/** * \file object-snapper.cpp * \brief Snapping things to objects. * * Authors: * Carl Hetherington * Diederik van Lierop * * Copyright (C) 2005 - 2008 Authors * * Released under GNU GPL, read the file 'COPYING' for more information */ #include "svg/svg.h" #include "libnr/nr-path.h" #include "libnr/nr-rect-ops.h" #include "libnr/nr-point-fns.h" #include <2geom/path-intersection.h> #include <2geom/point.h> #include <2geom/rect.h> #include "document.h" #include "sp-namedview.h" #include "sp-image.h" #include "sp-item-group.h" #include "sp-item.h" #include "sp-use.h" #include "display/curve.h" #include "desktop.h" #include "inkscape.h" #include "prefs-utils.h" #include "sp-text.h" #include "sp-flowtext.h" #include "text-editing.h" #include "sp-clippath.h" #include "sp-mask.h" #include "helper/geom-curves.h" Inkscape::SnapCandidate::SnapCandidate(SPItem* item, bool clip_or_mask, NR::Matrix additional_affine) : item(item), clip_or_mask(clip_or_mask), additional_affine(additional_affine) { } Inkscape::SnapCandidate::~SnapCandidate() { } Inkscape::ObjectSnapper::ObjectSnapper(SPNamedView const *nv, NR::Coord const d) : Snapper(nv, d), _snap_to_itemnode(true), _snap_to_itempath(true), _snap_to_bboxnode(true), _snap_to_bboxpath(true), _snap_to_page_border(false), _strict_snapping(true), _include_item_center(false) { _candidates = new std::vector; _points_to_snap_to = new std::vector; _paths_to_snap_to = new std::vector; } Inkscape::ObjectSnapper::~ObjectSnapper() { _candidates->clear(); delete _candidates; _points_to_snap_to->clear(); delete _points_to_snap_to; _clear_paths(); delete _paths_to_snap_to; } /** * Find all items within snapping range. * \param parent Pointer to the document's root, or to a clipped path or mask object * \param it List of items to ignore * \param first_point If true then this point is the first one from a whole bunch of points * \param bbox_to_snap Bounding box hulling the whole bunch of points, all from the same selection and having the same transformation * \param DimensionToSnap Snap in X, Y, or both directions. */ void Inkscape::ObjectSnapper::_findCandidates(SPObject* parent, std::vector const *it, bool const &first_point, NR::Rect const &bbox_to_snap, DimensionToSnap const snap_dim, bool const clip_or_mask, NR::Matrix const additional_affine) const // transformation of the item being clipped / masked { bool const c1 = (snap_dim == TRANSL_SNAP_XY) && ThisSnapperMightSnap(); bool const c2 = (snap_dim != TRANSL_SNAP_XY) && GuidesMightSnap(); if (!(c1 || c2)) { return; } SPDesktop const *desktop = SP_ACTIVE_DESKTOP; if (first_point) { _candidates->clear(); } boost::optional bbox_of_item = NR::Rect(); // a default NR::Rect is infinitely large NR::Rect bbox_to_snap_incl = bbox_to_snap; // _incl means: will include the snapper tolerance bbox_to_snap_incl.growBy(getSnapperTolerance()); // see? for (SPObject* o = sp_object_first_child(parent); o != NULL; o = SP_OBJECT_NEXT(o)) { if (SP_IS_ITEM(o) && !SP_ITEM(o)->isLocked() && !(desktop->itemIsHidden(SP_ITEM(o)) && !clip_or_mask)) { // Don't snap to locked items, and // don't snap to hidden objects, unless they're a clipped path or a mask /* See if this item is on the ignore list */ std::vector::const_iterator i; if (it != NULL) { i = it->begin(); while (i != it->end() && *i != o) { i++; } } if (it == NULL || i == it->end()) { SPItem *item = SP_ITEM(o); NR::Matrix transform = NR::identity(); if (item) { SPObject *obj = NULL; if (clip_or_mask) { // If the current item is a clipping path or a mask // then store the transformation of the clipped path or mask itself // but also take into account the additional affine