persp3d.cpp revision c4ae5c46c1d9c171f96e47e81f2f0f5f0e189547
#define __PERSP3D_C__
/*
* Class modelling a 3D perspective as an SPObject
*
* Authors:
* Maximilian Albert <Anhalter42@gmx.de>
*
* Copyright (C) 2007 authors
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#include "persp3d.h"
#include "perspective-line.h"
#include "attributes.h"
#include "document-private.h"
#include "vanishing-point.h"
#include "box3d-context.h"
#include "box3d.h"
#include "xml/document.h"
#include "xml/node-event-vector.h"
#include "desktop-handles.h"
#include <glibmm/i18n.h>
static void persp3d_class_init(Persp3DClass *klass);
static void persp3d_init(Persp3D *stop);
static void persp3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr);
static void persp3d_release(SPObject *object);
static void persp3d_set(SPObject *object, unsigned key, gchar const *value);
static void persp3d_update(SPObject *object, SPCtx *ctx, guint flags);
static Inkscape::XML::Node *persp3d_write(SPObject *object, Inkscape::XML::Document *doc, Inkscape::XML::Node *repr, guint flags);
static void persp3d_on_repr_attr_changed (Inkscape::XML::Node * repr, const gchar *key, const gchar *oldval, const gchar *newval, bool is_interactive, void * data);
static SPObjectClass *persp3d_parent_class;
static int global_counter = 0;
/**
* Registers Persp3d class and returns its type.
*/
GType
persp3d_get_type()
{
static GType type = 0;
if (!type) {
GTypeInfo info = {
sizeof(Persp3DClass),
NULL, NULL,
(GClassInitFunc) persp3d_class_init,
NULL, NULL,
sizeof(Persp3D),
16,
(GInstanceInitFunc) persp3d_init,
NULL, /* value_table */
};
type = g_type_register_static(SP_TYPE_OBJECT, "Persp3D", &info, (GTypeFlags)0);
}
return type;
}
static Inkscape::XML::NodeEventVector const persp3d_repr_events = {
NULL, /* child_added */
NULL, /* child_removed */
persp3d_on_repr_attr_changed,
NULL, /* content_changed */
NULL /* order_changed */
};
/**
* Callback to initialize Persp3D vtable.
*/
static void persp3d_class_init(Persp3DClass *klass)
{
SPObjectClass *sp_object_class = (SPObjectClass *) klass;
persp3d_parent_class = (SPObjectClass *) g_type_class_ref(SP_TYPE_OBJECT);
sp_object_class->build = persp3d_build;
sp_object_class->release = persp3d_release;
sp_object_class->set = persp3d_set;
sp_object_class->update = persp3d_update;
sp_object_class->write = persp3d_write;
}
/**
* Callback to initialize Persp3D object.
*/
static void
persp3d_init(Persp3D *persp)
{
persp->tmat = Proj::TransfMat3x4 ();
persp->boxes_transformed = new std::map<SPBox3D *, bool>;
persp->boxes_transformed->clear();
persp->document = NULL;
persp->my_counter = global_counter++;
}
/**
* Virtual build: set persp3d attributes from its associated XML node.
*/
static void persp3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr)
{
if (((SPObjectClass *) persp3d_parent_class)->build)
(* ((SPObjectClass *) persp3d_parent_class)->build)(object, document, repr);
/* calls sp_object_set for the respective attributes */
// The transformation matrix is updated according to the values we read for the VPs
sp_object_read_attr(object, "inkscape:vp_x");
sp_object_read_attr(object, "inkscape:vp_y");
sp_object_read_attr(object, "inkscape:vp_z");
sp_object_read_attr(object, "inkscape:persp3d-origin");
if (repr) {
repr->addListener (&persp3d_repr_events, object);
}
}
/**
* Virtual release of Persp3D members before destruction.
*/
static void persp3d_release(SPObject *object) {
Persp3D *persp = SP_PERSP3D (object);
delete persp->boxes_transformed;
SP_OBJECT_REPR(object)->removeListenerByData(object);
}
/**
* Virtual set: set attribute to value.
