mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-10 13:06:59 -04:00
initial checkin of C++ port (in progress)
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@2 0fc631ac-6414-0410-93d0-97cfa31319b6
This commit is contained in:
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//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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// ----------------------------------------------------------------------------- : Includes
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#include <data/action/symbol.hpp>
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#include <data/action/symbol_part.hpp>
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typedef pair<SymbolPartP,SymbolPartCombine> pair_part_combine_t;
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typedef pair<SymbolPartP,size_t > pair_part_size_t;
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DECLARE_TYPEOF_COLLECTION(pair_part_combine_t);
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DECLARE_TYPEOF_COLLECTION(pair_part_size_t);
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// ----------------------------------------------------------------------------- : Moving symbol parts
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SymbolPartMoveAction::SymbolPartMoveAction(const set<SymbolPartP>& parts)
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: parts(parts)
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, constrain(false)
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{}
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String SymbolPartMoveAction::getName(bool toUndo) const {
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return parts.size() == 1 ? _("Move shape") : _("Move shapes");
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}
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void SymbolPartMoveAction::perform(bool toUndo) {
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// move the points back
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FOR_EACH(p, parts) {
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p->minPos -= moved;
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p->maxPos -= moved;
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FOR_EACH(pnt, p->points) {
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pnt->pos -= moved;
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}
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}
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moved = -moved;
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}
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void SymbolPartMoveAction::move(const Vector2D& deltaDelta) {
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delta += deltaDelta;
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// Move each point by deltaDelta, possibly constrained
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Vector2D d = constrainVector(delta, constrain);
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Vector2D dd = d - moved;
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FOR_EACH(p, parts) {
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p->minPos += dd;
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p->maxPos += dd;
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FOR_EACH(pnt, p->points) {
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pnt->pos += dd;
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}
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}
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moved = d;
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}
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// ----------------------------------------------------------------------------- : Rotating symbol parts
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SymbolPartMatrixAction::SymbolPartMatrixAction(const set<SymbolPartP>& parts, const Vector2D& center)
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: parts(parts)
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, center(center)
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{}
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void SymbolPartMatrixAction::transform(const Vector2D& mx, const Vector2D& my) {
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// Transform each point
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FOR_EACH(p, parts) {
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FOR_EACH(pnt, p->points) {
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pnt->pos = (pnt->pos - center).mul(mx,my) + center;
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pnt->deltaBefore = pnt->deltaBefore.mul(mx,my);
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pnt->deltaAfter = pnt->deltaAfter .mul(mx,my);
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}
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// bounds change after transforming
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p->calculateBounds();
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}
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}
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SymbolPartRotateAction::SymbolPartRotateAction(const set<SymbolPartP>& parts, const Vector2D& center)
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: SymbolPartMatrixAction(parts, center)
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, constrain(false)
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, angle(0)
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{}
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String SymbolPartRotateAction::getName(bool toUndo) const {
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return parts.size() == 1 ? _("Rotate shape") : _("Rotate shapes");
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}
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void SymbolPartRotateAction::perform(bool toUndo) {
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// move the points back
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rotateBy(-angle);
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angle = -angle;
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}
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void SymbolPartRotateAction::rotateTo(double newAngle) {
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double oldAngle = angle;
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angle = newAngle;
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// constrain?
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if (constrain) {
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// multiples of 2pi/24 i.e. 24 stops
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double mult = (2 * M_PI) / 24;
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angle = floor(angle / mult + 0.5) * mult;
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}
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if (oldAngle != angle) rotateBy(angle - oldAngle);
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}
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void SymbolPartRotateAction::rotateBy(double deltaAngle) {
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// Rotation 'matrix'
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transform(
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Vector2D(cos(deltaAngle), -sin(deltaAngle)),
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Vector2D(sin(deltaAngle), cos(deltaAngle))
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);
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}
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// ----------------------------------------------------------------------------- : Shearing symbol parts
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SymbolPartShearAction::SymbolPartShearAction(const set<SymbolPartP>& parts, const Vector2D& center)
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: SymbolPartMatrixAction(parts, center)
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, constrain(false)
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{}
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String SymbolPartShearAction::getName(bool toUndo) const {
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return parts.size() == 1 ? _("Shear shape") : _("Shear shapes");
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}
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void SymbolPartShearAction::perform(bool toUndo) {
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// move the points back
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// the vector shear = (x,y) is used as:
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// <1 x>
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// <y 1>
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// inverse is:
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// <1 -x> /
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// <-y 1> / (1 - xy)
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// we have: xy = 0 => (1 - xy) = 1
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shearBy(-shear);
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}
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void SymbolPartShearAction::move(const Vector2D& deltaShear) {
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shear += deltaShear;
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shearBy(deltaShear);
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}
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void SymbolPartShearAction::shearBy(const Vector2D& shear) {
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// Shear 'matrix'
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transform(
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Vector2D(1, shear.x),
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Vector2D(shear.y, 1)
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);
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}
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// ----------------------------------------------------------------------------- : Scaling symbol parts
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SymbolPartScaleAction::SymbolPartScaleAction(const set<SymbolPartP>& parts, int scaleX, int scaleY)
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: parts(parts)
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, constrain(false)
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, scaleX(scaleX), scaleY(scaleY)
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{
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// Find min and max coordinates
