solvespace/src/mouse.cpp

1581 lines
59 KiB
C++

//-----------------------------------------------------------------------------
// 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 == hp) {
// Exact same point.
return;
}
Entity *pe = SK.GetEntity(*hee);
if(pe->type == p->type &&
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);
} 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 ||
e->type == Entity::Type::TTF_TEXT ||
e->type == Entity::Type::IMAGE)
{
int pts;
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;
}
if(SS.showToolbar) {
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;
if(SS.TW.shown.screen == TextWindow::Screen::EDIT_VIEW) {
if(havePainted) {
SS.ScheduleShowTW();
}
}
Invalidate();
havePainted = false;
return;
}
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);
if(e && e->type != Entity::Type::WORKPLANE) {
Entity *e = SK.GetEntity(dragEntity);
if(e->type == Entity::Type::CIRCLE && selection.n <= 1) {
// Drag the radius.
ClearSelection();
pending.circle = dragEntity;
pending.operation = Pending::DRAGGING_RADIUS;
} else if(e->IsNormal()) {
ClearSelection();
pending.normal = dragEntity;
pending.operation = Pending::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 = Pending::DRAGGING_POINTS;
}
} 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.
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;
}
// 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 == Pending::DRAGGING_POINTS && ctrlDown) {
SS.extraLine.ptA = UnProjectPoint(orig.mouseOnButtonDown);
SS.extraLine.ptB = UnProjectPoint(mp);
SS.extraLine.draw = true;
}
return;
}
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();
return;
}
case Pending::DRAGGING_NEW_LINE_POINT:
if(!ctrlDown) {
SS.GW.pending.hasSuggestion =
SS.GW.SuggestLineConstraint(SS.GW.pending.request, &SS.GW.pending.suggestion);
} else {
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;
Invalidate();
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
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::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);
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 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);
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();
return;
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;
if(pending.operation == Pending::DRAGGING_NEW_LINE_POINT && pending.hasSuggestion) {
Constraint::TryConstrain(SS.GW.pending.suggestion,
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)
{
// 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;
}
// 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]);
if(c->HasLabel() && c->type != Constraint::Type::COMMENT) {
menu->AddItem(_("Toggle Reference Dimension"),
[]() { Constraint::MenuConstrain(Command::REFERENCE); });
}
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); });
}
if(gs.points == 1 && gs.point[0].isFromRequest()) {
Request *r = SK.GetRequest(gs.point[0].request());
int index = r->IndexOfPoint(gs.point[0]);
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();
});
}
}
if(gs.entities == 1 && gs.entity[0].isFromRequest()) {
Request *r = SK.GetRequest(gs.entity[0].request());
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.
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();
});
}
}
if(gs.entities == gs.n) {
menu->AddItem(_("Toggle Construction"),
[]() { MenuRequest(Command::CONSTRUCTION); });
}
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::Type::POINTS_COINCIDENT) continue;
if(c->ptA == p->h || c->ptB == p->h) {
break;
}
}
if(c) {
menu->AddItem(_("Delete Point-Coincident Constraint"), [this, p]() {
if(!p->IsPoint()) return;
SS.UndoRemember();
SK.constraint.ClearTags();
Constraint *c;
for(c = SK.constraint.First(); c; c = SK.constraint.NextAfter(c)) {
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();
}
hRequest GraphicsWindow::AddRequest(Request::Type type) {
return AddRequest(type, /*rememberForUndo=*/true);
}
hRequest GraphicsWindow::AddRequest(Request::Type type, bool rememberForUndo) {
if(rememberForUndo) SS.UndoRemember();
Request r = {};
r.group = activeGroup;
Group *g = SK.GetGroup(activeGroup);
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);
}
Constraint::Constrain(Constraint::Type::PT_ON_CIRCLE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
if(e->type == Entity::Type::LINE_SEGMENT) {
if(projected != NULL) {
Vector snapPos = SnapToEntityByScreenPoint(*projected, e->h);
point->PointForceTo(snapPos);
}
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.x, event.y, (int)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();
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 = "BitstreamVeraSans-Roman-builtin.ttf";
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;
}
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);
}
pending.operation = Pending::DRAGGING_NEW_POINT;
pending.point = hr.entity(3);
pending.description = "click to place bottom right of image";
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.
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)++;
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.
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;
hoverWasSelectedOnMousedown = false;
switch(pending.operation) {
case Pending::DRAGGING_POINTS:
SS.extraLine.draw = false;
// fall through
case Pending::DRAGGING_CONSTRAINT:
case Pending::DRAGGING_NORMAL:
case Pending::DRAGGING_RADIUS:
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) {
editValue = ssprintf("%.3f", value);
} else if(c->type == Constraint::Type::ANGLE) {
editValue = SS.DegreeToString(value);
} else {
editValue = SS.MmToString(value);
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);
if(c->type == Constraint::Type::COMMENT) {
SS.UndoRemember();
c->comment = s;
return;
}
if(Expr *e = Expr::From(s, true)) {
SS.UndoRemember();
switch(c->type) {
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: {
// 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::Type::ANGLE:
case Constraint::Type::LENGTH_RATIO:
// These don't get the units conversion for distance, and
// they're always positive
c->valA = fabs(e->Eval());
break;
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 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;
Invalidate();
}
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();
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();
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);
if(aam > 0.0) {
projRight = projRight.RotatedAbout(aa, -aam);
projUp = projUp. RotatedAbout(aa, -aam);
NormalizeProjectionVectors();
}
}
havePainted = false;
Invalidate();
}