of the object // being clipped / masked transform = item->transform * additional_affine; } else { // cannot clip or mask more than once // The current item is not a clipping path or a mask, but might // still be the subject of clipping or masking itself ; if so, then // we should also consider that path or mask for snapping to obj = SP_OBJECT(item->clip_ref->getObject()); if (obj) { _findCandidates(obj, it, false, bbox_to_snap, snap_dim, true, item->transform); } obj = SP_OBJECT(item->mask_ref->getObject()); if (obj) { _findCandidates(obj, it, false, bbox_to_snap, snap_dim, true, item->transform); } } } if (SP_IS_GROUP(o)) { _findCandidates(o, it, false, bbox_to_snap, snap_dim, false, NR::identity()); } else { if (clip_or_mask) { // Oh oh, this will get ugly. We cannot use sp_item_i2d_affine directly because we need to // insert an additional transformation in document coordinates (code copied from sp_item_i2d_affine) sp_item_invoke_bbox(item, &bbox_of_item, from_2geom(sp_item_i2doc_affine(item) * matrix_to_desktop(to_2geom(additional_affine), item)), true); } else { sp_item_invoke_bbox(item, &bbox_of_item, from_2geom(sp_item_i2d_affine(item)), true); } // See if the item is within range if (bbox_of_item) { if (bbox_to_snap_incl.intersects(*bbox_of_item)) { // This item is within snapping range, so record it as a candidate _candidates->push_back(SnapCandidate(item, clip_or_mask, additional_affine)); } } } } } } } void Inkscape::ObjectSnapper::_collectNodes(Inkscape::Snapper::PointType const &t, bool const &first_point) const { // Now, let's first collect all points to snap to. If we have a whole bunch of points to snap, // e.g. when translating an item using the selector tool, then we will only do this for the // first point and store the collection for later use. This significantly improves the performance if (first_point) { _points_to_snap_to->clear(); // Determine the type of bounding box we should snap to SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX; bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE; bool p_is_a_bbox = t & Inkscape::Snapper::SNAPPOINT_BBOX; bool p_is_a_guide = t & Inkscape::Snapper::SNAPPOINT_GUIDE; // A point considered for snapping should be either a node, a bbox corner or a guide. Pick only ONE! g_assert(!(p_is_a_node && p_is_a_bbox || p_is_a_bbox && p_is_a_guide || p_is_a_node && p_is_a_guide)); if (_snap_to_bboxnode) { int prefs_bbox = prefs_get_int_attribute("tools", "bounding_box", 0); bbox_type = (prefs_bbox == 0)? SPItem::APPROXIMATE_BBOX : SPItem::GEOMETRIC_BBOX; } // Consider the page border for snapping if (_snap_to_page_border) { _getBorderNodes(_points_to_snap_to); } for (std::vector::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) { //NR::Matrix i2doc(NR::identity()); SPItem *root_item = (*i).item; if (SP_IS_USE((*i).item)) { root_item = sp_use_root(SP_USE((*i).item)); } g_return_if_fail(root_item); //Collect all nodes so we can snap to them if (_snap_to_itemnode) { if (!(_strict_snapping && !p_is_a_node) || p_is_a_guide) { sp_item_snappoints(root_item, _include_item_center, SnapPointsIter(*_points_to_snap_to)); } } //Collect the bounding box's corners so we can snap to them if (_snap_to_bboxnode) { if (!(_strict_snapping && !p_is_a_bbox) || p_is_a_guide) { // Discard the bbox of a clipped path / mask, because we don't want to snap to both the bbox // of the item AND the bbox of the clipping path at the same time if (!