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git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@275 0fc631ac-6414-0410-93d0-97cfa31319b6
177 lines
6.3 KiB
C++
177 lines
6.3 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) 2001 - 2007 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_PART
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#define HEADER_DATA_ACTION_SYMBOL_PART
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/** @file data/action/symbol_part.hpp
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*
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* Actions operating on the insides of SymbolParts (ControlPoints and the like).
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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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// ----------------------------------------------------------------------------- : Utility
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/// Constrain a vector to be horizontal, vertical or diagonal.
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/** If constraint==false does nothing
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*/
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Vector2D constrain_vector(const Vector2D& v, bool constrain = true, bool only_diagonal = false);
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/// Snap a vector to the grid with the given number of steps per unit interval.
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/** If spacing==0 does not snap. */
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Vector2D snap_vector(const Vector2D& v, int steps);
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/// Add a delta to a vector
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/** Possibly constrain the delta, and snap to result to grid
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*/
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Vector2D constrain_snap_vector(const Vector2D& v, const Vector2D& d, bool constrain, int steps);
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/// Constrain a vector a vector, and snap to an offset grid
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Vector2D constrain_snap_vector_offset(const Vector2D& off1, const Vector2D& d, bool constrain, int steps);
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/// Constrain a vector a vector, and snap to two possible offset grids
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/** Takes the closest snap */
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Vector2D constrain_snap_vector_offset(const Vector2D& off1, const Vector2D& off2, const Vector2D& d, bool constrain, int steps);
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// ----------------------------------------------------------------------------- : Move control point
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/// Moving a control point in a symbol
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class ControlPointMoveAction : public Action {
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public:
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ControlPointMoveAction(const set<ControlPointP>& points);
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virtual String getName(bool to_undo) const;
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virtual void perform(bool to_undo);
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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<ControlPointP> points; ///< Points to move
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vector<Vector2D> oldValues; ///< Their old positions
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Vector2D delta; ///< Amount we moved
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public:
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bool constrain; ///< Constrain movement?
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int snap; ///< Snap to grid?
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};
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// ----------------------------------------------------------------------------- : Move handle
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/// Moving a handle(before/after) of a control point in a symbol
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class HandleMoveAction : public Action {
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public:
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HandleMoveAction(const SelectedHandle& handle);
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virtual String getName(bool to_undo) const;
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virtual void perform(bool to_undo);
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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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SelectedHandle handle; ///< The handle to move
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Vector2D old_handle; ///< Old value of this handle
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Vector2D old_other; ///< Old value of other handle, needed for contraints
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Vector2D delta; ///< Amount we moved
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public:
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bool constrain; ///< Constrain movement?
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int snap; ///< Snap to grid?
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};
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// ----------------------------------------------------------------------------- : Segment mode
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/// Utility class to update a control point
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class ControlPointUpdate {
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public:
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ControlPointUpdate(const ControlPointP& pnt);
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/// Perform or undo an update on this control point
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void perform();
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/// Other value that is swapped with the current one.
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/// Should be changed to make perform have an effect
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ControlPoint other;
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/// The point that is to be changed, should not be updated before perform()
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ControlPointP point;
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};
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/// Changing a line to a curve and vice versa
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class SegmentModeAction : public Action {
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public:
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SegmentModeAction(const ControlPointP& p1, const ControlPointP& p2, SegmentMode mode);
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virtual String getName(bool to_undo) const;
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virtual void perform(bool to_undo);
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protected:
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ControlPointUpdate point1, point2;
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};
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// ----------------------------------------------------------------------------- : Locking mode
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/// Locking a control point
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class LockModeAction : public Action {
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public:
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LockModeAction(const ControlPointP& p, LockMode mode);
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virtual String getName(bool to_undo) const;
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virtual void perform(bool to_undo);
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private:
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ControlPointUpdate point; ///< The affected point
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};
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// ----------------------------------------------------------------------------- : Move curve
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/// Dragging a curve; also coverts lines to curves
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/** Inherits from SegmentModeAction because it also has that effect
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*/
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class CurveDragAction : public SegmentModeAction {
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public:
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CurveDragAction(const ControlPointP& point1, const ControlPointP& point2);
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virtual String getName(bool to_undo) const;
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virtual void perform(bool to_undo);
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// Move the curve by this much, it is grabbed at time t
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void move(const Vector2D& delta, double t);
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};
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// ----------------------------------------------------------------------------- : Add control point
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/// Insert a new point in a symbol part
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class ControlPointAddAction : public Action {
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public:
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/// Insert a new point in part, after position insertAfter_, at the time t on the segment
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ControlPointAddAction(const SymbolPartP& part, UInt insert_after, double t);
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virtual String getName(bool to_undo) const;
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virtual void perform(bool to_undo);
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inline ControlPointP getNewPoint() const { return new_point; }
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private:
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SymbolPartP part; ///< SymbolPart we are in
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ControlPointP new_point; ///< The point to insert
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UInt insert_after; ///< Insert after index .. in the array
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ControlPointUpdate point1, point2; ///< Update the points around the new point
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};
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// ----------------------------------------------------------------------------- : Remove control point
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/// Action that removes any number of points from a symbol part
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/// TODO: If less then 3 points are left removes the entire part?
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Action* controlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete);
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// ----------------------------------------------------------------------------- : EOF
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#endif
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