diff options
Diffstat (limited to 'src/snap.cpp')
| -rw-r--r-- | src/snap.cpp | 68 |
1 files changed, 59 insertions, 9 deletions
diff --git a/src/snap.cpp b/src/snap.cpp index e14ef6ae9..1f3753600 100644 --- a/src/snap.cpp +++ b/src/snap.cpp @@ -376,13 +376,34 @@ Inkscape::SnappedPoint SnapManager::constrainedSnap(Inkscape::SnapCandidatePoint return no_snap; } + Inkscape::SnappedPoint result = no_snap; + + Inkscape::Preferences *prefs = Inkscape::Preferences::get(); + if ((prefs->getBool("/options/snapmousepointer/value", false)) && p.isSingleHandle()) { + // Snapping the mouse pointer instead of the constrained position of the knot allows + // to snap to things which don't intersect with the constraint line; this is basically + // then just a freesnap with the constraint applied afterwards + // We'll only to this if we're dragging a single handle, and for example not when transforming an object in the selector tool + result = freeSnap(p, bbox_to_snap); + if (result.getSnapped()) { + // only change the snap indicator if we really snapped to something + if (_snapindicator && _desktop) { + _desktop->snapindicator->set_new_snaptarget(result); + } + // Apply the constraint + result.setPoint(constraint.projection(result.getPoint())); + return result; + } + return no_snap; + } + SnappedConstraints sc; SnapperList const snappers = getSnappers(); for (SnapperList::const_iterator i = snappers.begin(); i != snappers.end(); i++) { (*i)->constrainedSnap(sc, p, bbox_to_snap, constraint, &_items_to_ignore, _unselected_nodes); } - Inkscape::SnappedPoint result = findBestSnap(p, sc, true); + result = findBestSnap(p, sc, true); if (result.getSnapped()) { // only change the snap indicator if we really snapped to something @@ -418,38 +439,67 @@ Inkscape::SnappedPoint SnapManager::multipleConstrainedSnaps(Inkscape::SnapCandi std::vector<Geom::Point> projections; bool snapping_is_futile = !someSnapperMightSnap(); - // Iterate over the constraints + Inkscape::SnappedPoint result = no_snap; + + Inkscape::Preferences *prefs = Inkscape::Preferences::get(); + bool snap_mouse = prefs->getBool("/options/snapmousepointer/value", false); + for (std::vector<Inkscape::Snapper::SnapConstraint>::const_iterator c = constraints.begin(); c != constraints.end(); c++) { // Project the mouse pointer onto the constraint; In case we don't snap then we will // return the projection onto the constraint, such that the constraint is always enforced Geom::Point pp = (*c).projection(p.getPoint()); projections.push_back(pp); - // Try to snap to the constraint - if (!snapping_is_futile) { - for (SnapperList::const_iterator i = snappers.begin(); i != snappers.end(); i++) { - (*i)->constrainedSnap(sc, p, bbox_to_snap, *c, &_items_to_ignore,_unselected_nodes); + } + + if (snap_mouse && p.isSingleHandle()) { + // Snapping the mouse pointer instead of the constrained position of the knot allows + // to snap to things which don't intersect with the constraint line; this is basically + // then just a freesnap with the constraint applied afterwards + // We'll only to this if we're dragging a single handle, and for example not when transforming an object in the selector tool + result = freeSnap(p, bbox_to_snap); + } else { + // Iterate over the constraints + for (std::vector<Inkscape::Snapper::SnapConstraint>::const_iterator c = constraints.begin(); c != constraints.end(); c++) { + // Try to snap to the constraint + if (!snapping_is_futile) { + for (SnapperList::const_iterator i = snappers.begin(); i != snappers.end(); i++) { + (*i)->constrainedSnap(sc, p, bbox_to_snap, *c, &_items_to_ignore,_unselected_nodes); + } } } + result = findBestSnap(p, sc, true); } - Inkscape::SnappedPoint result = findBestSnap(p, sc, true); - if (result.getSnapped()) { // only change the snap indicator if we really snapped to something if (_snapindicator && _desktop) { _desktop->snapindicator->set_new_snaptarget(result); } + if (snap_mouse) { + // We still have to apply the constraint, because so far we only tried a freeSnap + Geom::Point result_closest; + for (std::vector<Inkscape::Snapper::SnapConstraint>::const_iterator c = constraints.begin(); c != constraints.end(); c++) { + // Project the mouse pointer onto the constraint; In case we don't snap then we will + // return the projection onto the constraint, such that the constraint is always enforced + Geom::Point result_p = (*c).projection(result.getPoint()); + if (c == constraints.begin() || (Geom::L2(result_p - p.getPoint()) < Geom::L2(result_closest - p.getPoint()))) { + result_closest = result_p; + } + } + result.setPoint(result_closest); + } return result; } // So we didn't snap, but we still need to return a point on one of the constraints // Find out which of the constraints yielded the closest projection of point p - no_snap.setPoint(projections.front()); for (std::vector<Geom::Point>::iterator pp = projections.begin(); pp != projections.end(); pp++) { if (pp != projections.begin()) { if (Geom::L2(*pp - p.getPoint()) < Geom::L2(no_snap.getPoint() - p.getPoint())) { no_snap.setPoint(*pp); } + } else { + no_snap.setPoint(projections.front()); } } |