(*i).clip_or_mask) { boost::optional b = sp_item_bbox_desktop(root_item, bbox_type); if (b) { for ( unsigned k = 0 ; k < 4 ; k++ ) { _points_to_snap_to->push_back(b->corner(k)); } } } } } } } } void Inkscape::ObjectSnapper::_snapNodes(SnappedConstraints &sc, Inkscape::Snapper::PointType const &t, NR::Point const &p, bool const &first_point, std::vector *unselected_nodes) const { // Iterate through all nodes, find out which one is the closest to p, and snap to it! _collectNodes(t, first_point); if (unselected_nodes != NULL) { _points_to_snap_to->insert(_points_to_snap_to->end(), unselected_nodes->begin(), unselected_nodes->end()); } SnappedPoint s; bool success = false; for (std::vector::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) { NR::Coord dist = NR::L2(*k - p); if (dist < getSnapperTolerance() && dist < s.getDistance()) { s = SnappedPoint(*k, SNAPTARGET_NODE, dist, getSnapperTolerance(), getSnapperAlwaysSnap()); success = true; } } if (success) { sc.points.push_back(s); } } void Inkscape::ObjectSnapper::_snapTranslatingGuideToNodes(SnappedConstraints &sc, Inkscape::Snapper::PointType const &t, NR::Point const &p, NR::Point const &guide_normal) const { // Iterate through all nodes, find out which one is the closest to this guide, and snap to it! _collectNodes(t, true); SnappedPoint s; bool success = false; NR::Coord tol = getSnapperTolerance(); for (std::vector::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) { // Project each node (*k) on the guide line (running through point p) NR::Point p_proj = project_on_linesegment(*k, p, p + NR::rot90(guide_normal)); NR::Coord dist = NR::L2(*k - p_proj); // distance from node to the guide NR::Coord dist2 = NR::L2(p - p_proj); // distance from projection of node on the guide, to the mouse location if ((dist < tol && dist2 < tol || getSnapperAlwaysSnap()) && dist < s.getDistance()) { s = SnappedPoint(*k, SNAPTARGET_NODE, dist, tol, getSnapperAlwaysSnap()); success = true; } } if (success) { sc.points.push_back(s); } } /** * Returns index of first NR_END bpath in array. */ /* Obsolete static unsigned sp_bpath_length(NArtBpath const bpath[]) { g_return_val_if_fail(bpath != NULL, FALSE); unsigned ret = 0; while ( bpath[ret].code != NR_END ) { ++ret; } ++ret; return ret; }*/ void Inkscape::ObjectSnapper::_collectPaths(Inkscape::Snapper::PointType const &t, bool const &first_point) const { // Now, let's first collect all paths to snap to. If we have a whole bunch of points to snap, // e.g. when translating an item using the selector tool, then we will only do this for the // first point and store the collection for later use. This significantly improves the performance if (first_point) { _clear_paths(); // Determine the type of bounding box we should snap to SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX; bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE; if (_snap_to_bboxpath) { int prefs_bbox = prefs_get_int_attribute("tools", "bounding_box", 0); bbox_type = (prefs_bbox ==0)? SPItem::APPROXIMATE_BBOX : SPItem::GEOMETRIC_BBOX; } // Consider the page border for snapping if (_snap_to_page_border) { Geom::PathVector *border_path = _getBorderPathv(); if (border_path != NULL) { _paths_to_snap_to->push_back(border_path); } } for (std::vector::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) { /* Transform the requested snap point to this item's coordinates */ NR::Matrix i2doc(NR::identity()); SPItem *root_item = NULL; /* We might have a clone at hand, so make sure we get the root item */ if (SP_IS_USE((*i).item)) { i2doc = sp_use_get_root_transform(SP_USE((*i).item)); root_item = sp_use_root(SP_USE((*i).item)); g_return_if_fail(root_item); } else { i2doc = from_2geom(sp_item_i2doc_affine((*i).item)); root_item = (*i).item; } //Build a list of all paths considered for snapping to //Add the item's path to snap to if (_snap_to_itempath) { if (!