Code

Groundwork to snap to intersections, e.g. intersections of gridlines with guidelines...
[inkscape.git] / src / object-snapper.cpp
1 /**
2  *  \file object-snapper.cpp
3  *  \brief Snapping things to objects.
4  *
5  * Authors:
6  *   Carl Hetherington <inkscape@carlh.net>
7  *
8  * Copyright (C) 2005 Authors
9  *
10  * Released under GNU GPL, read the file 'COPYING' for more information
11  */
13 #include "libnr/n-art-bpath.h"
14 #include "libnr/nr-rect-ops.h"
15 #include "document.h"
16 #include "sp-namedview.h"
17 #include "sp-image.h"
18 #include "sp-item-group.h"
19 #include "sp-item.h"
20 #include "sp-use.h"
21 #include "display/curve.h"
22 #include "desktop.h"
23 #include "inkscape.h"
24 #include "prefs-utils.h"
25 #include "sp-text.h"
26 #include "sp-flowtext.h"
27 #include "text-editing.h"
29 Inkscape::ObjectSnapper::ObjectSnapper(SPNamedView const *nv, NR::Coord const d)
30     : Snapper(nv, d), _snap_to_itemnode(true), _snap_to_itempath(true), 
31     _snap_to_bboxnode(true), _snap_to_bboxpath(true), _strict_snapping(true),
32     _include_item_center(false)
33 {
34         _candidates = new std::vector<SPItem*>;
35         _points_to_snap_to = new std::vector<NR::Point>;
36         _paths_to_snap_to = new std::vector<Path*>;
37 }
39 Inkscape::ObjectSnapper::~ObjectSnapper() 
40 {
41         _candidates->clear(); //Don't delete the candidates themselves, as these are not ours!
42         delete _candidates;     
43         
44         _points_to_snap_to->clear();
45         delete _points_to_snap_to;
46         
47         for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
48                 delete *k;
49     }
50     _paths_to_snap_to->clear();
51         delete _paths_to_snap_to;
52 }
54 /**
55  *      Find all items within snapping range.  
56  *      \param r Pointer to the current document
57  *  \param it List of items to ignore 
58  *  \param first_point If true then this point is the first one from a whole bunch of points 
59  *  \param points_to_snap The whole bunch of points, all from the same selection and having the same transformation 
60  *  \param DimensionToSnap Snap in X, Y, or both directions.
61  */
63 void Inkscape::ObjectSnapper::_findCandidates(SPObject* r,
64                                               std::list<SPItem const *> const &it,
65                                               bool const &first_point,
66                                               std::vector<NR::Point> &points_to_snap,
67                                               DimensionToSnap const snap_dim) const
68 {
69     if (ThisSnapperMightSnap()) {    
70         SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
71         
72         if (first_point) { 
73                         _candidates->clear();
74         }           
75                 
76         for (SPObject* o = sp_object_first_child(r); o != NULL; o = SP_OBJECT_NEXT(o)) {
77             if (SP_IS_ITEM(o) && !SP_ITEM(o)->isLocked() && !desktop->itemIsHidden(SP_ITEM(o))) {
78     
79                 /* See if this item is on the ignore list */
80                 std::list<SPItem const *>::const_iterator i = it.begin();
81                 while (i != it.end() && *i != o) {
82                     i++;
83                 }
84     
85                         if (i == it.end()) {
86                     /* See if the item is within range */
87                     if (SP_IS_GROUP(o)) {
88                         _findCandidates(o, it, false, points_to_snap, snap_dim);
89                     } else {
90                         // Now let's see if any of the snapping points is within
91                         // snapping range of this object  
92                         NR::Maybe<NR::Rect> b = sp_item_bbox_desktop(SP_ITEM(o));
93                         if (b) {
94                                 for (std::vector<NR::Point>::const_iterator i = points_to_snap.begin(); i != points_to_snap.end(); i++) {
95                                         NR::Point b_min = b->min();
96                                         NR::Point b_max = b->max();                                     
97                                         double d = getDistance();
98                                         bool withinX = ((*i)[NR::X] >= b_min[NR::X] - d) && ((*i)[NR::X] <= b_max[NR::X] + d); 
99                                         bool withinY = ((*i)[NR::Y] >= b_min[NR::Y] - d) && ((*i)[NR::Y] <= b_max[NR::Y] + d);
100                                         if (snap_dim == SNAP_X && withinX || snap_dim == SNAP_Y && withinY || snap_dim == SNAP_XY && withinX && withinY) {
101                                            //We've found a point that is within snapping range 
102                                            //of this object, so record it as a candidate
103                                            _candidates->push_back(SP_ITEM(o));
104                                            break;