*/
// FIXME: Currently we only read the finite positions of vanishing points;
// should we move VPs into their own repr (as it's done for SPStop, e.g.)?
static void
persp3d_set(SPObject *object, unsigned key, gchar const *value)
{
Persp3D *persp = SP_PERSP3D (object);
switch (key) {
case SP_ATTR_INKSCAPE_PERSP3D_VP_X: {
if (value) {
Proj::Pt2 new_image (value);
persp3d_update_with_point (persp, Proj::X, new_image);
}
break;
}
case SP_ATTR_INKSCAPE_PERSP3D_VP_Y: {
if (value) {
Proj::Pt2 new_image (value);
persp3d_update_with_point (persp, Proj::Y, new_image);
break;
}
}
case SP_ATTR_INKSCAPE_PERSP3D_VP_Z: {
if (value) {
Proj::Pt2 new_image (value);
persp3d_update_with_point (persp, Proj::Z, new_image);
break;
}
}
case SP_ATTR_INKSCAPE_PERSP3D_ORIGIN: {
if (value) {
Proj::Pt2 new_image (value);
persp3d_update_with_point (persp, Proj::W, new_image);
break;
}
}
default: {
if (((SPObjectClass *) persp3d_parent_class)->set)
(* ((SPObjectClass *) persp3d_parent_class)->set)(object, key, value);
break;
}
}
// FIXME: Is this the right place for resetting the draggers?
SPEventContext *ec = inkscape_active_event_context();
if (SP_IS_BOX3D_CONTEXT(ec)) {
Box3DContext *bc = SP_BOX3D_CONTEXT(ec);
bc->_vpdrag->updateDraggers();
bc->_vpdrag->updateLines();
bc->_vpdrag->updateBoxHandles();
bc->_vpdrag->updateBoxReprs();
}
}
static void
persp3d_update(SPObject *object, SPCtx *ctx, guint flags)
{
if (flags & SP_OBJECT_MODIFIED_FLAG | SP_OBJECT_STYLE_MODIFIED_FLAG | SP_OBJECT_VIEWPORT_MODIFIED_FLAG) {
/* TODO: Should we update anything here? */
}
if (((SPObjectClass *) persp3d_parent_class)->update)
((SPObjectClass *) persp3d_parent_class)->update(object, ctx, flags);
}
Persp3D *
persp3d_create_xml_element (SPDocument *document, Persp3D *dup) {// if dup is given, copy the attributes over
SPDefs *defs = (SPDefs *) SP_DOCUMENT_DEFS(document);
Inkscape::XML::Document *xml_doc = sp_document_repr_doc(document);
Inkscape::XML::Node *repr;
if (dup) {
repr = SP_OBJECT_REPR(dup)->duplicate (xml_doc);
} else {
/* if no perspective is given, create a default one */
repr = xml_doc->createElement("inkscape:perspective");
repr->setAttribute("sodipodi:type", "inkscape:persp3d");
Proj::Pt2 proj_vp_x = Proj::Pt2 (0.0, sp_document_height(document)/2, 1.0);
Proj::Pt2 proj_vp_y = Proj::Pt2 ( 0.0,1000.0, 0.0);
Proj::Pt2 proj_vp_z = Proj::Pt2 (sp_document_width(document), sp_document_height(document)/2, 1.0);
Proj::Pt2 proj_origin = Proj::Pt2 (sp_document_width(document)/2, sp_document_height(document)/3, 1.0);
gchar *str = NULL;
str = proj_vp_x.coord_string();
repr->setAttribute("inkscape:vp_x", str);
g_free (str);
str = proj_vp_y.coord_string();
repr->setAttribute("inkscape:vp_y", str);
g_free (str);
str = proj_vp_z.coord_string();
repr->setAttribute("inkscape:vp_z", str);
g_free (str);
str = proj_origin.coord_string();
repr->setAttribute("inkscape:persp3d-origin", str);
g_free (str);
}
/* Append the new persp3d to defs */
SP_OBJECT_REPR(defs)->addChild(repr, NULL);
Inkscape::GC::release(repr);
return (Persp3D *) sp_object_get_child_by_repr (SP_OBJECT(defs), repr);
}
Persp3D *
persp3d_document_first_persp (SPDocument *document) {
SPDefs *defs = (SPDefs *) SP_DOCUMENT_DEFS(document);
Inkscape::XML::Node *repr;
for (SPObject *child = sp_object_first_child(defs); child != NULL; child = SP_OBJECT_NEXT(child) ) {
repr = SP_OBJECT_REPR(child);
if (SP_IS_PERSP3D(child)) {
return SP_PERSP3D(child);
}
}
return NULL;
}
/**
* Virtual write: write object attributes to repr.