(_strict_snapping && !p_is_a_node)) { // Snapping to the path of characters is very cool, but for a large // chunk of text this will take ages! So limit snapping to text paths // containing max. 240 characters. Snapping the bbox will not be affected bool very_lenghty_prose = false; if (SP_IS_TEXT(root_item) || SP_IS_FLOWTEXT(root_item)) { very_lenghty_prose = sp_text_get_length(SP_TEXT(root_item)) > 240; } // On my AMD 3000+, the snapping lag becomes annoying at approx. 240 chars // which corresponds to a lag of 500 msec. This is for snapping a rect // to a single line of text. // Snapping for example to a traced bitmap is also very stressing for // the CPU, so we'll only snap to paths having no more than 500 nodes // This also leads to a lag of approx. 500 msec (in my lousy test set-up). bool very_complex_path = false; if (SP_IS_PATH(root_item)) { very_complex_path = sp_nodes_in_path(SP_PATH(root_item)) > 500; } if (!very_lenghty_prose && !very_complex_path) { SPCurve *curve = curve_for_item(root_item); if (curve) { // We will get our own copy of the path, which must be freed at some point Geom::PathVector *borderpathv = pathvector_for_curve(root_item, curve, true, true, Geom::identity(), to_2geom((*i).additional_affine)); _paths_to_snap_to->push_back(borderpathv); // Perhaps for speed, get a reference to the Geom::pathvector, and store the transformation besides it. curve->unref(); } } } } //Add the item's bounding box to snap to if (_snap_to_bboxpath) { if (!(_strict_snapping && p_is_a_node)) { // Discard the bbox of a clipped path / mask, because we don't want to snap to both the bbox // of the item AND the bbox of the clipping path at the same time if (!(*i).clip_or_mask) { NRRect rect; sp_item_invoke_bbox(root_item, &rect, i2doc, TRUE, bbox_type); Geom::Rect const rect2 = to_2geom(*rect.upgrade()); Geom::PathVector *path = _getPathvFromRect(rect2); _paths_to_snap_to->push_back(path); } } } } } } void Inkscape::ObjectSnapper::_snapPaths(SnappedConstraints &sc, Inkscape::Snapper::PointType const &t, NR::Point const &p, bool const &first_point, std::vector *unselected_nodes, SPPath const *selected_path) const { _collectPaths(t, first_point); // Now we can finally do the real snapping, using the paths collected above /* FIXME: this seems like a hack. Perhaps Snappers should be ** in SPDesktop rather than SPNamedView? */ SPDesktop const *desktop = SP_ACTIVE_DESKTOP; Geom::Point const p_doc = to_2geom(desktop->dt2doc(p)); bool const node_tool_active = _snap_to_itempath && selected_path != NULL; if (first_point) { /* While editing a path in the node tool, findCandidates must ignore that path because * of the node snapping requirements (i.e. only unselected nodes must be snapable). * This path must not be ignored however when snapping to the paths, so we add it here * manually when applicable. * * Note that this path must be the last in line! * */ if (node_tool_active) { SPCurve *curve = curve_for_item(SP_ITEM(selected_path)); if (curve) { Geom::PathVector *pathv = pathvector_for_curve(SP_ITEM(selected_path), curve, true, true, Geom::identity(), Geom::identity()); // We will get our own copy of the path, which must be freed at some point _paths_to_snap_to->push_back(pathv); curve->unref(); } } } for (std::vector::const_iterator it_p = _paths_to_snap_to->begin(); it_p != _paths_to_snap_to->end(); it_p++) { bool const being_edited = (node_tool_active && (*it_p) == _paths_to_snap_to->back()); //if true then this pathvector it_pv is currently being edited in the node tool SnappedPoint s; bool success = false; // char * svgd = sp_svg_write_path(**it_p); // std::cout << "Dumping the pathvector: " << svgd << std::endl; for(Geom::PathVector::iterator it_pv = (*it_p)->begin(); it_pv != (*it_p)->end(); ++it_pv) { std::vector anp = (*it_pv).allNearestPoints(p_doc); for (std::vector::const_iterator np = anp.begin(); np != anp.end(); np++) { bool c1 = true; bool c2 = true; Geom::Point start_pt = desktop->doc2dt((*it_pv).pointAt(floor(*np))); Geom::Point end_pt = desktop->doc2dt((*it_pv).pointAt(ceil(*np))); if (being_edited) { /* If the path is being edited, then we should only snap though to stationary pieces of the path * and not to the pieces that are being dragged around. This way we avoid * self-snapping. For this we check whether the nodes at both ends of the current * piece are unselected; if they are then this piece must be stationary */ g_assert(unselected_nodes != NULL); c1 = isUnselectedNode(from_2geom(start_pt), unselected_nodes); c2 = isUnselectedNode(from_2geom(end_pt), unselected_nodes); } Geom::Point const sp_doc = (*it_pv).pointAt(*np); Geom::Point const sp_dt = desktop->doc2dt(sp_doc); if (!being_edited || (c2 && c2)) { NR::Coord const dist = Geom::distance(sp_doc, p_doc); if (dist < getSnapperTolerance()) { double t = MIN(*np, (*it_pv).size()); // make sure that t is within bounds; //Geom::Curve const & curve = (*it_pv).at_index(int(t)); if(is_straight_curve((*it_pv).at_index(int(t)))) { // if we snap to a line segment, then return this line segment (leaves 1 DOF for snapping) sc.lines.push_back(Inkscape::SnappedLineSegment(from_2geom(sp_dt), dist, getSnapperTolerance(), getSnapperAlwaysSnap(), from_2geom(start_pt), from_2geom(end_pt))); } else { // for curves other than line segments, we'll return just the closest snapped point // (this is a fully constrained snap, no degrees of freedom left) if (dist < s.getDistance()) { // If this curve has multiple segments, then we will return only // a single snapped point s = SnappedPoint(from_2geom(sp_dt), SNAPTARGET_PATH, dist, getSnapperTolerance(), getSnapperAlwaysSnap()); success = true; } } } } } } // End of: for (Geom::PathVector::iterator ....) // Return a snap point for each path in our collection. // (unless we've already snapped to a line segment, see above) if (success) { sc.points.push_back(s); } } } /* Returns true if point is coincident with one of the unselected nodes */ bool Inkscape::ObjectSnapper::isUnselectedNode(NR::Point const &point, std::vector const *unselected_nodes) const { if (unselected_nodes == NULL) { return false; } if (unselected_nodes->size() == 0) { return false; } for (std::vector::const_iterator i = unselected_nodes->begin(); i != unselected_nodes->end(); i++) { if (NR::L2(point - *i) < 1e-4) { return true; } } return false; } void Inkscape::ObjectSnapper::_snapPathsConstrained(SnappedConstraints &sc, Inkscape::Snapper::PointType const &t, NR::Point const &p, bool const &first_point, ConstraintLine const &c) const { _collectPaths(t, first_point); // Now we can finally do the real snapping, using the paths collected above /* FIXME: this seems like a hack. Perhaps Snappers should be ** in SPDesktop rather than SPNamedView? */ SPDesktop const *desktop = SP_ACTIVE_DESKTOP; NR::Point const p_doc = desktop->dt2doc(p); NR::Point direction_vector = c.getDirection(); if (!is_zero(direction_vector)) { direction_vector = NR::unit_vector(direction_vector); } NR::Point const p1_on_cl = c.hasPoint() ? c.getPoint() : p; NR::Point const p2_on_cl = p1_on_cl + direction_vector; // The intersection point of the constraint line with any path, // must lie within two points on the constraintline: p_min_on_cl and p_max_on_cl // The distance between those points is twice