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|
#define __SP_DESKTOP_SNAP_C__
/**
* \file snap.cpp
* \brief SnapManager class.
*
* Authors:
* Lauris Kaplinski <lauris@kaplinski.com>
* Frank Felfe <innerspace@iname.com>
* Nathan Hurst <njh@njhurst.com>
* Carl Hetherington <inkscape@carlh.net>
*
* Copyright (C) 2006-2007 Johan Engelen <johan@shouraizou.nl>
* Copyrigth (C) 2004 Nathan Hurst
* Copyright (C) 1999-2002 Authors
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#include <utility>
#include "sp-namedview.h"
#include "snap.h"
#include "snapped-line.h"
#include <libnr/nr-point-fns.h>
#include <libnr/nr-scale-ops.h>
#include <libnr/nr-values.h>
#include "display/canvas-grid.h"
#include "inkscape.h"
#include "desktop.h"
#include "sp-guide.h"
using std::vector;
/**
* Construct a SnapManager for a SPNamedView.
*
* \param v `Owning' SPNamedView.
*/
SnapManager::SnapManager(SPNamedView const *v) :
guide(v, 0),
object(v, 0),
_named_view(v),
_include_item_center(false)
{
}
/**
* \return List of snappers that we use.
*/
SnapManager::SnapperList
SnapManager::getSnappers() const
{
SnapManager::SnapperList s;
s.push_back(&guide);
s.push_back(&object);
SnapManager::SnapperList gs = getGridSnappers();
s.splice(s.begin(), gs);
return s;
}
/**
* \return List of gridsnappers that we use.
*/
SnapManager::SnapperList
SnapManager::getGridSnappers() const
{
SnapperList s;
//FIXME: this code should actually do this: add new grid snappers that are active for this desktop. now it just adds all gridsnappers
SPDesktop* desktop = SP_ACTIVE_DESKTOP;
if (desktop && desktop->gridsEnabled()) {
for ( GSList const *l = _named_view->grids; l != NULL; l = l->next) {
Inkscape::CanvasGrid *grid = (Inkscape::CanvasGrid*) l->data;
s.push_back(grid->snapper);
}
}
return s;
}
/**
* \return true if one of the snappers will try to snap something.
*/
bool SnapManager::SomeSnapperMightSnap() const
{
SnapperList const s = getSnappers();
SnapperList::const_iterator i = s.begin();
while (i != s.end() && (*i)->ThisSnapperMightSnap() == false) {
i++;
}
return (i != s.end());
}
/*
* The snappers have too many parameters to adjust individually. Therefore only
* two snapping modes are presented to the user: snapping bounding box corners (to
* other bounding boxes, grids or guides), and/or snapping nodes (to other nodes,
* paths, grids or guides). To select either of these modes (or both), use the
* methods defined below: setSnapModeBBox() and setSnapModeNode().
*
* */
void SnapManager::setSnapModeBBox(bool enabled)
{
//The default values are being set in sp_namedview_set() (in sp-namedview.cpp)
guide.setSnapFrom(Inkscape::Snapper::SNAPPOINT_BBOX, enabled);
for ( GSList const *l = _named_view->grids; l != NULL; l = l->next) {
Inkscape::CanvasGrid *grid = (Inkscape::CanvasGrid*) l->data;
grid->snapper->setSnapFrom(Inkscape::Snapper::SNAPPOINT_BBOX, enabled);
}
object.setSnapFrom(Inkscape::Snapper::SNAPPOINT_BBOX, enabled);
//object.setSnapToBBoxNode(enabled); // On second thought, these should be controlled
//object.setSnapToBBoxPath(enabled); // separately by the snapping prefs dialog
object.setStrictSnapping(true); //don't snap bboxes to nodes/paths and vice versa
}
bool SnapManager::getSnapModeBBox() const
{
return guide.getSnapFrom(Inkscape::Snapper::SNAPPOINT_BBOX);
}
void SnapManager::setSnapModeNode(bool enabled)
{
guide.setSnapFrom(Inkscape::Snapper::SNAPPOINT_NODE, enabled);
for ( GSList const *l = _named_view->grids; l != NULL; l = l->next) {
Inkscape::CanvasGrid *grid = (Inkscape::CanvasGrid*) l->data;
grid->snapper->setSnapFrom(Inkscape::Snapper::SNAPPOINT_NODE, enabled);
}
object.setSnapFrom(Inkscape::Snapper::SNAPPOINT_NODE, enabled);
//object.setSnapToItemNode(enabled); // On second thought, these should be controlled
//object.setSnapToItemPath(enabled); // separately by the snapping prefs dialog
object.setStrictSnapping(true);
}
bool SnapManager::getSnapModeNode() const
{
return guide.getSnapFrom(Inkscape::Snapper::SNAPPOINT_NODE);
}
void SnapManager::setSnapModeGuide(bool enabled)
{
object.setSnapFrom(Inkscape::Snapper::SNAPPOINT_GUIDE, enabled);
}
bool SnapManager::getSnapModeGuide() const
{
return object.getSnapFrom(Inkscape::Snapper::SNAPPOINT_GUIDE);
}
/**
* Try to snap a point to any interested snappers.