*/
static Inkscape::XML::Node *
persp3d_write(SPObject *object, Inkscape::XML::Document *xml_doc, Inkscape::XML::Node *repr, guint flags)
{
Persp3D *persp = SP_PERSP3D(object);
if ((flags & SP_OBJECT_WRITE_BUILD & SP_OBJECT_WRITE_EXT) && !repr) {
// this is where we end up when saving as plain SVG (also in other circumstances?);
// hence we don't set the sodipodi:type attribute
repr = xml_doc->createElement("inkscape:perspective");
}
if (flags & SP_OBJECT_WRITE_EXT) {
gchar *str = NULL; // FIXME: Should this be freed each time we set an attribute or only in the end or at all?
str = persp3d_pt_to_str (persp, Proj::X);
repr->setAttribute("inkscape:vp_x", str);
str = persp3d_pt_to_str (persp, Proj::Y);
repr->setAttribute("inkscape:vp_y", str);
str = persp3d_pt_to_str (persp, Proj::Z);
repr->setAttribute("inkscape:vp_z", str);
str = persp3d_pt_to_str (persp, Proj::W);
repr->setAttribute("inkscape:persp3d-origin", str);
}
if (((SPObjectClass *) persp3d_parent_class)->write)
(* ((SPObjectClass *) persp3d_parent_class)->write)(object, xml_doc, repr, flags);
return repr;
}
/* convenience wrapper around persp3d_get_finite_dir() and persp3d_get_infinite_dir() */
Geom::Point persp3d_get_PL_dir_from_pt (Persp3D *persp, Geom::Point const &pt, Proj::Axis axis) {
if (persp3d_VP_is_finite(persp, axis)) {
return persp3d_get_finite_dir(persp, pt, axis);
} else {
return persp3d_get_infinite_dir(persp, axis);
}
}
Geom::Point
persp3d_get_finite_dir (Persp3D *persp, Geom::Point const &pt, Proj::Axis axis) {
Box3D::PerspectiveLine pl(pt, axis, persp);
return pl.direction();
}
Geom::Point
persp3d_get_infinite_dir (Persp3D *persp, Proj::Axis axis) {
Proj::Pt2 vp(persp3d_get_VP(persp, axis));
if (vp[2] != 0.0) {
g_print ("VP should be infinite but is (%f : %f : %f)\n", vp[0], vp[1], vp[2]);
g_return_val_if_fail(vp[2] != 0.0, Geom::Point(0.0, 0.0));
}
return Geom::Point(vp[0], vp[1]);
}
double
persp3d_get_infinite_angle (Persp3D *persp, Proj::Axis axis) {
return persp->tmat.get_infinite_angle(axis);
}
bool
persp3d_VP_is_finite (Persp3D *persp, Proj::Axis axis) {
return persp->tmat.has_finite_image(axis);
}
void
persp3d_toggle_VP (Persp3D *persp, Proj::Axis axis, bool set_undo) {
persp->tmat.toggle_finite(axis);
// FIXME: Remove this repr update and rely on vp_drag_sel_modified() to do this for us
// On the other hand, vp_drag_sel_modified() would update all boxes;
// here we can confine ourselves to the boxes of this particular perspective.
