po.h2 = QPointF(x+0.05, y+0.05);
m_currentPointIndex = m_spline.addPoint(po);
m_currentPointType = PTypeP;
- /*if (!d->jumpOverExistingPoints(newPoint, -1)) return;*/
} else {
m_currentPointIndex = closestPointIndex;
m_currentPointType = selectedPoint;
p = point.h2;
}
- m_grabOriginalX = p.x();
- m_grabOriginalY = p.y();
+ m_grabPOriginal = point;
+ if (m_currentPointIndex > 0)
+ m_grabPPrevious = m_spline.points()[m_currentPointIndex - 1];
+ if (m_currentPointIndex < m_spline.points().count() - 1)
+ m_grabPNext = m_spline.points()[m_currentPointIndex + 1];
m_grabOffsetX = p.x() - x;
m_grabOffsetY = p.y() - y;
}
m_spline.setPoint(m_currentPointIndex, point);
- //d->m_draggedAwayPointIndex = -1;
-
m_mode = ModeDrag;
emit currentPoint(point);
double x = (event->pos().x() - offset) / (double)(wWidth);
double y = 1.0 - (event->pos().y() - offset) / (double)(wHeight);
- if (m_mode == ModeNormal) { // If no point is selected set the the cursor shape if on top
+ if (m_mode == ModeNormal) {
+ // If no point is selected set the the cursor shape if on top
point_types type;
int nearestPointIndex = nearestPointInRange(QPointF(x, y), wWidth, wHeight, &type);
-
+
if (nearestPointIndex < 0)
setCursor(Qt::ArrowCursor);
else
setCursor(Qt::CrossCursor);
- } else { // Else, drag the selected point
- /*bool crossedHoriz = event->pos().x() - width() > MOUSE_AWAY_THRES ||
- event->pos().x() < -MOUSE_AWAY_THRES;
- bool crossedVert = event->pos().y() - height() > MOUSE_AWAY_THRES ||
- event->pos().y() < -MOUSE_AWAY_THRES;
-
- bool removePoint = (crossedHoriz || crossedVert);
-
- if (!removePoint && d->m_draggedAwayPointIndex >= 0) {
- // point is no longer dragged away so reinsert it
- QPointF newPoint(d->m_draggedAwayPoint);
- d->m_grab_point_index = d->m_curve.addPoint(newPoint);
- d->m_draggedAwayPointIndex = -1;
- }
-
- if (removePoint &&
- (d->m_draggedAwayPointIndex >= 0))
- return;
- */
-
+ } else {
+ // Else, drag the selected point
setCursor(Qt::CrossCursor);
x += m_grabOffsetX;
y += m_grabOffsetY;
-
- double leftX, rightX;
+
+ double leftX = 0.;
+ double rightX = 1.;
BPoint point = m_spline.points()[m_currentPointIndex];
switch (m_currentPointType) {
case PTypeH1:
leftX = -1000;
else
leftX = m_spline.points()[m_currentPointIndex - 1].p.x();
+
x = qBound(leftX, x, rightX);
point.h1 = QPointF(x, y);
break;
+
case PTypeP:
- if (m_currentPointIndex == 0) {
- leftX = 0.0;
+ if (m_currentPointIndex == 0)
rightX = 0.0;
- /*if (d->m_curve.points().count() > 1)
- * rightX = d->m_curve.points()[d->m_grab_point_index + 1].x() - POINT_AREA;
- * else
- * rightX = 1.0;*/
- } else if (m_currentPointIndex == m_spline.points().count() - 1) {
- leftX = 1.0;//m_spline.points()[m_currentPointIndex - 1].p.x();
- rightX = 1.0;
- } else {
- //// the 1E-4 addition so we can grab the dot later.