the snapping tolerance NR::Point const p_proj_on_cl = project_on_linesegment(p, p1_on_cl, p2_on_cl); NR::Point const p_min_on_cl = desktop->dt2doc(p_proj_on_cl - getSnapperTolerance() * direction_vector); NR::Point const p_max_on_cl = desktop->dt2doc(p_proj_on_cl + getSnapperTolerance() * direction_vector); Geom::Path cl; std::vector clv; cl.start(p_min_on_cl); cl.appendNew(p_max_on_cl); clv.push_back(cl); for (std::vector::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) { if (*k) { Geom::CrossingSet cs = Geom::crossings(clv, *(*k)); if (cs.size() > 0) { // We need only the first element of cs, because cl is only a single straight linesegment // This first element contains a vector filled with crossings of cl with *k for (std::vector::const_iterator m = cs[0].begin(); m != cs[0].end(); m++) { if ((*m).ta >= 0 && (*m).ta <= 1 ) { // Reconstruct the point of intersection NR::Point p_inters = p_min_on_cl + ((*m).ta) * (p_max_on_cl - p_min_on_cl); // When it's within snapping range, then return it // (within snapping range == between p_min_on_cl and p_max_on_cl == 0 < ta < 1) NR::Coord dist = NR::L2(desktop->dt2doc(p_proj_on_cl) - p_inters); SnappedPoint s(desktop->doc2dt(p_inters), SNAPTARGET_PATH, dist, getSnapperTolerance(), getSnapperAlwaysSnap()); sc.points.push_back(s); } } } } } } void Inkscape::ObjectSnapper::freeSnap(SnappedConstraints &sc, Inkscape::Snapper::PointType const &t, NR::Point const &p, bool const &first_point, boost::optional const &bbox_to_snap, std::vector const *it, std::vector *unselected_nodes) const { if (_snap_enabled == false || getSnapFrom(t) == false || _named_view == NULL) { return; } /* Get a list of all the SPItems that we will try to snap to */ if (first_point) { NR::Rect const local_bbox_to_snap = bbox_to_snap ? *bbox_to_snap : NR::Rect(p, p); _findCandidates(sp_document_root(_named_view->document), it, first_point, local_bbox_to_snap, TRANSL_SNAP_XY, false, NR::identity()); } if (_snap_to_itemnode || _snap_to_bboxnode || _snap_to_page_border) { _snapNodes(sc, t, p, first_point, unselected_nodes); } if (_snap_to_itempath || _snap_to_bboxpath || _snap_to_page_border) { unsigned n = (unselected_nodes == NULL) ? 0 : unselected_nodes->size(); if (n > 0) { /* While editing a path in the node tool, findCandidates must ignore that path because * of the node snapping requirements (i.e. only unselected nodes must be snapable). * That path must not be ignored however when snapping to the paths, so we add it here * manually when applicable */ SPPath *path = NULL; if (it != NULL) { g_assert(SP_IS_PATH(*it->begin())); g_assert(it->size() == 1); path = SP_PATH(*it->begin()); } _snapPaths(sc, t, p, first_point, unselected_nodes, path); } else { _snapPaths(sc, t, p, first_point, NULL, NULL); } } } void Inkscape::ObjectSnapper::constrainedSnap( SnappedConstraints &sc, Inkscape::Snapper::PointType const &t, NR::Point const &p, bool const &first_point, boost::optional const &bbox_to_snap, ConstraintLine const &c, std::vector const *it) const { if (_snap_enabled == false || getSnapFrom(t) == false || _named_view == NULL) { return; } /* Get a list of all the SPItems that we will try to snap to */ if (first_point) { NR::Rect const local_bbox_to_snap = bbox_to_snap ? *bbox_to_snap : NR::Rect(p, p); _findCandidates(sp_document_root(_named_view->document), it, first_point, local_bbox_to_snap, TRANSL_SNAP_XY, false, NR::identity()); } // A constrained snap, is a snap in only one degree of freedom (specified by the constraint line). // This is usefull for example when scaling an object while maintaining a fixed aspect ratio. It's // nodes are only allowed to move in one