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oldMin = Vector2D::infinity();
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Vector2D oldMax = -Vector2D::infinity();
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FOR_EACH(p, parts) {
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oldMin = piecewise_min(oldMin, p->minPos);
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oldMax = piecewise_max(oldMax, p->maxPos);
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}
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// new == old
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newMin = newRealMin = oldMin;
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newSize = newRealSize = oldSize = oldMax - oldMin;
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}
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String SymbolPartScaleAction::getName(bool toUndo) const {
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return parts.size() == 1 ? _("Scale shape") : _("Scale shapes");
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}
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void SymbolPartScaleAction::perform(bool toUndo) {
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swap(oldMin, newMin);
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swap(oldSize, newSize);
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transformAll();
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}
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void SymbolPartScaleAction::move(const Vector2D& deltaMin, const Vector2D& deltaMax) {
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newRealMin += deltaMin;
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newRealSize += deltaMax - deltaMin;
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update();
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}
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void SymbolPartScaleAction::update() {
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// Move each point so the range <oldMin...oldMax> maps to <newMin...newMax>
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// we have already moved to the current <newMin...newMax>
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Vector2D tmpMin = oldMin, tmpSize = oldSize; // the size before any scaling
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oldMin = newMin; oldSize = newSize; // the size before this move
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// the size after the move
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newMin = newRealMin; newSize = newRealSize;
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if (constrain && scaleX != 0 && scaleY != 0) {
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Vector2D scale = newSize.div(tmpSize);
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scale = constrainVector(scale, true, true);
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newSize = tmpSize.mul(scale);
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newMin += (newRealSize - newSize).mul(Vector2D(scaleX == -1 ? 1 : 0, scaleY == -1 ? 1 : 0));
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}
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// now move all points
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transformAll();
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// restore oldMin/Size
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oldMin = tmpMin; oldSize = tmpSize;
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}
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void SymbolPartScaleAction::transformAll() {
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Vector2D scale = newSize.div(oldSize);
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FOR_EACH(p, parts) {
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p->minPos = transform(p->minPos);
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p->maxPos = transform(p->maxPos);
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// make sure that max >= min
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if (p->minPos.x > p->maxPos.x) swap(p->minPos.x, p->maxPos.x);
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if (p->minPos.y > p->maxPos.y) swap(p->minPos.y, p->maxPos.y);
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// scale all points
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FOR_EACH(pnt, p->points) {
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pnt->pos = transform(pnt->pos);
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// also scale handles
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pnt->deltaBefore = pnt->deltaBefore.mul(scale);
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pnt->deltaAfter = pnt->deltaAfter .mul(scale);
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}
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}
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}
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// ----------------------------------------------------------------------------- : Change combine mode
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CombiningModeAction::CombiningModeAction(const set<SymbolPartP>& parts, SymbolPartCombine mode) {
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FOR_EACH(p, parts) {
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this->parts.push_back(make_pair(p,mode));
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}
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}
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String CombiningModeAction::getName(bool toUndo) const {
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return _("Change combine mode");
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}
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void CombiningModeAction::perform(bool toUndo) {
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FOR_EACH(pm, parts) {
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swap(pm.first->combine, pm.second);
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}
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}
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// ----------------------------------------------------------------------------- : Change name
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SymbolPartNameAction::SymbolPartNameAction(const SymbolPartP& part, const String& name)
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: part(part), partName(name)
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{}
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String SymbolPartNameAction::getName(bool toUndo) const {
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return _("Change shape name");
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}
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void SymbolPartNameAction::perform(bool toUndo) {
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swap(part->name, partName);
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}
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// ----------------------------------------------------------------------------- : Add symbol part
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AddSymbolPartAction::AddSymbolPartAction(Symbol& symbol, const SymbolPartP& part)
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: symbol(symbol), part(part)
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{}
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String AddSymbolPartAction::getName(bool toUndo) const {
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return _("Add ") + part->name;
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}
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void AddSymbolPartAction::perform(bool toUndo) {
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if (toUndo) {
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assert(!symbol.parts.empty());
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symbol.parts.erase (symbol.parts.begin());
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} else {
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symbol.parts.insert(symbol.parts.begin(), part);
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}
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}
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// ----------------------------------------------------------------------------- : Remove symbol part
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RemoveSymbolPartsAction::RemoveSymbolPartsAction(Symbol& symbol, const set<SymbolPartP>& parts)
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: symbol(symbol)
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{
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size_t index = 0;
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FOR_EACH(p, symbol.parts) {
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if (parts.find(p) != parts.end()) {
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removals.push_back(make_pair(p, index)); // remove this part
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}
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++index;
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}
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}
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String RemoveSymbolPartsAction::getName(bool toUndo) const {
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return removals.size() == 1 ? _("Remove shape") : _("Remove shapes");
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}
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void RemoveSymbolPartsAction::perform(bool toUndo) {
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if (toUndo) {
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// reinsert the parts
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// ascending order, this is the reverse of removal
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FOR_EACH(r, removals) {
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assert(r.second <= symbol.parts.size());
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symbol.parts.insert(symbol.parts.begin() + r.second, r.first);
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}
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} else {
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// remove the parts
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// descending order, because earlier removals shift the rest of the vector
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FOR_EACH_REVERSE(r, removals) {