persp3d_update_box_reprs (persp);
SP_OBJECT(persp)->updateRepr(SP_OBJECT_WRITE_EXT);
if (set_undo) {
sp_document_done(sp_desktop_document(inkscape_active_desktop()), SP_VERB_CONTEXT_3DBOX,
_("Toggle vanishing point"));
}
}
/* toggle VPs for the same axis in all perspectives of a given list */
void
persp3d_toggle_VPs (std::list<Persp3D *> p, Proj::Axis axis) {
for (std::list<Persp3D *>::iterator i = p.begin(); i != p.end(); ++i) {
persp3d_toggle_VP((*i), axis, false);
}
sp_document_done(sp_desktop_document(inkscape_active_desktop()), SP_VERB_CONTEXT_3DBOX,
_("Toggle multiple vanishing points"));
}
void
persp3d_set_VP_state (Persp3D *persp, Proj::Axis axis, Proj::VPState state) {
if (persp3d_VP_is_finite(persp, axis) != (state == Proj::VP_FINITE)) {
persp3d_toggle_VP(persp, axis);
}
}
void
persp3d_rotate_VP (Persp3D *persp, Proj::Axis axis, double angle, bool alt_pressed) { // angle is in degrees
// FIXME: Most of this functionality should be moved to trans_mat_3x4.(h|cpp)
if (persp->tmat.has_finite_image(axis)) {
// don't rotate anything for finite VPs
return;
}
Proj::Pt2 v_dir_proj (persp->tmat.column(axis));
Geom::Point v_dir (v_dir_proj[0], v_dir_proj[1]);
double a = Geom::atan2 (v_dir) * 180/M_PI;
a += alt_pressed ? 0.5 * ((angle > 0 ) - (angle < 0)) : angle; // the r.h.s. yields +/-0.5 or angle
persp->tmat.set_infinite_direction (axis, a);
persp3d_update_box_reprs (persp);
SP_OBJECT(persp)->updateRepr(SP_OBJECT_WRITE_EXT);
}
void
persp3d_update_with_point (Persp3D *persp, Proj::Axis const axis, Proj::Pt2 const &new_image) {
persp->tmat.set_image_pt (axis, new_image);
}
void
persp3d_apply_affine_transformation (Persp3D *persp, Geom::Matrix const &xform) {
persp->tmat *= xform;
persp3d_update_box_reprs(persp);
SP_OBJECT(persp)->updateRepr(SP_OBJECT_WRITE_EXT);
}
gchar *
persp3d_pt_to_str (Persp3D *persp, Proj::Axis const axis)
{
return persp->tmat.pt_to_str(axis);
}
void
persp3d_add_box (Persp3D *persp, SPBox3D *box) {
if (!box) {
return;
}
if (std::find (persp->boxes.begin(), persp->boxes.end(), box) != persp->boxes.end()) {
return;
}
persp->boxes.push_back(box);
}
void
persp3d_remove_box (Persp3D *persp, SPBox3D *box) {
std::vector<SPBox3D *>::iterator i = std::find (persp->boxes.begin(), persp->boxes.end(), box);
if (i != persp->boxes.end()) {
persp->boxes.erase(i);
}
}
bool
persp3d_has_box (Persp3D *persp, SPBox3D *box) {
// FIXME: For some reason, std::find() does not seem to compare pointers "correctly" (or do we need to
// provide a proper comparison function?), so we manually traverse the list.