*
* \param t Type of point.
* \param p Point.
* \param it Item to ignore when snapping.
* \return Snapped point.
*/
Inkscape::SnappedPoint SnapManager::freeSnap(Inkscape::Snapper::PointType t,
NR::Point const &p,
SPItem const *it) const
{
std::list<SPItem const *> lit;
lit.push_back(it);
std::vector<NR::Point> points_to_snap;
points_to_snap.push_back(p);
return freeSnap(t, p, true, points_to_snap, lit);
}
/**
* Try to snap a point to any of the specified snappers.
*
* \param t Type of point.
* \param p Point.
* \param first_point If true then this point is the first one from a whole bunch of points
* \param points_to_snap The whole bunch of points, all from the same selection and having the same transformation
* \param it List of items to ignore when snapping.
* \param snappers List of snappers to try to snap to
* \return Snapped point.
*/
Inkscape::SnappedPoint SnapManager::freeSnap(Inkscape::Snapper::PointType t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
std::list<SPItem const *> const &it) const
{
SnappedConstraints sc;
SnapperList const snappers = getSnappers();
for (SnapperList::const_iterator i = snappers.begin(); i != snappers.end(); i++) {
(*i)->freeSnap(sc, t, p, first_point, points_to_snap, it);
}
return findBestSnap(p, sc);
}
/**
* Try to snap a point to any interested snappers. A snap will only occur along
* a line described by a Inkscape::Snapper::ConstraintLine.
*
* \param t Type of point.
* \param p Point.
* \param c Constraint line.
* \param it Item to ignore when snapping.
* \return Snapped point.
*/
Inkscape::SnappedPoint SnapManager::constrainedSnap(Inkscape::Snapper::PointType t,
NR::Point const &p,
Inkscape::Snapper::ConstraintLine const &c,
SPItem const *it) const
{
std::list<SPItem const *> lit;
lit.push_back(it);
std::vector<NR::Point> points_to_snap;
points_to_snap.push_back(p);
return constrainedSnap(t, p, true, points_to_snap, c, lit);
}
/**
* Try to snap a point to any interested snappers. A snap will only occur along
* a line described by a Inkscape::Snapper::ConstraintLine.
*
* \param t Type of point.
* \param p Point.
* \param first_point If true then this point is the first one from a whole bunch of points
* \param points_to_snap The whole bunch of points, all from the same selection and having the same transformation
* \param c Constraint line.
* \param it List of items to ignore when snapping.
* \return Snapped point.