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assert(r.second < symbol.parts.size());
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symbol.parts.erase(symbol.parts.begin() + r.second);
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}
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}
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}
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// ----------------------------------------------------------------------------- : Duplicate symbol parts
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DuplicateSymbolPartsAction::DuplicateSymbolPartsAction(Symbol& symbol, const set<SymbolPartP>& parts)
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: symbol(symbol)
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{
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UInt index = 0;
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FOR_EACH(p, symbol.parts) {
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index += 1;
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if (parts.find(p) != parts.end()) {
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// duplicate this part
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duplications.push_back(make_pair(p->clone(), index));
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index += 1; // the clone also takes up space on the vector
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}
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}
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}
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String DuplicateSymbolPartsAction::getName(bool toUndo) const {
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return duplications.size() == 1 ? _("Duplicate shape") : _("Duplicate shapes");
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}
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void DuplicateSymbolPartsAction::perform(bool toUndo) {
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if (toUndo) {
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// remove the clones
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// walk in reverse order, otherwise we will shift the vector
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FOR_EACH_REVERSE(d, duplications) {
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assert(d.second < symbol.parts.size());
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symbol.parts.erase(symbol.parts.begin() + d.second);
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}
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} else {
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// insert the clones
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FOR_EACH(d, duplications) {
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assert(d.second <= symbol.parts.size());
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symbol.parts.insert(symbol.parts.begin() + d.second, d.first);
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}
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}
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}
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void DuplicateSymbolPartsAction::getParts(set<SymbolPartP>& parts) {
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parts.clear();
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FOR_EACH(d, duplications) {
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parts.insert(d.first);
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}
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}
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// ----------------------------------------------------------------------------- : Reorder symbol parts
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ReorderSymbolPartsAction::ReorderSymbolPartsAction(Symbol& symbol, size_t partId1, size_t partId2)
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: symbol(symbol), partId1(partId1), partId2(partId2)
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{}
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String ReorderSymbolPartsAction::getName(bool toUndo) const {
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return _("Reorder");
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}
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void ReorderSymbolPartsAction::perform(bool toUndo) {
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assert(partId1 < symbol.parts.size());
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assert(partId2 < symbol.parts.size());
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swap(symbol.parts[partId1], symbol.parts[partId2]);
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}
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@@ -0,0 +1,241 @@
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//+----------------------------------------------------------------------------+
|
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
|
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//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
|
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//| License: GNU General Public License 2 or later (see file COPYING) |
|
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//+----------------------------------------------------------------------------+
|
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#ifndef HEADER_DATA_ACTION_SYMBOL
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#define HEADER_DATA_ACTION_SYMBOL
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/** @file data/action/symbol.hpp
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*
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* Actions operating on Symbols or whole SymbolParts.
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*/
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// ----------------------------------------------------------------------------- : Includes
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#include <util/prec.hpp>
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#include <util/action_stack.hpp>
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#include <data/symbol.hpp>
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// ----------------------------------------------------------------------------- : Transform symbol part
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/// Anything that changes a part
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class SymbolPartAction : public Action {};
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/// Anything that changes a part as displayed in the part list
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class SymbolPartListAction : public SymbolPartAction {};
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// ----------------------------------------------------------------------------- : Moving symbol parts
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/// Move some symbol parts
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class SymbolPartMoveAction : public SymbolPartAction {
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public:
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SymbolPartMoveAction(const set<SymbolPartP>& parts);
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virtual String getName(bool toUndo) const;
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virtual void perform(bool toUndo);
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/// Update this action to move some more
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void move(const Vector2D& delta);
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private:
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set<SymbolPartP> parts; //^ Parts to move
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Vector2D delta; //^ How much to move
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Vector2D moved; //^ How much has been moved
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public:
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bool constrain; //^ Constrain movement?
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};
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// ----------------------------------------------------------------------------- : Rotating symbol parts
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/// Transforming symbol parts using a matrix
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class SymbolPartMatrixAction : public SymbolPartAction {
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public:
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SymbolPartMatrixAction(const set<SymbolPartP>& parts, const Vector2D& center);
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/// Update this action to move some more
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void move(const Vector2D& delta);
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|
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protected:
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/// Perform the transformation using the given matrix
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void transform(const Vector2D& mx, const Vector2D& my);
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|
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set<SymbolPartP> parts; //^ Parts to transform
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||||
Vector2D center; //^ Center to transform around
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};
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/// Rotate some symbol parts
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class SymbolPartRotateAction : public SymbolPartMatrixAction {
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public:
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SymbolPartRotateAction(const set<SymbolPartP>& parts, const Vector2D& center);
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||||
|
||||
virtual String getName(bool toUndo) const;
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||||
virtual void perform(bool toUndo);
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/// Update this action to rotate to a different angle
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void rotateTo(double newAngle);
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/// Update this action to rotate by a deltaAngle
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void rotateBy(double deltaAngle);
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|
||||
private:
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||||
double angle; //^ How much to rotate?
|
||||
public:
|
||||
bool constrain; //^ Constrain movement?