for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
if ((*i) == box) {
return true;
}
}
return false;
}
void
persp3d_add_box_transform (Persp3D *persp, SPBox3D *box) {
std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->find(box);
if (i != persp->boxes_transformed->end() && (*i).second == true) {
g_print ("Warning! In %s (%d): trying to add transform status for box %d twice when it's already listed as true.\n", SP_OBJECT_REPR(persp)->attribute("id"), persp->my_counter, box->my_counter);
return;
}
(*persp->boxes_transformed)[box] = false;
}
void
persp3d_remove_box_transform (Persp3D *persp, SPBox3D *box) {
persp->boxes_transformed->erase(box);
}
void
persp3d_set_box_transformed (Persp3D *persp, SPBox3D *box, bool transformed) {
if (persp->boxes_transformed->find(box) == persp->boxes_transformed->end()) {
g_print ("Warning! In %s (%d): trying to set transform status for box %d, but it is not listed in the perspective!! Aborting.\n",
SP_OBJECT_REPR(persp)->attribute("id"), persp->my_counter,
box->my_counter);
return;
}
(*persp->boxes_transformed)[box] = transformed;
}
bool
persp3d_was_transformed (Persp3D *persp) {
if (persp->boxes_transformed->size() == 1) {
/* either the transform has not been applied to the single box associated to this perspective yet
or the transform was already reset; in both cases we need to return false because upcoming
transforms need to be applied */
(*persp->boxes_transformed->begin()).second = false; // make sure the box is marked as untransformed (in case more boxes are added later)
return false;
}
for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin();
i != persp->boxes_transformed->end(); ++i) {
if ((*i).second == true) {
// at least one of the boxes in the perspective has already been transformed;
return true;
}
}
return false; // all boxes in the perspective are still untransformed; a pending transformation should be applied
}
bool
persp3d_all_transformed(Persp3D *persp) {
for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin();
i != persp->boxes_transformed->end(); ++i) {
if ((*i).second == false) {
return false;
}
}
return true;
}
void
persp3d_unset_transforms(Persp3D *persp) {
for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin();
i != persp->boxes_transformed->end(); ++i) {
(*i).second = false;
}
}
void
persp3d_update_box_displays (Persp3D *persp) {
if (persp->boxes.empty())
return;
for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
box3d_position_set(*i);
}
}
void
persp3d_update_box_reprs (Persp3D *persp) {
if (persp->boxes.empty())
return;
for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
SP_OBJECT(*i)->updateRepr(SP_OBJECT_WRITE_EXT);
box3d_set_z_orders(*i);
}
}
void
persp3d_update_z_orders (Persp3D *persp) {
if (persp->boxes.empty())
return;
for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
box3d_set_z_orders(*i);
}
}
// FIXME: For some reason we seem to require a vector instead of a list in Persp3D, but in vp_knot_moved_handler()
// we need a list of boxes. If we can store a list in Persp3D right from the start, this function becomes
// obsolete. We should do this.
std::list<SPBox3D *>
persp3d_list_of_boxes(Persp3D *persp) {
std::list<SPBox3D *> bx_lst;
for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
bx_lst.push_back(*i);
}
return bx_lst;
}
bool
persp3d_perspectives_coincide(const Persp3D *lhs, const Persp3D *rhs)
{
return lhs->tmat == rhs->tmat;
}
void
persp3d_absorb(Persp3D *persp1, Persp3D *persp2) {
/* double check if we are called in sane situations */
g_return_if_fail (persp3d_perspectives_coincide(persp1, persp2) && persp1 != persp2);
std::vector<SPBox3D *>::iterator boxes;
// Note: We first need to copy the boxes of persp2 into a separate list;
// otherwise the loop below gets confused when perspectives are reattached.
std::list<SPBox3D *> boxes_of_persp2 = persp3d_list_of_boxes(persp2);
for (std::list<SPBox3D *>::iterator i = boxes_of_persp2.begin(); i != boxes_of_persp2.end(); ++i) {
box3d_switch_perspectives((*i), persp2, persp1, true);
SP_OBJECT(*i)->updateRepr(SP_OBJECT_WRITE_EXT); // so that undo/redo can do its job properly
}
}
static void
persp3d_on_repr_attr_changed ( Inkscape::XML::Node * /*repr*/,
const gchar */*key*/,
const gchar */*oldval*/,
const gchar */*newval*/,
bool /*is_interactive*/,
void * data )
{
if (!data)
return;
Persp3D *persp = (Persp3D*) data;
persp3d_update_box_displays (persp);
}
/* checks whether all boxes linked to this perspective are currently selected */
bool
persp3d_has_all_boxes_in_selection (Persp3D *persp) {
std::list<SPBox3D *> selboxes = sp_desktop_selection(inkscape_active_desktop())->box3DList();
for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
if (std::find(selboxes.begin(), selboxes.end(), *i) == selboxes.end()) {
// we have an unselected box in the perspective
return false;
}
}
return true;
}
/**
* For each perspective having a box in \a selection, determine all its unselected boxes.
