object-snapper.h revision 82dbb1c3c36a5dfb93fe980ca96bd85d71066db5
#ifndef SEEN_OBJECT_SNAPPER_H
#define SEEN_OBJECT_SNAPPER_H
/**
* \file object-snapper.h
* \brief Snapping things to objects.
*
* Authors:
* Carl Hetherington <inkscape@carlh.net>
* Diederik van Lierop <mail@diedenrezi.nl>
*
* Copyright (C) 2005 - 2008 Authors
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#include "snapper.h"
#include "sp-path.h"
#include "splivarot.h"
struct SPNamedView;
struct SPItem;
struct SPObject;
namespace Inkscape
{
class SnapCandidate
{
public:
SnapCandidate(SPItem* item, bool clip_or_mask, NR::Matrix _additional_affine);
~SnapCandidate();
SPItem* item; // An item that is to be considered for snapping to
bool clip_or_mask; // If true, then item refers to a clipping path or a mask
/* To find out the absolute position of a clipping path or mask, we not only need to know
* the transformation of the clipping path or mask itself, but also the transformation of
* the object to which the clip or mask is being applied; that transformation is stored here
*/
NR::Matrix additional_affine;
};
class ObjectSnapper : public Snapper
{
public:
ObjectSnapper(SPNamedView const *nv, NR::Coord const d);
~ObjectSnapper();
enum DimensionToSnap {
GUIDE_TRANSL_SNAP_X, // For snapping a vertical guide (normal in the X-direction) to objects,
GUIDE_TRANSL_SNAP_Y, // For snapping a horizontal guide (normal in the Y-direction) to objects
ANGLED_GUIDE_TRANSL_SNAP, // For snapping an angled guide, while translating it accross the desktop
ANGLED_GUIDE_ROT_SNAP, // For snapping an angled guide, while rotating it around some pivot point
TRANSL_SNAP_XY}; // All other cases; for snapping to objects, other than guides
void setSnapToItemNode(bool s) {_snap_to_itemnode = s;}
bool getSnapToItemNode() const {return _snap_to_itemnode;}
void setSnapToItemPath(bool s) {_snap_to_itempath = s;}
bool getSnapToItemPath() const {return _snap_to_itempath;}
void setSnapToBBoxNode(bool s) {_snap_to_bboxnode = s;}
bool getSnapToBBoxNode() const {return _snap_to_bboxnode;}
void setSnapToBBoxPath(bool s) {_snap_to_bboxpath = s;}
bool getSnapToBBoxPath() const {return _snap_to_bboxpath;}
void setSnapToPageBorder(bool s) {_snap_to_page_border = s;}
bool getSnapToPageBorder() const {return _snap_to_page_border;}
void setIncludeItemCenter(bool s) {_include_item_center = s;}
bool getIncludeItemCenter() const {return _include_item_center;}
void setStrictSnapping(bool enabled) {_strict_snapping = enabled;}
void guideSnap(SnappedConstraints &sc,
NR::Point const &p,
NR::Point const &guide_normal) const;
bool ThisSnapperMightSnap() const;
bool GuidesMightSnap() const;
void freeSnap(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
NR::Maybe<NR::Rect> const &bbox_to_snap,
std::vector<SPItem const *> const *it,
std::vector<NR::Point> *unselected_nodes) const;
void constrainedSnap(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
NR::Maybe<NR::Rect> const &bbox_to_snap,
ConstraintLine const &c,
std::vector<SPItem const *> const *it) const;
private:
//store some lists of candidates, points and paths, so we don't have to rebuild them for each point we want to snap
std::vector<SnapCandidate> *_candidates;
std::vector<NR::Point> *_points_to_snap_to;
std::vector<NArtBpath*> *_bpaths_to_snap_to;
std::vector<Path*> *_paths_to_snap_to;
void _findCandidates(SPObject* parent,
std::vector<SPItem const *> const *it,
bool const &first_point,
NR::Rect const &bbox_to_snap,
DimensionToSnap snap_dim,
bool const _clip_or_mask,
NR::Matrix const additional_affine) const;
void _snapNodes(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> *unselected_nodes) const;
void _snapTranslatingGuideToNodes(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
NR::Point const &guide_normal) const;
void _collectNodes(Inkscape::Snapper::PointType const &t,
bool const &first_point) const;
void _snapPaths(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> *unselected_nodes,
SPPath const *selected_path) const;
void _snapPathsConstrained(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
ConstraintLine const &c) const;
bool isUnselectedNode(NR::Point const &point, std::vector<NR::Point> const *unselected_nodes) const;
void _collectPaths(Inkscape::Snapper::PointType const &t,
bool const &first_point) const;
void _clear_paths() const;
NArtBpath const* _getBorderBPath() const;
void _getBorderNodes(std::vector<NR::Point> *points) const;
bool _snap_to_itemnode;
bool _snap_to_itempath;
bool _snap_to_bboxnode;
bool _snap_to_bboxpath;
bool _snap_to_page_border;
//If enabled, then bbox corners will only snap to bboxes,
//and nodes will only snap to nodes and paths. We will not
//snap bbox corners to nodes, or nodes to bboxes.
//(snapping to grids and guides is not affected by this)
bool _strict_snapping;
bool _include_item_center;
};
}
#endif