|
||||
};
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Shearing symbol parts
|
||||
|
||||
/// Shear some symbol parts
|
||||
class SymbolPartShearAction : public SymbolPartMatrixAction {
|
||||
public:
|
||||
SymbolPartShearAction(const set<SymbolPartP>& parts, const Vector2D& center);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
/// Change shear by a given amount
|
||||
void move(const Vector2D& deltaShear);
|
||||
|
||||
private:
|
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Vector2D shear; //^ Shearing, shear.x == 0 || shear.y == 0
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||||
void shearBy(const Vector2D& shear);
|
||||
public:
|
||||
bool constrain; //^ Constrain movement?
|
||||
};
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Scaling symbol parts
|
||||
|
||||
/// Scale some symbol parts
|
||||
class SymbolPartScaleAction : public SymbolPartAction {
|
||||
public:
|
||||
SymbolPartScaleAction(const set<SymbolPartP>& parts, int scaleX, int scaleY);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
/// Change min and max coordinates
|
||||
void move(const Vector2D& deltaMin, const Vector2D& deltaMax);
|
||||
/// Update the action's effect
|
||||
void update();
|
||||
|
||||
private:
|
||||
set<SymbolPartP> parts; //^ Parts to scale
|
||||
Vector2D oldMin, oldSize; //^ the original pos/size
|
||||
Vector2D newRealMin, newRealSize; //^ the target pos/sizevoid shearBy(const Vector2D& shear)
|
||||
Vector2D newMin, newSize; //^ the target pos/size after applying constrains
|
||||
int scaleX, scaleY; //^ to what corner are we attached?
|
||||
/// Transform everything in the parts
|
||||
void transformAll();
|
||||
/// Transform a single vector
|
||||
inline Vector2D transform(const Vector2D& v) {
|
||||
return (v - oldMin).div(oldSize).mul(newSize) + newMin;
|
||||
}
|
||||
public:
|
||||
bool constrain; //^ Constrain movement?
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Change combine mode
|
||||
|
||||
/// Change the name of a symbol part
|
||||
class CombiningModeAction : public SymbolPartListAction {
|
||||
public:
|
||||
CombiningModeAction(const set<SymbolPartP>& parts, SymbolPartCombine mode);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
vector<pair<SymbolPartP,SymbolPartCombine> > parts; //^ Affected parts with new combining modes
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Change name
|
||||
|
||||
/// Change the name of a symbol part
|
||||
class SymbolPartNameAction : public SymbolPartListAction {
|
||||
public:
|
||||
SymbolPartNameAction(const SymbolPartP& part, const String& name);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
SymbolPartP part; //^ Affected part
|
||||
String partName; //^ New name
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Add symbol part
|
||||
|
||||
/// Adding a part to a symbol, added at the front of the list
|
||||
/// front = drawn on top
|
||||
class AddSymbolPartAction : public SymbolPartListAction {
|
||||
public:
|
||||
AddSymbolPartAction(Symbol& symbol, const SymbolPartP& part);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
Symbol& symbol; //^ Symbol to add the part to
|
||||
SymbolPartP part; //^ Part to add
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Remove symbol part
|
||||
|
||||
/// Removing parts from a symbol
|
||||
class RemoveSymbolPartsAction : public SymbolPartListAction {
|
||||
public:
|
||||
RemoveSymbolPartsAction(Symbol& symbol, const set<SymbolPartP>& parts);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
Symbol& symbol;
|
||||
/// Removed parts and their positions, sorted by ascending pos
|
||||
vector<pair<SymbolPartP, size_t> > removals;
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Duplicate symbol parts
|
||||
|
||||
/// Duplicating parts in a symbol
|
||||
class DuplicateSymbolPartsAction : public SymbolPartListAction {
|
||||
public:
|
||||
DuplicateSymbolPartsAction(Symbol& symbol, const set<SymbolPartP>& parts);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
/// Fill a set with all the new parts
|
||||
void getParts(set<SymbolPartP>& parts);
|
||||
|
||||
private:
|
||||
Symbol& symbol;
|
||||
/// Duplicates of parts and their positions, sorted by ascending pos
|
||||
vector<pair<SymbolPartP, size_t> > duplications;
|
||||
};
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Reorder symbol parts
|
||||
|
||||
/// Change the position of a part in a symbol.
|
||||
/// This is done by swapping two parts.