direction (i.e. in one degree of freedom). // When snapping to objects, we either snap to their nodes or their paths. It is however very // unlikely that any node will be exactly at the constrained line, so for a constrained snap // to objects we will only consider the object's paths. Beside, the nodes will be at these paths, // so we will more or less snap to them anyhow. if (_snap_to_itempath || _snap_to_bboxpath || _snap_to_page_border) { _snapPathsConstrained(sc, t, p, first_point, c); } } // This method is used to snap a guide to nodes, while dragging the guide around void Inkscape::ObjectSnapper::guideSnap(SnappedConstraints &sc, NR::Point const &p, NR::Point const &guide_normal) const { if ( NULL == _named_view ) { return; } /* Get a list of all the SPItems that we will try to snap to */ std::vector cand; std::vector const it; //just an empty list DimensionToSnap snap_dim; if (guide_normal == component_vectors[NR::Y]) { snap_dim = GUIDE_TRANSL_SNAP_Y; } else if (guide_normal == component_vectors[NR::X]) { snap_dim = GUIDE_TRANSL_SNAP_X; } else { snap_dim = ANGLED_GUIDE_TRANSL_SNAP; } // We don't support ANGLED_GUIDE_ROT_SNAP yet. // It would be cool to allow the user to rotate a guide by dragging it, instead of // only translating it. (For example when CTRL is pressed). We will need an UI part // for that first; and some important usability choices need to be made: // E.g. which point should be used for pivoting? A previously snapped point, // or a transformation center (which can be moved after clicking for the // second time on an object; but should this point then be constrained to the // line, or can it be located anywhere?) _findCandidates(sp_document_root(_named_view->document), &it, true, NR::Rect(p, p), snap_dim, false, NR::identity()); _snapTranslatingGuideToNodes(sc, Inkscape::Snapper::SNAPPOINT_GUIDE, p, guide_normal); // _snapRotatingGuideToNodes has not been implemented yet. } /** * \return true if this Snapper will snap at least one kind of point. */ bool Inkscape::ObjectSnapper::ThisSnapperMightSnap() const { bool snap_to_something = _snap_to_itempath || _snap_to_itemnode || _snap_to_bboxpath || _snap_to_bboxnode || _snap_to_page_border; return (_snap_enabled && _snap_from != 0 && snap_to_something); } bool Inkscape::ObjectSnapper::GuidesMightSnap() const { bool snap_to_something = _snap_to_itemnode || _snap_to_bboxnode; return (_snap_enabled && (_snap_from & SNAPPOINT_GUIDE) && snap_to_something); } void Inkscape::ObjectSnapper::_clear_paths() const { for (std::vector::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) { g_free(*k); } _paths_to_snap_to->clear(); } Geom::PathVector* Inkscape::ObjectSnapper::_getBorderPathv() const { Geom::Rect const border_rect = Geom::Rect(Geom::Point(0,0), Geom::Point(sp_document_width(_named_view->document),sp_document_height(_named_view->document))); return _getPathvFromRect(border_rect); } Geom::PathVector* Inkscape::ObjectSnapper::_getPathvFromRect(Geom::Rect const rect) const { SPCurve const *border_curve = SPCurve::new_from_rect(rect); if (border_curve) { Geom::PathVector *dummy = new Geom::PathVector(border_curve->get_pathvector()); return dummy; } else { return NULL; } } void Inkscape::ObjectSnapper::_getBorderNodes(std::vector *points) const { Geom::Coord w = sp_document_width(_named_view->document); Geom::Coord h = sp_document_height(_named_view->document); points->push_back(from_2geom(Geom::Point(0,0))); points->push_back(from_2geom(Geom::Point(0,h))); points->push_back(from_2geom(Geom::Point(w,h))); points->push_back(from_2geom(Geom::Point(w,0))); } /* 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 :