105                                         }       
106                                 }       
107                         }
108                     }
109                 }    
110             }
111         }
112     }
116 bool Inkscape::ObjectSnapper::_snapNodes(Inkscape::Snapper::PointType const &t,
117                                                                                  Inkscape::SnappedPoint &s,
118                                          NR::Point const &p,
119                                          bool const &first_point,
120                                          DimensionToSnap const snap_dim) const
122     bool success = false;
123     
124     // Determine the type of bounding box we should snap to
125     SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX; 
126         if (_snap_to_bboxnode) {        
127                 gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
128                 bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;
129         }        
130         
131         bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;        
132         bool p_is_a_bbox = t & Inkscape::Snapper::SNAPPOINT_BBOX; 
133         bool p_is_a_guide = t & Inkscape::Snapper::SNAPPOINT_GUIDE;
134         
135         // A point considered for snapping should be either a node, a bbox corner or a guide. Pick only ONE! 
136         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));  
138     // Now, let's first collect all points to snap to. If we have a whole bunch of points to snap,
139     // e.g. when translating an item using the selector tool, then we will only do this for the
140     // first point and store the collection for later use. This dramatically improves the performance
141         if (first_point) {
142                 _points_to_snap_to->clear();
143             for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
144                 
145                 //NR::Matrix i2doc(NR::identity());
146                 SPItem *root_item = *i;
147                 if (SP_IS_USE(*i)) {
148                     root_item = sp_use_root(SP_USE(*i));
149                 }
150                   
151                         //Collect all nodes so we can snap to them
152                 if (_snap_to_itemnode) {
153                         if (!(_strict_snapping && !p_is_a_node) || p_is_a_guide) {
154                                 sp_item_snappoints(root_item, _include_item_center, SnapPointsIter(*_points_to_snap_to));
155                                 }
156                 }
157                 
158                 //Collect the bounding box's corners so we can snap to them
159                 if (_snap_to_bboxnode) {
160                         if (!(_strict_snapping && !p_is_a_bbox) || p_is_a_guide) {
161                                 NR::Maybe<NR::Rect> b = sp_item_bbox_desktop(root_item, bbox_type);
162                                 if (b) {
163                                         for ( unsigned k = 0 ; k < 4 ; k++ ) {
164                                             _points_to_snap_to->push_back(b->corner(k));
165                                         }
166                                 }
167                         }        
168                 }
169             }
170         }
171     
172     //Do the snapping, using all the nodes and corners collected above
173     for (std::vector<NR::Point>::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) {
174             /* Try to snap to this node of the path */
175         NR::Coord dist = NR_HUGE;
176         NR::Point snapped_point;
177         switch (snap_dim) {
178                 case SNAP_X:
179                         dist = fabs((*k)[NR::X] - p[NR::X]);
180                         snapped_point = NR::Point((*k)[NR::X], p[NR::Y]); 
181                         break;
182                 case SNAP_Y:
183                         dist = fabs((*k)[NR::Y] - p[NR::Y]);
184                         snapped_point = NR::Point(p[NR::X], (*k)[NR::Y]);
185                         break;
186                 case SNAP_XY:
187                         dist = NR::L2(*k - p);
188                         snapped_point = *k;
189                         break;
190         }
191         
192         if (dist < getDistance() && dist < s.getDistance()) {
193             s = SnappedPoint(snapped_point, dist);
194             success = true;
195         }       
196     }
197     
198     return success;
202 bool Inkscape::ObjectSnapper::_snapPaths(Inkscape::Snapper::PointType const &t,
203                                                                                  Inkscape::SnappedPoint &s,
204                                          NR::Point const &p,
205                                          bool const &first_point) const
207     bool success = false;
208     /* FIXME: this seems like a hack.  Perhaps Snappers should be
209     ** in SPDesktop rather than SPNamedView?