|
||||
class ReorderSymbolPartsAction : public SymbolPartListAction {
|
||||
public:
|
||||
ReorderSymbolPartsAction(Symbol& symbol, size_t partId1, size_t partId2);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
Symbol& symbol; //^ Symbol to swap the parts in
|
||||
public:
|
||||
size_t partId1, partId2; //^ Indeces of parts to swap
|
||||
};
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : EOF
|
||||
#endif
|
||||
@@ -0,0 +1,379 @@
|
||||
//+----------------------------------------------------------------------------+
|
||||
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
|
||||
//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
|
||||
//| License: GNU General Public License 2 or later (see file COPYING) |
|
||||
//+----------------------------------------------------------------------------+
|
||||
|
||||
// ----------------------------------------------------------------------------- : Includes
|
||||
|
||||
#include <data/action/symbol_part.hpp>
|
||||
#include <gfx/bezier.hpp>
|
||||
DECLARE_TYPEOF_COLLECTION(Vector2D);
|
||||
|
||||
// ----------------------------------------------------------------------------- : Utility
|
||||
|
||||
inline double sgn(double v) { return v > 0 ? 1 : -1; }
|
||||
|
||||
Vector2D constrainVector(const Vector2D& v, bool constrain, bool onlyDiagonal) {
|
||||
if (!constrain) return v;
|
||||
double ax = abs(v.x), ay = abs(v.y);
|
||||
if (ax * 2 < ay && !onlyDiagonal) {
|
||||
return Vector2D(0, v.y); // vertical
|
||||
} else if(ay * 2 < ax && !onlyDiagonal) {
|
||||
return Vector2D(v.x, 0); // horizontal
|
||||
} else {
|
||||
return Vector2D( // diagonal
|
||||
sgn(v.x) * (ax + ay) / 2,
|
||||
sgn(v.y) * (ax + ay) / 2
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------- : Move control point
|
||||
|
||||
ControlPointMoveAction::ControlPointMoveAction(const set<ControlPointP>& points)
|
||||
: points(points)
|
||||
, constrain(false)
|
||||
{
|
||||
oldValues.reserve(points.size());
|
||||
FOR_EACH(p, points) {
|
||||
oldValues.push_back(p->pos);
|
||||
}
|
||||
}
|
||||
|
||||
String ControlPointMoveAction::getName(bool toUndo) const {
|
||||
return points.size() == 1 ? _("Move point") : _("Move points");
|
||||
}
|
||||
|
||||
void ControlPointMoveAction::perform(bool toUndo) {
|
||||
/*
|
||||
set<ControlPointP>::const_iterator it = points.begin();
|
||||
vector<Vector2D> ::iterator it2 = oldValues.begin();
|
||||
for( ; it != points.end() && it2 != oldValues.end() ; ++it, ++it2) {
|
||||
swap<Vector2D>((*it)->pos, *it2);
|
||||
}
|
||||
*/
|
||||
FOR_EACH_2(p,points, op,oldValues) {
|
||||
swap(p->pos, op);
|
||||
}
|
||||
}
|
||||
|
||||
void ControlPointMoveAction::move (const Vector2D& deltaDelta) {
|
||||
delta += deltaDelta;
|
||||
// Move each point by delta, possibly constrained
|
||||
Vector2D d = constrainVector(delta, constrain);
|
||||
set<ControlPointP>::const_iterator it = points.begin();
|
||||
vector<Vector2D> ::iterator it2 = oldValues.begin();
|
||||
for( ; it != points.end() && it2 != oldValues.end() ; ++it, ++it2) {
|
||||
(*it)->pos = (*it2) + d;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Move handle
|
||||
|
||||
HandleMoveAction::HandleMoveAction(const SelectedHandle& handle)
|
||||
: handle(handle)
|
||||
, constrain(false)
|
||||
, oldHandle(handle.getHandle())
|
||||
, oldOther (handle.getOther())
|
||||
{}
|
||||
|
||||
String HandleMoveAction::getName(bool toUndo) const {
|
||||
return _("Move handle");
|
||||
}
|
||||
|
||||
void HandleMoveAction::perform(bool toUndo) {
|
||||
swap(oldHandle, handle.getHandle());
|
||||
swap(oldOther, handle.getOther());
|
||||
}
|
||||
|
||||
void HandleMoveAction::move(const Vector2D& deltaDelta) {
|
||||
delta += deltaDelta;
|
||||
handle.getHandle() = constrainVector(oldHandle + delta, constrain);
|
||||
handle.getOther() = oldOther;
|
||||
handle.onUpdateHandle();
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Segment mode
|
||||
|
||||
ControlPointUpdate::ControlPointUpdate(const ControlPointP& pnt)
|
||||
: other(*pnt)
|
||||
, point(pnt)
|
||||
{}
|
||||
|
||||
void ControlPointUpdate::perform() {
|
||||
swap(other, *point);
|
||||
}
|
||||
|
||||
|
||||
SegmentModeAction::SegmentModeAction(const ControlPointP& p1, const ControlPointP& p2, SegmentMode mode)
|
||||
: point1(p1), point2(p2)
|
||||
{
|
||||
if (p1->segmentAfter == mode) return;
|
||||
point1.other.segmentAfter = point2.other.segmentBefore = mode;
|
||||
if (mode == SEGMENT_LINE) {
|
||||
point1.other.deltaAfter = Vector2D(0,0);
|
||||
point2.other.deltaBefore = Vector2D(0,0);
|
||||
point1.other.lock = LOCK_FREE;
|
||||
point2.other.lock = LOCK_FREE;
|
