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