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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58
mapview/2D/tools/Tool.h
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58
mapview/2D/tools/Tool.h
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#ifndef TOOL_H
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#define TOOL_H
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#include <QKeyEvent>
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#include <QMouseEvent>
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#include <QObject>
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#include "../Painter.h"
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class MapView2D;
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/**
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* interface for every MapView tool.
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* a tool may be a background tool (e.g. a ruler-display, grid, ..)
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* or a foreground (active) one, which e.g. selects nodes, creates a new element, ...
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*/
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class Tool : public QObject {
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Q_OBJECT
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public:
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Tool() {;}
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virtual ~Tool() {;}
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/** the tool must return its name here */
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virtual const std::string getName() const = 0;
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/** the tool was activated (by user or by code) */
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virtual void becomesActive() {;}
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/** the tool was deactivated (by user or by code) */
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virtual void becomesInactive() {;}
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/** events: return TRUE when you consumed the event */
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virtual bool mousePressEvent(MapView2D* m, QMouseEvent* e) { (void) m; (void) e; return false; }
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virtual bool mouseMoveEvent(MapView2D* m, QMouseEvent* e) { (void) m; (void) e; return false; }
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virtual bool mouseReleaseEvent(MapView2D* m, QMouseEvent* e) { (void) m; (void) e; return false; }
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virtual bool wheelEvent(MapView2D* m, QWheelEvent* e) { (void) m; (void) e; return false; }
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virtual bool keyPressEvent(MapView2D* m, QKeyEvent* e) { (void) m; (void) e; return false; }
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virtual void paintBefore(MapView2D* m, Painter& p) { (void) m; (void) p; }
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virtual void paintAfter(MapView2D* m, Painter& p) { (void) m; (void) p; }
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virtual void layerChange(MapView2D* m) { (void) m; }
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signals:
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void onHelpTextChange(QString str);
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};
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#endif // TOOL_H
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