210     */
211     SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
213     NR::Point const p_doc = desktop->dt2doc(p);
214     
215     // Determine the type of bounding box we should snap to
216     SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX; 
217         if (_snap_to_bboxpath) {        
218         gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
219                 bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;        
220         }
221         
222         bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;        
223         
224     // Now, let's first collect all paths to snap to. If we have a whole bunch of points to snap,
225     // e.g. when translating an item using the selector tool, then we will only do this for the
226     // first point and store the collection for later use. This dramatically improves the performance
227     if (first_point) {      
228             for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
229                 delete *k;
230             }
231             _paths_to_snap_to->clear();
232             for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
233         
234                 /* Transform the requested snap point to this item's coordinates */
235                 NR::Matrix i2doc(NR::identity());
236                 SPItem *root_item = NULL;
237                 /* We might have a clone at hand, so make sure we get the root item */
238                 if (SP_IS_USE(*i)) {
239                     i2doc = sp_use_get_root_transform(SP_USE(*i));
240                     root_item = sp_use_root(SP_USE(*i));
241                 } else {
242                     i2doc = sp_item_i2doc_affine(*i);
243                     root_item = *i;
244                 }
245                 
246                 //Build a list of all paths considered for snapping to          
247                 
248                 //Add the item's path to snap to
249                 if (_snap_to_itempath) {
250                         if (!(_strict_snapping && !p_is_a_node)) {
251                                 // Snapping to the path of characters is very cool, but for a large
252                                         // chunk of text this will take ages! So limit snapping to text paths
253                                         // containing max. 240 characters. Snapping the bbox will not be affected
254                                         bool very_lenghty_prose = false;
255                                         if (SP_IS_TEXT(root_item) || SP_IS_FLOWTEXT(root_item)) {
256                                                 very_lenghty_prose =  sp_text_get_length(SP_TEXT(root_item)) > 240; 
257                                         }
258                                         // On my AMD 3000+, the snapping lag becomes annoying at approx. 240 chars
259                                         // which corresponds to a lag of 500 msec. This is for snapping a rect
260                                         // to a single line of text. 
261                                         
262                                         // Snapping for example to a traced bitmap is also very stressing for 
263                                         // the CPU, so we'll only snap to paths having no more than 500 nodes
264                                         // This also leads to a lag of approx. 500 msec (in my lousy test set-up). 
265                                         bool very_complex_path = false;
266                                         if (SP_IS_PATH(root_item)) {
267                                                 very_complex_path = sp_nodes_in_path(SP_PATH(root_item)) > 500; 
268                                         }                                                                                
269                                         
270                                         if (!very_lenghty_prose && !very_complex_path) {
271                                         _paths_to_snap_to->push_back(Path_for_item(root_item, true, true));
272                                         }
273                         }
274                 }
275                         
276                 //Add the item's bounding box to snap to
277                 if (_snap_to_bboxpath) {
278                         if (!(_strict_snapping && p_is_a_node)) {               
279                                 //This will get ugly... rect -> curve -> bpath
280                                 NRRect rect;
281                                 sp_item_invoke_bbox(root_item, &rect, i2doc, TRUE, bbox_type);
282                                 NR::Maybe<NR::Rect> bbox = rect.upgrade();
283                                 SPCurve *curve = sp_curve_new_from_rect(bbox);
284                                 if (curve) {
285                                         NArtBpath *bpath = SP_CURVE_BPATH(curve);
286                                         if (bpath) {
287                                                 Path *path = bpath_to_Path(bpath);  
288                                                 if (path) {
289                                                         _paths_to_snap_to->push_back(path);
290                                                 }
291                                                 delete bpath;
292                                         }    
293                                         delete curve;                                   
294                                 }
295                         }
296                 }
297             }
298     }
300     //Now we can finally do the real snapping, using the paths collected above        
301     for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
302         if (*k) {
303             if (first_point) {
304                 (*k)->ConvertWithBackData(0.01); //This is extremely time consuming!