||||
} else if (mode == SEGMENT_CURVE) {
|
||||
point1.other.deltaAfter = (p2->pos - p1->pos) / 3.0f;
|
||||
point2.other.deltaBefore = (p1->pos - p2->pos) / 3.0f;
|
||||
}
|
||||
}
|
||||
String SegmentModeAction::getName(bool toUndo) const {
|
||||
SegmentMode mode = toUndo ? point1.point->segmentAfter : point1.other.segmentAfter;
|
||||
if (mode == SEGMENT_LINE) return _("Convert to line");
|
||||
else return _("Convert to curve");
|
||||
}
|
||||
|
||||
void SegmentModeAction::perform(bool toUndo) {
|
||||
point1.perform();
|
||||
point2.perform();
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Locking mode
|
||||
|
||||
LockModeAction::LockModeAction(const ControlPointP& p, LockMode lock)
|
||||
: point(p)
|
||||
{
|
||||
point.other.lock = lock;
|
||||
point.other.onUpdateLock();
|
||||
}
|
||||
|
||||
String LockModeAction::getName(bool toUndo) const {
|
||||
return _("Lock point");
|
||||
}
|
||||
|
||||
void LockModeAction::perform(bool toUndo) {
|
||||
point.perform();
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Move curve
|
||||
|
||||
CurveDragAction::CurveDragAction(const ControlPointP& point1, const ControlPointP& point2)
|
||||
: SegmentModeAction(point1, point2, SEGMENT_CURVE)
|
||||
{}
|
||||
|
||||
String CurveDragAction::getName(bool toUndo) const {
|
||||
return _("Move curve");
|
||||
}
|
||||
|
||||
void CurveDragAction::perform(bool toUndo) {
|
||||
SegmentModeAction::perform(toUndo);
|
||||
}
|
||||
|
||||
void CurveDragAction::move(const Vector2D& delta, double t) {
|
||||
// Logic:
|
||||
// Assuming old point is p, new point is p'
|
||||
// Point on old bezier curve is:
|
||||
// p = a t^3 + 3b (1-t) t^2 + 3c (1-t)^2 t + d (1-t)^2
|
||||
// Point on new bezier curve is:
|
||||
// p_(' = a t^3 + 3b') (1-t) t^2 + 3c' (1-t)^2 t + d (1-t)^2
|
||||
// We now want to change control points b and c, the closer we are to b (t close to 0)
|
||||
// the more effect we have on b, so we substitute:
|
||||
// b' = b + x t
|
||||
// c' = c + x (1-t)
|
||||
// Solving for x we get:
|
||||
// x = (p'-p) / ( t (1-t) ( t^2 + (1-t)^2) )
|
||||
// Naming:
|
||||
// delta = p' - p
|
||||
// pointDelta = x * t * (1-t)
|
||||
Vector2D pointDelta = delta / (3 * (t * t + (1-t) * (1-t)));
|
||||
point1.point->deltaAfter += pointDelta / t;
|
||||
point2.point->deltaBefore += pointDelta / (1-t);
|
||||
point1.point->onUpdateHandle(HANDLE_AFTER);
|
||||
point2.point->onUpdateHandle(HANDLE_BEFORE);
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : Add control point
|
||||
|
||||
ControlPointAddAction::ControlPointAddAction(const SymbolPartP& part, UInt insertAfter, double t)
|
||||
: point1(part->getPoint(insertAfter))
|
||||
, point2(part->getPoint(insertAfter + 1))
|
||||
, part(part)
|
||||
, insertAfter(insertAfter)
|
||||
, newPoint(new ControlPoint())
|
||||
{
|
||||
// calculate new point
|
||||
if (point1.other.segmentAfter == SEGMENT_CURVE) {
|
||||
// calculate new handles using de Casteljau's subdivision algorithm
|
||||
deCasteljau(point1.other, point2.other, t, *newPoint);
|
||||
// unlock if needed
|
||||
if (point1.other.lock == LOCK_SIZE) point1.other.lock = LOCK_DIR;
|
||||
if (point2.other.lock == LOCK_SIZE) point2.other.lock = LOCK_DIR;
|
||||
newPoint->lock = LOCK_DIR;
|
||||
newPoint->segmentBefore = SEGMENT_CURVE;
|
||||
newPoint->segmentAfter = SEGMENT_CURVE;
|
||||
} else {
|
||||
newPoint->pos = point1.other.pos * (1 - t) + point2.other.pos * t;
|
||||
newPoint->lock = LOCK_FREE;
|
||||
newPoint->segmentBefore = SEGMENT_LINE;
|
||||
newPoint->segmentAfter = SEGMENT_LINE;
|
||||
}
|
||||
}
|
||||
|
||||
String ControlPointAddAction::getName(bool toUndo) const {
|
||||
return _("Add control point");
|
||||
}
|
||||
|
||||
void ControlPointAddAction::perform(bool toUndo) {
|
||||
if (toUndo) { // remove the point
|
||||
part->points.erase( part->points.begin() + insertAfter + 1);
|
||||
} else {
|
||||
part->points.insert(part->points.begin() + insertAfter + 1, newPoint);
|
||||
}
|
||||
// update points before/after
|
||||
point1.perform();
|
||||
point2.perform();
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------- : Remove control point
|
||||
|
||||
/// Sqaure root that caries the sign over the root
|
||||
/// or formally: ssqrt(x) = Re<sqrt(x)> - Im<sqrt(x)> = x / sqrt(|x|)
|
||||
double ssqrt(double x) {
|
||||
if (x > 0) return sqrt(x);
|
||||
else return -sqrt(-x);
|
||||
}
|
||||
|
||||
// Remove a single control point
|
||||
class SinglePointRemoveAction : public Action {
|
||||
public:
|
||||
SinglePointRemoveAction(const SymbolPartP& part, UInt position);
|
||||
|
||||
virtual String getName(bool toUndo) const { return _("Delete point"); }