*/
// TODO: Check where we can use pass-by-reference (or so) instead of recreating all the lists afresh.
std::map<Persp3D *, std::list<SPBox3D *> >
persp3d_unselected_boxes(Inkscape::Selection *selection) {
std::list<Persp3D *> plist = selection->perspList();
std::map<Persp3D *, std::list<SPBox3D *> > punsel;
std::list<Persp3D *>::iterator i;
std::vector<SPBox3D *>::iterator j;
// for all perspectives in the list ...
for (i = plist.begin(); i != plist.end(); ++i) {
Persp3D *persp = *i;
// ... and each box associated to it ...
for (j = persp->boxes.begin(); j != persp->boxes.end(); ++j) {
SPBox3D *box = *j;
// ... check whether it is unselected, and if so add it to the list
if (persp->boxes_transformed->find(box) == persp->boxes_transformed->end()) {
punsel[persp].push_back(box);
}
}
}
return punsel;
}
/**
* Split all perspectives with a box in \a selection by moving their unselected boxes to newly
* created perspectives.
*/
void
persp3d_split_perspectives_according_to_selection(Inkscape::Selection *selection) {
std::map<Persp3D *, std::list<SPBox3D *> > punsel = persp3d_unselected_boxes(selection);
std::map<Persp3D *, std::list<SPBox3D *> >::iterator i;
std::list<SPBox3D *>::iterator j;
// for all perspectives in the list ...
for (i = punsel.begin(); i != punsel.end(); ++i) {
Persp3D *persp = (*i).first;
// ... if the perspective has unselected boxes ...
if (!(*i).second.empty()) {
// create a new perspective and move these boxes over
Persp3D * new_persp = persp3d_create_xml_element (SP_OBJECT_DOCUMENT(persp), persp);
for (j = (*i).second.begin(); j != (*i).second.end(); ++j) {
SPBox3D *box = *j;
box3d_switch_perspectives(box, persp, new_persp);
}
}
}
}
/* some debugging stuff follows */
void
persp3d_print_debugging_info (Persp3D *persp) {
g_print ("=== Info for Persp3D %d ===\n", persp->my_counter);
gchar * cstr;
for (int i = 0; i < 4; ++i) {
cstr = persp3d_get_VP(persp, Proj::axes[i]).coord_string();
g_print (" VP %s: %s\n", Proj::string_from_axis(Proj::axes[i]), cstr);
g_free(cstr);
}
cstr = persp3d_get_VP(persp, Proj::W).coord_string();
g_print (" Origin: %s\n", cstr);
g_free(cstr);
g_print (" Boxes: ");
for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
g_print ("%d (%d) ", (*i)->my_counter, box3d_get_perspective(*i)->my_counter);
}
g_print ("\n");
g_print ("========================\n");
}
void
persp3d_print_debugging_info_all(SPDocument *document) {
SPDefs *defs = (SPDefs *) SP_DOCUMENT_DEFS(document);
Inkscape::XML::Node *repr;
for (SPObject *child = sp_object_first_child(defs); child != NULL; child = SP_OBJECT_NEXT(child) ) {
repr = SP_OBJECT_REPR(child);
if (SP_IS_PERSP3D(child)) {
persp3d_print_debugging_info(SP_PERSP3D(child));
}
}
persp3d_print_all_selected();
}
void
persp3d_print_all_selected() {
g_print ("\n======================================\n");
g_print ("Selected perspectives and their boxes:\n");
std::list<Persp3D *> sel_persps = sp_desktop_selection(inkscape_active_desktop())->perspList();
for (std::list<Persp3D *>::iterator j = sel_persps.begin(); j != sel_persps.end(); ++j) {
Persp3D *persp = SP_PERSP3D(*j);
g_print (" %s (%d): ", SP_OBJECT_REPR(persp)->attribute("id"), persp->my_counter);
for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin();
i != persp->boxes_transformed->end(); ++i) {
g_print ("<%d,%d> ", (*i).first->my_counter, (*i).second);
}
g_print ("\n");
}
g_print ("======================================\n\n");
}
/*
Local Variables:
mode:c++
c-file-style:"stroustrup"
c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +))
indent-tabs-mode:nil
fill-column:99
End:
*/
// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=99 :