- leftX = m_spline.points()[m_currentPointIndex - 1].p.x();// + POINT_AREA;
- rightX = m_spline.points()[m_currentPointIndex + 1].p.x();// - POINT_AREA;
- }
+ else if (m_currentPointIndex == m_spline.points().count() - 1)
+ leftX = 1.0;
+
x = qBound(leftX, x, rightX);
y = qBound(0., y, 1.);
- // move handles by same offset
- point.h1 += QPointF(x, y) - point.p;
- point.h2 += QPointF(x, y) - point.p;
+ // handles might have changed because we neared another point
+ // try to restore
+ point.h1 = m_grabPOriginal.h1;
+ point.h2 = m_grabPOriginal.h2;
+ // and then move them by same offset
+ point.h1 += QPointF(x, y) - m_grabPOriginal.p;
+ point.h2 += QPointF(x, y) - m_grabPOriginal.p;
point.p = QPointF(x, y);
break;
+
case PTypeH2:
leftX = point.p.x();
if (m_currentPointIndex == m_spline.points().count() - 1)
rightX = 1001;
else
rightX = m_spline.points()[m_currentPointIndex + 1].p.x();
+
x = qBound(leftX, x, rightX);
point.h2 = QPointF(x, y);
};
- m_spline.setPoint(m_currentPointIndex, point);
-
- /*if (removePoint && d->m_curve.points().count() > 2) {
- d->m_draggedAwayPoint = d->m_curve.points()[d->m_grab_point_index];
- d->m_draggedAwayPointIndex = d->m_grab_point_index;
- d->m_curve.removePoint(d->m_grab_point_index);
- d->m_grab_point_index = bounds(d->m_grab_point_index, 0, d->m_curve.points().count() - 1);
+ int index = m_currentPointIndex;
+ m_currentPointIndex = m_spline.setPoint(m_currentPointIndex, point);
+
+ if (m_currentPointType == PTypeP) {
+ // we might have changed the handles of other points
+ // try to restore
+ if (index == m_currentPointIndex) {
+ if (m_currentPointIndex > 0)
+ m_spline.setPoint(m_currentPointIndex - 1, m_grabPPrevious);
+ if (m_currentPointIndex < m_spline.points().count() -1)
+ m_spline.setPoint(m_currentPointIndex + 1, m_grabPNext);
+ } else {
+ if (m_currentPointIndex < index) {
+ m_spline.setPoint(index, m_grabPPrevious);
+ m_grabPNext = m_grabPPrevious;
+ if (m_currentPointIndex > 0)
+ m_grabPPrevious = m_spline.points()[m_currentPointIndex - 1];
+ } else {
+ m_spline.setPoint(index, m_grabPNext);
+ m_grabPPrevious = m_grabPNext;
+ if (m_currentPointIndex < m_spline.points().count() - 1)
+ m_grabPNext = m_spline.points()[m_currentPointIndex + 1];
+ }
+ }
}
-
- d->setCurveModified();*/
+
emit currentPoint(point);
update();
}
int i = 0;
double distanceSquared;
+ // find out distance using the Pythagorean theorem
foreach(const BPoint & point, m_spline.points()) {
distanceSquared = pow(point.h1.x() - p.x(), 2) + pow(point.h1.y() - p.y(), 2);
if (distanceSquared < nearestDistanceSquared) {
#include <KDebug>
+/** @brief For sorting a Bezier spline. Whether a is before b. */
static bool pointLessThan(const BPoint &a, const BPoint &b)
{
return a.p.x() < b.p.x();
keepSorted();
validatePoints();
m_validSpline = false;
- return m_points.indexOf(point); // in case it changed
+ return indexOf(point); // in case it changed
}
QList <BPoint> CubicBezierSpline::points()
keepSorted();
validatePoints();
m_validSpline = false;
- if (m_points.indexOf(point) == -1) {
- // point changed during validation process
- for (int i = 0; i < m_points.count(); ++i) {
- // this condition should be sufficient, too
- if (m_points.at(i).p == point.p)
- return i;
- }
- } else {
- return m_points.indexOf(point);
- }
+ return indexOf(point);
}
void CubicBezierSpline::setPrecision(int pre)
{
update();
- //x = qBound(m_spline.constBegin().key(), x, m_spline.constEnd().key());
- //kDebug() << "....x" << x<<"bounddown"<<m_spline.constBegin().key()<<"up"<<m_spline.constEnd().key();
-
if (!cont)
m_i = m_spline.constBegin();
if (m_i != m_spline.constBegin())
t += step;
}
}
- /*QMap<double, double>::const_iterator i = m_spline.constBegin();
- kDebug()<<"////////////spline/////////////";
- while (i != m_spline.constEnd()) {
- kDebug() << i.key() << i.value();
- ++i;
+}
+
+int CubicBezierSpline::indexOf(const BPoint& p)
+{
+ if (m_points.indexOf(p) == -1) {
+ // point changed during validation process
+ for (int i = 0; i < m_points.count(); ++i) {
+ // this condition should be sufficient, too
+ if (m_points.at(i).p == p.p)
+ return i;
+ }
+ } else {
+ return m_points.indexOf(p);
}
- kDebug()<<"////////////spline/////////////end";*/
+ return -1;
}
#include "cubicbezierspline.moc"