a whole lotta work!!
- refactoring - completely changed the tooling (adding elements) - better re-use for more stable editing - new elements - ui adjustments - LINT for stair-editing - many more changes
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146
mapview/2D/MV2DElementFloorObstacleDoor.h
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146
mapview/2D/MV2DElementFloorObstacleDoor.h
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#ifndef MV2DELEMENTFLOOROBSTACLEDOOR_H
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#define MV2DELEMENTFLOOROBSTACLEDOOR_H
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#include "MV2DElement.h"
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#include "MapViewElementHelper.h"
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#include "HasMoveableNodes.h"
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#include <Indoor/floorplan/v2/Floorplan.h>
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class MV2DElementFloorObstacleDoor : public MV2DElement, public HasMoveableNodes {
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private:
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//int selPoint = -1;
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Floorplan::FloorObstacleDoor* fo;
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public:
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/** ctor */
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MV2DElementFloorObstacleDoor(Floorplan::FloorObstacleDoor* fo) : fo(fo) {;}
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/** get the element's 3D bounding box */
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BBox2 getBoundingBox() const override {
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BBox2 bbox;
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bbox.add(fo->from);
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bbox.add(fo->to);
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return bbox;
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}
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/** get the element's minimal distance (nearest whatsoever) to the given point */
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float getMinDistanceXY(const Point2 p) const override {
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return MapElementHelper::getLineDistanceXY(fo->from, fo->to, p);
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}
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/** repaint me */
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void paint(Painter& p) override {
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// selected endpoints?
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if (hasFocus()) {
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p.setPenBrush(Qt::NoPen, CFG::SEL_COLOR);
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if (selectedUserIdx == 0) {p.drawCircle(fo->from);}
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if (selectedUserIdx == 1) {p.drawCircle(fo->to);}
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}
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QPen pen;
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pen.setColor(QColor(0.5,0.5,0.5));
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pen.setStyle(Qt::PenStyle::DotLine);
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p.setPenBrush(pen, Qt::NoBrush);
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// opening indicator
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const float open = (fo->swap) ? (-M_PI * 0.5) : (+M_PI * 0.5);
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const float len = (fo->to - fo->from).length();
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const float angle1 = std::atan2(fo->to.y-fo->from.y, fo->to.x-fo->from.x);
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const float angle2 = angle1 + open;
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const Point2 pOpen = Point2( std::cos(angle2) * len, std::sin(angle2) * len ) + fo->from;
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pen.setWidth(2); p.setPen(pen);
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p.drawLine(fo->from, fo->to);
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pen.setWidth(1); p.setPen(pen);
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p.drawLine(fo->from, pOpen);
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p.drawArc(fo->from, len, angle1, open);
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// available endpoints
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if (hasFocus()) {
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p.setPenBrush(Qt::black, Qt::NoBrush);
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p.drawCircle(fo->from);
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p.drawCircle(fo->to);
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}
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}
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virtual void onFocus() override {
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;
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}
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virtual void onUnfocus() override {
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selectedUserIdx = -1; // clear selection
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}
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virtual void mousePressed(MapView2D* v, const Point2 p) override {
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(void) v;
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(void) p;
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}
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virtual void mouseMove(MapView2D* v, const Point2 p) override {
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(void) v;
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(void) p;
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}
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virtual void mouseReleased(MapView2D* v, const Point2 p) override {
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(void) v;
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(void) p;
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}
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/** mouse moved to the given point */
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// virtual void mouseMove(MapView2D* v, const Point2 _p) override {
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// (void) v;
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// if (selPoint == -1) {return;}
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// const Point2 p = v->getScaler().snap(_p);
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// if (selPoint == 0) {fo->from.x = p.x; fo->from.y = p.y;}
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// if (selPoint == 1) {fo->to.x = p.x; fo->to.y = p.y;}
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// emit v->onElementChange(this);
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// }
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/** mouse released */
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// virtual void mouseReleased(MapView2D* v, const Point2 _p) override {
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// // select a new point on mouse-release (more robust than on mouse-press)
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// const float t = v->getScaler().sm(CFG::SEL_THRESHOLD_SIZE_PX);
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// const float l1 = _p.getDistance(fo->from);
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// const float l2 = _p.getDistance(fo->to);
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// if (l1 < l2 && l1 <= t) {selPoint = 0;}
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// else if (l2 < l1 && l2 <= t) {selPoint = 1;}
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// else {selPoint = -1;}
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// }
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/** get a list of all nodes that are selectable / moveable */
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virtual std::vector<MoveableNode> getMoveableNodes() const override {
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std::vector<MoveableNode> nodes = {
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MoveableNode(0, fo->from),
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MoveableNode(1, fo->to)
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};
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return nodes;
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}
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/** the given node was moved */
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virtual void onNodeMove(MapView2D* v, const int userIdx, const Point2 newPos) override {
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switch (userIdx) {
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case 0: fo->from = newPos; break;
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case 1: fo->to = newPos; break;
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}
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emit v->onElementChange(this);
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}
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virtual bool keyPressEvent(MapView2D* v, QKeyEvent *e) override {
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(void) v;
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(void) e;
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return false;
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}
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};
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#endif // MV2DELEMENTFLOOROBSTACLEDOOR_H
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