity(2);
pending.description = "click to place other corner of rectangle";
break;
}
case MNU_CIRCLE:
hr = AddRequest(Request::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));
ClearSuper();
pending.operation = DRAGGING_NEW_RADIUS;
pending.circle = hr.entity(0);
pending.description = "click to set radius";
break;
case MNU_ARC: {
if(!SS.GW.LockedInWorkplane()) {
Error("Can't draw arc in 3d; select a workplane first.");
ClearPending();
break;
}
hr = AddRequest(Request::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));
ClearSuper();
pending.operation = DRAGGING_NEW_ARC_POINT;
pending.point = hr.entity(3);
pending.description = "click to place point";
break;
}
case MNU_CUBIC:
hr = AddRequest(Request::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));
ClearSuper();
pending.operation = DRAGGING_NEW_CUBIC_POINT;
pending.point = hr.entity(4);
pending.description = "click next point of cubic, or press Esc";
break;
case MNU_WORKPLANE:
if(LockedInWorkplane()) {
Error("Sketching in a workplane already; sketch in 3d before "
"creating new workplane.");
ClearSuper();
break;
}
hr = AddRequest(Request::WORKPLANE);
SK.GetEntity(hr.entity(1))->PointForceTo(v);
2015-03-29 00:30:52 +00:00
SK.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
break;
case MNU_TTF_TEXT: {
if(!SS.GW.LockedInWorkplane()) {
Error("Can't draw text in 3d; select a workplane first.");
ClearSuper();
break;
}
hr = AddRequest(Request::TTF_TEXT);
Request *r = SK.GetRequest(hr);
r->str = "Abc";
r->font = "arial.ttf";
SK.GetEntity(hr.entity(1))->PointForceTo(v);
SK.GetEntity(hr.entity(2))->PointForceTo(v);
pending.operation = DRAGGING_NEW_POINT;
pending.point = hr.entity(2);
pending.description = "click to place bottom left of text";
break;
}
case MNU_COMMENT: {
ClearSuper();
Constraint c = {};
c.group = SS.GW.activeGroup;
c.workplane = SS.GW.ActiveWorkplane();
c.type = Constraint::COMMENT;
c.disp.offset = v;
c.comment = "NEW COMMENT -- DOUBLE-CLICK TO EDIT";
Constraint::AddConstraint(&c);
break;
}
case DRAGGING_RADIUS:
case DRAGGING_NEW_POINT:
// The MouseMoved event has already dragged it as desired.
ClearPending();
break;
case DRAGGING_NEW_ARC_POINT:
ConstrainPointByHovered(pending.point);
ClearPending();
break;
case DRAGGING_NEW_CUBIC_POINT: {
hRequest hr = pending.point.request();
Request *r = SK.GetRequest(hr);
if(hover.entity.v == hr.entity(1).v && r->extraPoints >= 2) {
// They want the endpoints coincident, which means a periodic
// spline instead.
r->type = Request::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);
SS.ScheduleGenerateAll();
ClearPending();
break;
}
if(ConstrainPointByHovered(pending.point)) {
ClearPending();
break;
}
Entity e;
if(r->extraPoints >= (int)arraylen(e.point) - 4) {
ClearPending();
break;
}
(SK.GetRequest(hr)->extraPoints)++;
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 DRAGGING_NEW_LINE_POINT: {
// Constrain the line segment horizontal or vertical if close enough
SuggestedConstraint suggested =
SS.GW.SuggestLineConstraint(SS.GW.pending.request);
if(suggested != SUGGESTED_NONE) {
Constraint::Constrain(suggested,
Entity::NO_ENTITY, Entity::NO_ENTITY, pending.request.entity(0));
}
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;
}
}
}
if(ConstrainPointByHovered(pending.point)) {
ClearPending();
break;
}
// Create a new line segment, so that we continue drawing.
hRequest hr = AddRequest(Request::LINE_SEGMENT);
SK.GetRequest(hr)->construction = SK.GetRequest(pending.request)->construction;
SK.GetEntity(hr.entity(1))->PointForceTo(v);
// 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));
// And drag an endpoint of the new line segment
pending.operation = DRAGGING_NEW_LINE_POINT;
pending.request = hr;
pending.point = hr.entity(2);
pending.description = "click next point of line, or press Esc";
break;
}
case 0:
default:
ClearPending();
if(!hover.IsEmpty()) {
hoverWasSelectedOnMousedown = IsSelected(&hover);
MakeSelected(&hover);
}
break;
}
SS.ScheduleShowTW();
InvalidateGraphics();
}
void GraphicsWindow::MouseLeftUp(double mx, double my) {
orig.mouseDown = false;
hoverWasSelectedOnMousedown = false;
switch(pending.operation) {
case DRAGGING_POINTS:
SS.extraLine.draw = false;
// fall through
case DRAGGING_CONSTRAINT:
case DRAGGING_NORMAL:
case DRAGGING_RADIUS:
ClearPending();
InvalidateGraphics();
break;
case DRAGGING_MARQUEE:
SelectByMarquee();
ClearPending();
InvalidateGraphics();
break;
case 0:
// We need to clear the selection here, and not in the mouse down
// event, since a mouse down without anything hovered could also
// be the start of marquee selection. But don't do that on the
// left click to cancel a context menu. The time delay is an ugly
// hack.