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
SymbolPartP part;
|
||||
UInt position;
|
||||
ControlPointP point; //^ Removed point
|
||||
ControlPointUpdate point1, point2; //^ Points before/after
|
||||
};
|
||||
|
||||
SinglePointRemoveAction::SinglePointRemoveAction(const SymbolPartP& part, UInt position)
|
||||
: part(part)
|
||||
, position(position)
|
||||
, point (part->getPoint(position - 1))
|
||||
, point1(part->getPoint(position - 1))
|
||||
, point2(part->getPoint(position + 1))
|
||||
{
|
||||
if (point1.other.segmentAfter == SEGMENT_CURVE || point2.other.segmentBefore == SEGMENT_CURVE) {
|
||||
// try to preserve curve
|
||||
Vector2D before = point->deltaBefore;
|
||||
Vector2D after = point->deltaAfter;
|
||||
|
||||
// convert both segments to curves first
|
||||
if (point1.other.segmentAfter != SEGMENT_CURVE) {
|
||||
point1.other.deltaAfter = -
|
||||
before = (point1.other.pos - point->pos) / 3.0;
|
||||
point1.other.segmentAfter = SEGMENT_CURVE;
|
||||
}
|
||||
if (point2.other.segmentBefore != SEGMENT_CURVE) {
|
||||
point2.other.deltaBefore = -
|
||||
after = (point2.other.pos - point->pos) / 3.0;
|
||||
point2.other.segmentBefore = SEGMENT_CURVE;
|
||||
}
|
||||
|
||||
// The inverse of adding a point, reconstruct the original handles
|
||||
// before being subdivided using de Casteljau's algorithm
|
||||
// length of handles
|
||||
double bl = before.length() + 0.00000001; // prevent division by 0
|
||||
double al = after .length() + 0.00000001;
|
||||
double totl = bl + al;
|
||||
// set new handle sizes
|
||||
point1.other.deltaAfter *= totl / bl;
|
||||
point2.other.deltaBefore *= totl / al;
|
||||
|
||||
// Also take in acount cases where the point does not correspond to a freshly added point.
|
||||
// distance from the point to the curve as it would be in the above case can be used,
|
||||
// in the case of a point just added this distance = 0
|
||||
BezierCurve c(point1.other, point2.other);
|
||||
double t = bl / totl;
|
||||
Vector2D p = c.pointAt(t);
|
||||
Vector2D distP = point->pos - p;
|
||||
// adjust handle sizes
|
||||
point1.other.deltaAfter *= ssqrt(distP.dot(point1.other.deltaAfter) /point1.other.deltaAfter.lengthSqr()) + 1;
|
||||
point2.other.deltaBefore *= ssqrt(distP.dot(point2.other.deltaBefore)/point2.other.deltaBefore.lengthSqr()) + 1;
|
||||
|
||||
// unlock if needed
|
||||
if (point1.other.lock == LOCK_SIZE) point1.other.lock = LOCK_DIR;
|
||||
if (point2.other.lock == LOCK_SIZE) point2.other.lock = LOCK_DIR;
|
||||
} else {
|
||||
// just lines, keep it that way
|
||||
}
|
||||
}
|
||||
|
||||
void SinglePointRemoveAction::perform(bool toUndo) {
|
||||
if (toUndo) {
|
||||
// reinsert the point
|
||||
part->points.insert(part->points.begin() + position, point);
|
||||
} else {
|
||||
// remove the point
|
||||
part->points.erase( part->points.begin() + position);
|
||||
}
|
||||
// update points around removed point
|
||||
point1.perform();
|
||||
point2.perform();
|
||||
}
|
||||
|
||||
DECLARE_POINTER_TYPE(SinglePointRemoveAction);
|
||||
DECLARE_TYPEOF_COLLECTION(SinglePointRemoveActionP);
|
||||
|
||||
|
||||
/// Remove a set of points from a symbol part
|
||||
/// Internally represented as a list of Single Point Remove Actions
|
||||
/// Not all points mat be removed, at least two points must remain
|
||||
class ControlPointRemoveAction : public Action {
|
||||
public:
|
||||
ControlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
vector<SinglePointRemoveActionP> removals;
|
||||
};
|
||||
|
||||
ControlPointRemoveAction::ControlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete) {
|
||||
int index = 0;
|
||||
// find points to remove, in reverse order
|
||||
FOR_EACH(point, part->points) {
|
||||
if (toDelete.find(point) != toDelete.end()) {
|
||||
// remove this point
|
||||
removals.push_back(new_shared2<SinglePointRemoveAction>(part, index));
|
||||
}
|
||||
++index;
|
||||
}
|
||||
}
|
||||
|
||||
String ControlPointRemoveAction::getName(bool toUndo) const {
|
||||
return removals.size() == 1 ? _("Delete point") : _("Delete points");
|
||||
}
|
||||
|
||||
void ControlPointRemoveAction::perform(bool toUndo) {
|
||||
if (toUndo) {
|
||||
FOR_EACH(r, removals) r->perform(toUndo);
|
||||
} else {
|
||||
// in reverse order, because positions of later points will
|
||||
// change after removal of earlier points.
|
||||
FOR_EACH_REVERSE(r, removals) r->perform(toUndo);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Action* controlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete) {
|
||||
if (part->points.size() - toDelete.size() < 2) {
|
||||
// TODO : remove part?