*/
Inkscape::SnappedPoint SnapManager::constrainedSnap(Inkscape::Snapper::PointType t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
Inkscape::Snapper::ConstraintLine const &c,
std::list<SPItem const *> const &it) const
{
SnappedConstraints sc;
SnapperList const snappers = getSnappers();
for (SnapperList::const_iterator i = snappers.begin(); i != snappers.end(); i++) {
(*i)->constrainedSnap(sc, t, p, first_point, points_to_snap, c, it);
}
return findBestSnap(p, sc);
}
Inkscape::SnappedPoint SnapManager::guideSnap(NR::Point const &p,
NR::Point const &guide_normal) const
{
Inkscape::ObjectSnapper::DimensionToSnap snap_dim;
if (guide_normal == component_vectors[NR::Y]) {
snap_dim = Inkscape::ObjectSnapper::SNAP_Y;
} else if (guide_normal == component_vectors[NR::X]) {
snap_dim = Inkscape::ObjectSnapper::SNAP_X;
} else {
g_warning("WARNING: snapping of angled guides is not supported yet!");
snap_dim = Inkscape::ObjectSnapper::SNAP_XY;
}
SnappedConstraints sc;
object.guideSnap(sc, p, snap_dim);
return findBestSnap(p, sc);
}
/**
* Main internal snapping method, which is called by the other, friendlier, public
* methods. It's a bit hairy as it has lots of parameters, but it saves on a lot
* of duplicated code.
*
* \param type Type of points being snapped.
* \param points List of points to snap.
* \param ignore List of items to ignore while snapping.
* \param constrained true if the snap is constrained.
* \param constraint Constraint line to use, if `constrained' is true, otherwise undefined.
* \param transformation_type Type of transformation to apply to points before trying to snap them.
* \param transformation Description of the transformation; details depend on the type.
* \param origin Origin of the transformation, if applicable.
* \param dim Dimension of the transformation, if applicable.
* \param uniform true if the transformation should be uniform, if applicable.
*/
std::pair<NR::Point, bool> SnapManager::_snapTransformed(
Inkscape::Snapper::PointType type,
std::vector<NR::Point> const &points,
std::list<SPItem const *> const &ignore,
bool constrained,
Inkscape::Snapper::ConstraintLine const &constraint,
Transformation transformation_type,
NR::Point const &transformation,
NR::Point const &origin,
NR::Dim2 dim,
bool uniform) const
{
/* We have a list of points, which we are proposing to transform in some way. We need to see
** if any of these points, when transformed, snap to anything. If they do, we return the
** appropriate transformation with `true'; otherwise we return the original scale with `false'.
*/
/* Quick check to see if we have any snappers that are enabled */
if (SomeSnapperMightSnap() == false) {
return std::make_pair(transformation, false);
}
std::vector<NR::Point> transformed_points;
for (std::vector<NR::Point>::const_iterator i = points.begin(); i != points.end(); i++) {
/* Work out the transformed version of this point */
NR::Point transformed;
switch (transformation_type) {
case TRANSLATION:
transformed = *i + transformation;
break;
case SCALE:
transformed = ((*i - origin) * NR::scale(transformation[NR::X], transformation[NR::Y])) + origin;
break;
case STRETCH:
{
NR::scale s(1, 1);
if (uniform)
s[NR::X] = s[NR::Y] = transformation[dim];
else {
s[dim] = transformation[dim];
s[1 - dim] = 1;
}
transformed = ((*i - origin) * s) + origin;
break;
}
case SKEW:
transformed = *i;
transformed[dim] += transformation[dim] * ((*i)[1 - dim] - origin[1 - dim]);
break;
default:
g_assert_not_reached();
}
// add the current transformed point to the box hulling all transformed points
transformed_points.push_back(transformed);
}
/* The current best transformation */
NR::Point best_transformation = transformation;
/* The current best metric for the best transformation; lower is better, NR_HUGE
** means that we haven't snapped anything.
*/
NR::Coord best_metric = NR_HUGE;
NR::Coord best_second_metric = NR_HUGE;
bool best_at_intersection = false;
std::vector<NR::Point>::const_iterator j = transformed_points.begin();
//std::cout << std::endl;
for (std::vector<NR::Point>::const_iterator i = points.begin(); i != points.end(); i++) {
/* Snap it */
Inkscape::SnappedPoint const snapped = constrained ?