2015-03-29 00:30:52 +00:00
if(hover.IsEmpty() &&
(contextMenuCancelTime == 0 ||
(GetMilliseconds() - contextMenuCancelTime) > 200))
{
ClearSelection();
}
break;
default:
break; // do nothing
}
}
void GraphicsWindow::MouseLeftDoubleClick(double mx, double my) {
if(GraphicsEditControlIsVisible()) return;
SS.TW.HideEditControl();
if(hover.constraint.v) {
constraintBeingEdited = hover.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();
Point2d p2 = ProjectPoint(p3);
std::string edit_value;
switch(c->type) {
case Constraint::COMMENT:
edit_value = c->comment;
break;
case Constraint::ANGLE:
case Constraint::LENGTH_RATIO:
case Constraint::LENGTH_DIFFERENCE:
edit_value = ssprintf("%.3f", c->valA);
break;
default: {
double v = fabs(c->valA);
// If displayed as radius, also edit as radius.
if(c->type == Constraint::DIAMETER && c->other)
v /= 2;
std::string def = SS.MmToString(v);
double eps = 1e-12;
if(fabs(SS.StringToMm(def) - v) < eps) {
// Show value with default number of digits after decimal,
// which is at least enough to represent it exactly.
edit_value = def;
} else {
// Show value with as many digits after decimal as
// required to represent it exactly, up to 10.
v /= SS.MmPerUnit();
int i;
for(i = 0; i <= 10; i++) {
edit_value = ssprintf("%.*f", i, v);
if(fabs(std::stod(edit_value) - v) < eps) break;
}
}
break;
}
}
ShowGraphicsEditControl((int)p2.x, (int)p2.y-4, edit_value);
}
}
void GraphicsWindow::EditControlDone(const char *s) {
HideGraphicsEditControl();
Constraint *c = SK.GetConstraint(constraintBeingEdited);
if(c->type == Constraint::COMMENT) {
SS.UndoRemember();
c->comment = s;
return;
}
Expr *e = Expr::From(s, true);
if(e) {
SS.UndoRemember();
switch(c->type) {
case Constraint::PROJ_PT_DISTANCE:
case Constraint::PT_LINE_DISTANCE:
case Constraint::PT_FACE_DISTANCE:
case Constraint::PT_PLANE_DISTANCE:
case Constraint::LENGTH_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;
}
case Constraint::ANGLE:
case Constraint::LENGTH_RATIO:
// These don't get the units conversion for distance, and
// they're always positive
c->valA = fabs(e->Eval());
break;
case Constraint::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);
SS.GenerateAll();
}
}
bool GraphicsWindow::KeyDown(int c) {
2013-09-18 20:41:23 +00:00
if(c == '\b') {
// Treat backspace identically to escape.
MenuEdit(MNU_UNSELECT_ALL);
return true;
}
return false;
}
void GraphicsWindow::MouseScroll(double x, double y, int delta) {
double offsetRight = offset.Dot(projRight);
double offsetUp = offset.Dot(projUp);
double righti = x/scale - offsetRight;
double upi = y/scale - offsetUp;
if(delta > 0) {
scale *= 1.2;
} else if(delta < 0) {
scale /= 1.2;
} else return;
double rightf = x/scale - offsetRight;
double upf = y/scale - offsetUp;
offset = offset.Plus(projRight.ScaledBy(rightf - righti));
offset = offset.Plus(projUp.ScaledBy(upf - upi));
if(SS.TW.shown.screen == TextWindow::SCREEN_EDIT_VIEW) {
if(havePainted) {
SS.ScheduleShowTW();
}
}
havePainted = false;
InvalidateGraphics();
}
void GraphicsWindow::MouseLeave(void) {
// Un-hover everything when the mouse leaves our window, unless there's
// currently a context menu shown.
if(!context.active) {
hover.Clear();
toolbarTooltipped = 0;
toolbarHovered = 0;
PaintGraphics();
}
SS.extraLine.draw = false;
}
void GraphicsWindow::SpaceNavigatorMoved(double tx, double ty, double tz,
double rx, double ry, double rz,
bool shiftDown)
{
if(!havePainted) return;
Vector out = projRight.Cross(projUp);
// rotation vector is axis of rotation, and its magnitude is angle
Vector aa = Vector::From(rx, ry, rz);
// 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 an imported 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::IMPORTED && !shiftDown) {
// Apply the transformation to an imported 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(tx/scale).Plus(
projUp .ScaledBy(ty/scale).Plus(
out .ScaledBy(0.1*tz/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 - lastSpaceNavigatorTime > 5000 ||
lastSpaceNavigatorGroup.v != g->h.v)
{
SS.UndoRemember();
}
g->TransformImportedBy(t, q);
lastSpaceNavigatorTime = now;
lastSpaceNavigatorGroup = g->h;
SS.MarkGroupDirty(g->h);
SS.ScheduleGenerateAll();
} 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(tx/scale));
offset = offset.Plus(projUp.ScaledBy(ty/scale));
2015-03-29 00:30:52 +00:00
scale *= exp(0.001*tz);
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;
InvalidateGraphics();
}
void GraphicsWindow::SpaceNavigatorButtonUp(void) {
ZoomToFit(/*includingInvisibles=*/false, /*useSelection=*/true);
InvalidateGraphics();
}