valentina/src/app/puzzle/vppiece.cpp
2020-06-25 16:59:48 +02:00

189 lines
5.8 KiB
C++

/************************************************************************
**
** @file vppiece.cpp
** @author Ronan Le Tiec
** @date 13 4, 2020
**
** @brief
** @copyright
** This source code is part of the Valentina project, a pattern making
** program, whose allow create and modeling patterns of clothing.
** Copyright (C) 2020 Valentina project
** <https://gitlab.com/smart-pattern/valentina> All Rights Reserved.
**
** Valentina is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** Valentina is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with Valentina. If not, see <http://www.gnu.org/licenses/>.
**
*************************************************************************/
#include "vppiece.h"
#include <QtMath>
#include "vppiecelist.h"
#include "../vmisc/def.h"
#include <QIcon>
#include <QLoggingCategory>
#include <QPainter>
Q_LOGGING_CATEGORY(pPiece, "p.piece")
//---------------------------------------------------------------------------------------------------------------------
VPPiece::VPPiece()
{
}
//---------------------------------------------------------------------------------------------------------------------
VPPiece::VPPiece(VLayoutPiece layoutPiece): VLayoutPiece(layoutPiece)
{
// Resets the translation of the matrix
QTransform matrix = GetMatrix();
matrix.translate(-matrix.dx() ,-matrix.dy());
SetMatrix(matrix);
// then translate the piece so that the top left corner of the bouding rect of the piece is at the position
// (0,0) in the sheet coordinate system
QRectF boundingRect = DetailBoundingRect();
QPointF offset = boundingRect.topLeft();
matrix = GetMatrix();
matrix.translate(-offset.x() ,-offset.y());
SetMatrix(matrix);
}
//---------------------------------------------------------------------------------------------------------------------
VPPiece::~VPPiece()
{
}
//---------------------------------------------------------------------------------------------------------------------
bool VPPiece::GetShowSeamLine() const
{
return m_showSeamline;
}
//---------------------------------------------------------------------------------------------------------------------
void VPPiece::SetShowSeamLine(bool value)
{
m_showSeamline = value;
emit PropertiesChanged();
}
//---------------------------------------------------------------------------------------------------------------------
bool VPPiece::GetPieceMirrored() const
{
return m_mirrorPiece;
}
//---------------------------------------------------------------------------------------------------------------------
void VPPiece::SetPieceMirrored(bool value)
{
m_mirrorPiece = value;
emit PropertiesChanged();
}
//---------------------------------------------------------------------------------------------------------------------
void VPPiece::SetPosition(QPointF point)
{
m_transform.translate(point.x() - m_transform.dx(), point.y() - m_transform.dy());
emit PositionChanged();
}
//---------------------------------------------------------------------------------------------------------------------
QPointF VPPiece::GetPosition()
{
return QPointF(m_transform.dx(),m_transform.dy());
}
//---------------------------------------------------------------------------------------------------------------------
void VPPiece::SetRotation(qreal angle)
{
// qreal currentAngle = GetRotation();
// qreal newAngle = angle - currentAngle;
// m_transform.rotate(newAngle);
if(not VFuzzyComparePossibleNulls(m_pieceAngle, angle))
{
m_pieceAngle = angle;
// make sure the angle is [0 <= angle < 360]
while(m_pieceAngle >= 360)
{
m_pieceAngle -= 360;
}
while(m_pieceAngle < 0)
{
m_pieceAngle += 360;
}
emit RotationChanged();
}
}
//---------------------------------------------------------------------------------------------------------------------
qreal VPPiece::GetRotation()
{
return m_pieceAngle;
// We don't use the QTransform vor now because the math behind it to retrieve the angle is not trivial.
// TODO / FIXME: we can use QTransform later for optimization
// QTransform tmpTransform = m_transform;
// tmpTransform.translate(-tmpTransform.dx(), -tmpTransform.dy()); // make sure there is only the rotation in the matrix
// qreal angle = qRadiansToDegrees(qAcos(tmpTransform.m11()));
// qCDebug(pPiece, "new angle : %f", angle);
// return angle;
}
//---------------------------------------------------------------------------------------------------------------------
void VPPiece::SetIsSelected(bool value)
{
if(m_isSelected != value)
{
m_isSelected = value;
emit SelectionChanged();
}
}
//---------------------------------------------------------------------------------------------------------------------
bool VPPiece::GetIsSelected()
{
return m_isSelected;
}
//---------------------------------------------------------------------------------------------------------------------
VPPieceList* VPPiece::GetPieceList()
{
return m_pieceList;
}
//---------------------------------------------------------------------------------------------------------------------
void VPPiece::SetPieceList(VPPieceList* pieceList)
{
if(pieceList != m_pieceList)
{
m_pieceList = pieceList;
}
}