|
||||
//new_shared<ControlPointRemoveAllAction>(part);
|
||||
return 0; // no action
|
||||
} else {
|
||||
return new ControlPointRemoveAction(part, toDelete);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,158 @@
|
||||
//+----------------------------------------------------------------------------+
|
||||
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
|
||||
//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
|
||||
//| License: GNU General Public License 2 or later (see file COPYING) |
|
||||
//+----------------------------------------------------------------------------+
|
||||
|
||||
#ifndef HEADER_DATA_ACTION_SYMBOL_PART
|
||||
#define HEADER_DATA_ACTION_SYMBOL_PART
|
||||
|
||||
/** @file data/action/symbol_part.hpp
|
||||
*
|
||||
* Actions operating on the insides of SymbolParts (ControlPoints and the like).
|
||||
*/
|
||||
|
||||
// ----------------------------------------------------------------------------- : Includes
|
||||
|
||||
#include <util/prec.hpp>
|
||||
#include <util/action_stack.hpp>
|
||||
#include <data/symbol.hpp>
|
||||
|
||||
// ----------------------------------------------------------------------------- : Utility
|
||||
|
||||
/// Constrain a vector to be horizontal, vertical or diagonal
|
||||
/// If constraint==false does nothing
|
||||
Vector2D constrainVector(const Vector2D& v, bool constrain = true, bool onlyDiagonal = false);
|
||||
|
||||
// ----------------------------------------------------------------------------- : Move control point
|
||||
|
||||
/// Moving a control point in a symbol
|
||||
class ControlPointMoveAction : public Action {
|
||||
public:
|
||||
ControlPointMoveAction(const set<ControlPointP>& points);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
/// Update this action to move some more
|
||||
void move(const Vector2D& delta);
|
||||
|
||||
private:
|
||||
set<ControlPointP> points; //^ Points to move
|
||||
vector<Vector2D> oldValues; //^ Their old positions
|
||||
Vector2D delta; //^ Amount we moved
|
||||
public:
|
||||
bool constrain; //^ Constrain movement?
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Move handle
|
||||
|
||||
/// Moving a handle(before/after) of a control point in a symbol
|
||||
class HandleMoveAction : public Action {
|
||||
public:
|
||||
HandleMoveAction(const SelectedHandle& handle);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
/// Update this action to move some more
|
||||
void move(const Vector2D& delta);
|
||||
|
||||
private:
|
||||
SelectedHandle handle; //^ The handle to move
|
||||
Vector2D oldHandle; //^ Old value of this handle
|
||||
Vector2D oldOther; //^ Old value of other handle, needed for contraints
|
||||
Vector2D delta; //^ Amount we moved
|
||||
public:
|
||||
bool constrain; //^ Constrain movement?
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Segment mode
|
||||
|
||||
/// Utility class to update a control point
|
||||
class ControlPointUpdate {
|
||||
public:
|
||||
ControlPointUpdate(const ControlPointP& pnt);
|
||||
|
||||
/// Perform or undo an update on this control point
|
||||
void perform();
|
||||
|
||||
/// Other value that is swapped with the current one.
|
||||
/// Should be changed to make perform have an effect
|
||||
ControlPoint other;
|
||||
/// The point that is to be changed, should not be updated before perform()
|
||||
ControlPointP point;
|
||||
};
|
||||
|
||||
|
||||
/// Changing a line to a curve and vice versa
|
||||
class SegmentModeAction : public Action {
|
||||
public:
|
||||
SegmentModeAction(const ControlPointP& p1, const ControlPointP& p2, SegmentMode mode);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
protected:
|
||||
ControlPointUpdate point1, point2;
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Locking mode
|
||||
|
||||
/// Locking a control point
|
||||
class LockModeAction : public Action {
|
||||
public:
|
||||
LockModeAction(const ControlPointP& p, LockMode mode);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
private:
|
||||
ControlPointUpdate point; //^ The affected point
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Move curve
|
||||
|
||||
/// Dragging a curve; also coverts lines to curves
|
||||
/** Inherits from SegmentModeAction because it also has that effect
|
||||
*/
|
||||
class CurveDragAction : public SegmentModeAction {
|
||||
public:
|
||||
CurveDragAction(const ControlPointP& point1, const ControlPointP& point2);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
// Move the curve by this much, it is grabbed at time t
|
||||
void move(const Vector2D& delta, double t);
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Add control point
|
||||
|
||||
/// Insert a new point in a symbol part
|
||||
class ControlPointAddAction : public Action {
|
||||
public:
|
||||
/// Insert a new point in part, after position insertAfter_, at the time t on the segment
|
||||
ControlPointAddAction(const SymbolPartP& part, UInt insertAfter, double t);
|
||||
|
||||
virtual String getName(bool toUndo) const;
|
||||
virtual void perform(bool toUndo);
|
||||
|
||||
inline ControlPointP getNewPoint() const { return newPoint; }
|
||||
|
||||
private:
|
||||
SymbolPartP part; //^ SymbolPart we are in
|
||||
ControlPointP newPoint; //^ The point to insert
|
||||
UInt insertAfter; //^ Insert after index .. in the array
|
||||
ControlPointUpdate point1, point2; //^ Update the points around the new point
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------- : Remove control point
|
||||
|
||||
/// Action that removes any number of points from a symbol part
|
||||
/// TODO: If less then 3 points are left removes the entire part!
|
||||
Action* controlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete);
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- : EOF
|
||||
#endif
|
||||
Reference in New Issue
Block a user