constrainedSnap(type, *j, i == points.begin(), transformed_points, constraint, ignore) : freeSnap(type, *j, i == points.begin(), transformed_points, ignore);
NR::Point result;
NR::Coord metric = NR_HUGE;
NR::Coord second_metric = NR_HUGE;
if (snapped.getDistance() < NR_HUGE) {
/* We snapped. Find the transformation that describes where the snapped point has
** ended up, and also the metric for this transformation.
*/
switch (transformation_type) {
case TRANSLATION:
result = snapped.getPoint() - *i;
/* Consider the case in which a box is almost aligned with a grid in both
* horizontal and vertical directions. The distance to the intersection of
* the grid lines will always be larger then the distance to a single grid
* line. If we prefer snapping to an intersection instead of to a single
* grid line, then we cannot use "metric = NR::L2(result)". Therefore the
* snapped distance will be used as a metric. Please note that the snapped
* distance is defined as the distance to the nearest line of the intersection,
* and not to the intersection itself!
*/
metric = snapped.getDistance(); //used to be: metric = NR::L2(result);
second_metric = snapped.getSecondDistance();
break;
case SCALE:
{
NR::Point const a = (snapped.getPoint() - origin);
NR::Point const b = (*i - origin);
result = NR::Point(a[NR::X] / b[NR::X], a[NR::Y] / b[NR::Y]);
metric = std::abs(NR::L2(result) - NR::L2(transformation));
break;
}
case STRETCH:
{
for (int a = 0; a < 2; a++) {
if (uniform || a == dim) {
result[a] = (snapped.getPoint()[dim] - origin[dim]) / ((*i)[dim] - origin[dim]);
} else {
result[a] = 1;
}
}
metric = std::abs(result[dim] - transformation[dim]);
break;
}
case SKEW:
result[dim] = (snapped.getPoint()[dim] - (*i)[dim]) / ((*i)[1 - dim] - origin[1 - dim]);
metric = std::abs(result[dim] - transformation[dim]);
break;
default:
g_assert_not_reached();
}
/* Note it if it's the best so far */
bool const c1 = metric < best_metric;
bool const c2 = metric == best_metric && snapped.getAtIntersection() == true && best_at_intersection == false;
bool const c3a = metric == best_metric && snapped.getAtIntersection() == true && best_at_intersection == true;
bool const c3b = second_metric < best_second_metric;
if (c1 || c2 || c3a && c3b) {
best_transformation = result;
best_metric = metric;
best_second_metric = second_metric;
best_at_intersection = snapped.getAtIntersection();
//std::cout << "SEL ";
} //else { std::cout << " ";}
}
//std::cout << "P_orig = " << (*i) << " | metric = " << metric << " | distance = " << snapped.getDistance() << " | second metric = " << second_metric << " | P_snap = " << snapped.getPoint() << std::endl;
j++;
}
// Using " < 1e6" instead of " < NR_HUGE" for catching some rounding errors
// These rounding errors might be caused by NRRects, see bug #1584301
return std::make_pair(best_transformation, best_metric < 1e6);
}
/**
* Try to snap a list of points to any interested snappers after they have undergone
* a translation.
*
* \param t Type of points.
* \param p Points.
* \param it List of items to ignore when snapping.
* \param tr Proposed translation.
* \return Snapped translation, if a snap occurred, and a flag indicating whether a snap occurred.
*/
std::pair<NR::Point, bool> SnapManager::freeSnapTranslation(Inkscape::Snapper::PointType t,
std::vector<NR::Point> const &p,
std::list<SPItem const *> const &it,
NR::Point const &tr) const
{
return _snapTransformed(
t, p, it, false, NR::Point(), TRANSLATION, tr, NR::Point(), NR::X, false
);
}
/**
* Try to snap a list of points to any interested snappers after they have undergone a
* translation. A snap will only occur along a line described by a
* Inkscape::Snapper::ConstraintLine.
*
* \param t Type of points.
* \param p Points.
* \param it List of items to ignore when snapping.
* \param c Constraint line.
* \param tr Proposed translation.
* \return Snapped translation, if a snap occurred, and a flag indicating whether a snap occurred.