305             }
306         
307                 /* Look for the nearest position on this SPItem to our snap point */
308                 NR::Maybe<Path::cut_position> const o = get_nearest_position_on_Path(*k, p_doc);
309                 if (o && o->t >= 0 && o->t <= 1) {
310         
311                     /* Convert the nearest point back to desktop coordinates */
312                     NR::Point const o_it = get_point_on_Path(*k, o->piece, o->t);                           
313                     NR::Point const o_dt = desktop->doc2dt(o_it);
314                                 
315                     NR::Coord const dist = NR::L2(o_dt - p);
316                     if (dist < getDistance() && dist < s.getDistance()) {
317                         s = SnappedPoint(o_dt, dist);
318                         success = true;
319                     }
320                 }
321         }        
322     }
323     
324     return success;
328 void Inkscape::ObjectSnapper::_doFreeSnap(SnappedConstraints &sc,
329                                                                                         Inkscape::Snapper::PointType const &t,
330                                                                                         NR::Point const &p,
331                                                                                         bool const &first_point,
332                                                                 std::vector<NR::Point> &points_to_snap,
333                                                 std::list<SPItem const *> const &it) const
335     if ( NULL == _named_view ) {
336         return;
337     }
339     /* Get a list of all the SPItems that we will try to snap to */
340         if (first_point) {
341                 _findCandidates(sp_document_root(_named_view->document), it, first_point, points_to_snap, SNAP_XY);
342         }
344         SnappedPoint s(p, NR_HUGE);
345         bool snapped_to_node = false;
346         bool snapped_to_path = false;
348     if (_snap_to_itemnode || _snap_to_bboxnode) {
349         snapped_to_node = _snapNodes(t, s, p, first_point, SNAP_XY);
350     }
351     if (_snap_to_itempath || _snap_to_bboxpath) {
352         snapped_to_path = _snapPaths(t, s, p, first_point);
353     }
355     if (snapped_to_node || snapped_to_path) {
356         sc.points.push_back(s);
357     }
362 void Inkscape::ObjectSnapper::_doConstrainedSnap(SnappedConstraints &sc,
363                                                                                                    Inkscape::Snapper::PointType const &t,
364                                                                                                    NR::Point const &p,
365                                                                                                    bool const &first_point,
366                                                                                    std::vector<NR::Point> &points_to_snap,
367                                                                    ConstraintLine const &c,
368                                                                    std::list<SPItem const *> const &it) const
370     /* FIXME: this needs implementing properly; I think we have to do the
371     ** intersection of c with the objects.
372     */
373     _doFreeSnap(sc, t, p, first_point, points_to_snap, it);
378 Inkscape::SnappedPoint Inkscape::ObjectSnapper::guideSnap(NR::Point const &p,
379                                                                                                                   DimensionToSnap const snap_dim) const
381     if ( NULL == _named_view ) {
382         return SnappedPoint(p, NR_HUGE);
383     }
385     /* Get a list of all the SPItems that we will try to snap to */
386     std::vector<SPItem*> cand;
387     std::list<SPItem const *> const it; //just an empty list
388     
389     std::vector<NR::Point> points_to_snap;
390     points_to_snap.push_back(p);
391     
392     _findCandidates(sp_document_root(_named_view->document), it, true, points_to_snap, snap_dim);
394     SnappedPoint s(p, NR_HUGE);
395     _snapNodes(Inkscape::Snapper::SNAPPOINT_GUIDE, s, p, true, snap_dim);
396     
397     return s;
400 /**
401  *  \return true if this Snapper will snap at least one kind of point.
402  */
403 bool Inkscape::ObjectSnapper::ThisSnapperMightSnap() const
405     bool snap_to_something = _snap_to_itempath || _snap_to_itemnode || _snap_to_bboxpath || _snap_to_bboxnode;
406     return (_enabled && _snap_from != 0 && snap_to_something);
410 /*
411   Local Variables:
412   mode:c++
413   c-file-style:"stroustrup"
414   c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +))
415   indent-tabs-mode:nil
416   fill-column:99
417   End:
418 */
419 // vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4 :