object-snapper.h revision de19d0a8c684298be714d18c991965b370707ed8
#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 - 2007 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 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 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;
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<SPItem*> *_candidates;
std::vector<NR::Point> *_points_to_snap_to;
std::vector<NArtBpath*> *_bpaths_to_snap_to;
std::vector<Path*> *_paths_to_snap_to;
void _doFreeSnap(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
std::list<SPItem const *> const &it) const;
void _doConstrainedSnap(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
ConstraintLine const &c,
std::list<SPItem const *> const &it) const;
void _findCandidates(SPObject* r,
std::list<SPItem const *> const &it,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
DimensionToSnap const snap_dim) const;
void _snapNodes(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point) 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) const;
void _snapPathsConstrained(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
ConstraintLine const &c) const;
void _collectPaths(Inkscape::Snapper::PointType const &t,
bool const &first_point) const;
void _clear_paths() const;
bool _snap_to_itemnode;
bool _snap_to_itempath;
bool _snap_to_bboxnode;
bool _snap_to_bboxpath;
//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