*/
std::pair<NR::Point, bool> SnapManager::constrainedSnapTranslation(Inkscape::Snapper::PointType t,
std::vector<NR::Point> const &p,
std::list<SPItem const *> const &it,
Inkscape::Snapper::ConstraintLine const &c,
NR::Point const &tr) const
{
return _snapTransformed(
t, p, it, true, c, TRANSLATION, tr, NR::Point(), NR::X, false
);
}
/**
* Try to snap a list of points to any interested snappers after they have undergone
* a scale.
*
* \param t Type of points.
* \param p Points.
* \param it List of items to ignore when snapping.
* \param s Proposed scale.
* \param o Origin of proposed scale.
* \return Snapped scale, if a snap occurred, and a flag indicating whether a snap occurred.
*/
std::pair<NR::scale, bool> SnapManager::freeSnapScale(Inkscape::Snapper::PointType t,
std::vector<NR::Point> const &p,
std::list<SPItem const *> const &it,
NR::scale const &s,
NR::Point const &o) const
{
return _snapTransformed(
t, p, it, false, NR::Point(), SCALE, NR::Point(s[NR::X], s[NR::Y]), o, NR::X, false
);
}
/**
* Try to snap a list of points to any interested snappers after they have undergone
* a scale. A snap will only occur along a line described by a
* Inkscape::Snapper::ConstraintLine.
*
* \param t Type of points.
* \param p Points.
* \param it List of items to ignore when snapping.
* \param s Proposed scale.
* \param o Origin of proposed scale.
* \return Snapped scale, if a snap occurred, and a flag indicating whether a snap occurred.
*/
std::pair<NR::scale, bool> SnapManager::constrainedSnapScale(Inkscape::Snapper::PointType t,
std::vector<NR::Point> const &p,
std::list<SPItem const *> const &it,
Inkscape::Snapper::ConstraintLine const &c,
NR::scale const &s,
NR::Point const &o) const
{
return _snapTransformed(
t, p, it, true, c, SCALE, NR::Point(s[NR::X], s[NR::Y]), o, NR::X, false
);
}
/**
* Try to snap a list of points to any interested snappers after they have undergone
* a stretch.
*
* \param t Type of points.
* \param p Points.
* \param it List of items to ignore when snapping.
* \param s Proposed stretch.
* \param o Origin of proposed stretch.
* \param d Dimension in which to apply proposed stretch.
* \param u true if the stretch should be uniform (ie to be applied equally in both dimensions)
* \return Snapped stretch, if a snap occurred, and a flag indicating whether a snap occurred.
*/
std::pair<NR::Coord, bool> SnapManager::freeSnapStretch(Inkscape::Snapper::PointType t,
std::vector<NR::Point> const &p,
std::list<SPItem const *> const &it,
NR::Coord const &s,
NR::Point const &o,
NR::Dim2 d,
bool u) const
{
std::pair<NR::Point, bool> const r = _snapTransformed(
t, p, it, false, NR::Point(), STRETCH, NR::Point(s, s), o, d, u
);
return std::make_pair(r.first[d], r.second);
}
/**
* Try to snap a list of points to any interested snappers after they have undergone
* a skew.
*
* \param t Type of points.
* \param p Points.
* \param it List of items to ignore when snapping.
* \param s Proposed skew.
* \param o Origin of proposed skew.
* \param d Dimension in which to apply proposed skew.
* \return Snapped skew, if a snap occurred, and a flag indicating whether a snap occurred.
*/
std::pair<NR::Coord, bool> SnapManager::freeSnapSkew(Inkscape::Snapper::PointType t,
std::vector<NR::Point> const &p,
std::list<SPItem const *> const &it,
NR::Coord const &s,
NR::Point const &o,
NR::Dim2 d) const
{
std::pair<NR::Point, bool> const r = _snapTransformed(
t, p, it, false, NR::Point(), SKEW, NR::Point(s, s), o, d, false
);
return std::make_pair(r.first[d], r.second);
}
Inkscape::SnappedPoint SnapManager::findBestSnap(NR::Point const &p, SnappedConstraints &sc) const
{
NR::Coord const guide_sens = guide.getDistance();
NR::Coord grid_sens = 0;
SnapManager::SnapperList const gs = getGridSnappers();
SnapperList::const_iterator i = gs.begin();
if (i != gs.end()) {
grid_sens = (*i)->getDistance();
}
// Store all snappoints, optionally together with their specific snapping range
std::list<std::pair<Inkscape::SnappedPoint, NR::Coord> > sp_list;
// Most of these snapped points are already within the snapping range, because
// they have already been filtered by their respective snappers. In that case
// we can set the snapping range to NR_HUGE here. If however we're looking at
// intersections of e.g. a grid and guide line, then we'll have to determine
// once again whether we're within snapping range. In this case we will set
// the snapping range to e.g. min(guide_sens, grid_sens)
// search for the closest snapped point
Inkscape::SnappedPoint closestPoint;
if (getClosestSP(sc.points, closestPoint)) {
sp_list.push_back(std::make_pair(closestPoint, NR_HUGE));
}
// search for the closest snapped line segment
Inkscape::SnappedLineSegment closestLineSegment;
if (getClosestSLS(sc.lines, closestLineSegment)) {
sp_list.push_back(std::make_pair(Inkscape::SnappedPoint(closestLineSegment), NR_HUGE));
}
if (_intersectionLS) {
// search for the closest snapped intersection of line segments
Inkscape::SnappedPoint closestLineSegmentIntersection;
if (getClosestIntersectionSLS(sc.lines, closestLineSegmentIntersection)) {
sp_list.push_back(std::make_pair(closestLineSegmentIntersection, NR_HUGE));
}
}
// search for the closest snapped grid line
Inkscape::SnappedLine closestGridLine;
if (getClosestSL(sc.grid_lines, closestGridLine)) {
sp_list.push_back(std::make_pair(Inkscape::SnappedPoint(closestGridLine), NR_HUGE));
}
// search for the closest snapped guide line
Inkscape::SnappedLine closestGuideLine;
if (getClosestSL(sc.guide_lines, closestGuideLine)) {
sp_list.push_back(std::make_pair(Inkscape::SnappedPoint(closestGuideLine), NR_HUGE));
}
// search for the closest snapped intersection of grid lines
Inkscape::SnappedPoint closestGridPoint;
if (getClosestIntersectionSL(sc.grid_lines, closestGridPoint)) {
sp_list.push_back(std::make_pair(closestGridPoint, NR_HUGE));
}
// search for the closest snapped intersection of guide lines
Inkscape::SnappedPoint closestGuidePoint;
if (getClosestIntersectionSL(sc.guide_lines, closestGuidePoint)) {
sp_list.push_back(std::make_pair(closestGuidePoint, NR_HUGE));
}
// search for the closest snapped intersection of grid with guide lines
if (_intersectionGG) {
Inkscape::SnappedPoint closestGridGuidePoint;
if (getClosestIntersectionSL(sc.grid_lines, sc.guide_lines, closestGridGuidePoint)) {
sp_list.push_back(std::make_pair(closestGridGuidePoint, std::min(guide_sens, grid_sens)));
}
}
// now let's see which snapped point gets a thumbs up
Inkscape::SnappedPoint bestPoint(p, NR_HUGE);
for (std::list<std::pair<Inkscape::SnappedPoint, NR::Coord> >::const_iterator i = sp_list.begin(); i != sp_list.end(); i++) {
// first find out if this snapped point is within snapping range
if ((*i).first.getDistance() <= (*i).second) {
// if it's the first point
bool c1 = (i == sp_list.begin());
// or, if it's closer
bool c2 = (*i).first.getDistance() < bestPoint.getDistance();
// or, if it's just as close then consider the second distance
// (which is only relevant for points at an intersection)
bool c3a = ((*i).first.getDistance() == bestPoint.getDistance());
bool c3b = (*i).first.getSecondDistance() < bestPoint.getSecondDistance();
// then prefer this point over the previous one
if (c1 || c2 || c3a && c3b) {
bestPoint = (*i).first;
}
}
}
return bestPoint;
}
/*
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 :
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