/* * Kivio - Visual Modelling and Flowcharting * Copyright (C) 2000-2001 theKompany.com & Dave Marotti * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "kivio_common.h" #include "kivio_connector_point.h" #include #include #include #include #include /** * Read a floating point value from a @ref TQDomElement. * * @param e The @ref TQDomElement to read from * @param att The attribute to locate * @param def The default value to return if the attribute is not found * * This will read a floating point attribute from a @ref TQDomElement, and * if it is not found, return the default value. */ float XmlReadFloat( const TQDomElement &e, const TQString &att, const float &def) { // Check if this value exists, if not, return the default if( e.hasAttribute( att )==false ) return def; // Read the attribute TQString val = e.attribute( att ); bool ok=false; // Make sure it is a floating point value. If not, return the default float fVal = val.toFloat( &ok ); if( !ok ) { kdDebug(43000) << "Invalid XML-value read for " << att.ascii() << ", expected float\n" << endl; return 1.0; } // Return the value return fVal; } /** * Write a floating point value to a @ref TQDomElement * * @param e The @ref TQDomElement to write to * @param att The attribute to write * @param val The value of the attribute to write * * This will write a floating point value to a @ref TQDomElement. */ void XmlWriteFloat( TQDomElement &e, const TQString &att, const float &val ) { e.setAttribute( att, (double)val ); } /** * Read an int value from a @ref TQDomElement. * * @param e The @ref TQDomElement to read from * @param att The attribute to locate * @param def The default value to return if the attribute is not found * * This will read an int attribute from a @ref TQDomElement, and * if it is not found, return the default value. */ int XmlReadInt( const TQDomElement &e, const TQString &att, const int &def) { // Check if this value exists, if not, return the default if( e.hasAttribute( att )==false ) return def; // Read the attribute TQString val = e.attribute( att, "1" ); bool ok=false; // Make sure it is a floating point value. If not, return the default int iVal = val.toInt( &ok ); if( !ok ) { kdDebug(43000) << "Invalid XML-value read for " << att << " expected int\n" << endl; return 1; } // Return the value return iVal; } /** * Write a int value to a @ref TQDomElement * * @param e The @ref TQDomElement to write to * @param att The attribute to write * @param val The value of the attribute to write * * This will write an int value to a @ref TQDomElement. */ void XmlWriteInt( TQDomElement &e, const TQString &att, const int &val ) { e.setAttribute( att, (int)val ); } /** * Read an uint value from a @ref TQDomElement. * * @param e The @ref TQDomElement to read from * @param att The attribute to locate * @param def The default value to return if the attribute is not found * * This will read an uint attribute from a @ref TQDomElement, and * if it is not found, return the default value. */ uint XmlReadUInt( const TQDomElement &e, const TQString &att, const uint &def) { // Check if this value exists, if not, return the default if( e.hasAttribute( att )==false ) return def; // Read the attribute TQString val = e.attribute( att, "1" ); bool ok=false; // Make sure it is a floating point value. If not, return the default uint iVal = val.toUInt( &ok ); if( !ok ) { kdDebug(43000) << "Invalid XML-value read for " << att.ascii() << ", expected uint\n" << endl; return 1; } // Return the value return iVal; } /** * Write an uint value to a @ref TQDomElement * * @param e The @ref TQDomElement to write to * @param att The attribute to write * @param val The value of the attribute to write * * This will write an uint value to a @ref TQDomElement. */ void XmlWriteUInt( TQDomElement &e, const TQString &att, const uint &val ) { e.setAttribute( att, (uint)val ); } /** * Read a @ref TQString from a @ref TQDomElement. * * @param e The @ref TQDomElement to read from * @param att The attribute to locate * @param def The default value to return if the attribute is not found * * This will read a TQString attribute from a @ref TQDomElement, and * if it is not found, return the default value. */ TQString XmlReadString( const TQDomElement &e, const TQString &att, const TQString &def ) { // Check if the attribute exists, if not, return the default if( e.hasAttribute( att )==false ) return TQString(def); // Otherwise return the attribute else return e.attribute( att ); } /** * Write a TQString to a @ref TQDomElement * * @param e The @ref TQDomElement to write to * @param att The attribute to write * @param val The value of the attribute to write * * This will write a TQString to a @ref TQDomElement. */ void XmlWriteString( TQDomElement &e, const TQString &att, const TQString &val ) { e.setAttribute( att, val ); } /** * Read a TQColor value from a @ref TQDomElement. * * @param e The @ref TQDomElement to read from * @param att The attribute to locate * @param def The default value to return if the attribute is not found * * This will read a TQColor attribute from a @ref TQDomElement, and * if it is not found, return the default value. */ TQColor XmlReadColor( const TQDomElement &e, const TQString &att, const TQColor &def) { // Check if this value exists, if not, return the default if( e.hasAttribute( att )==false ) return def; // Read the attribute TQString val = e.attribute( att, "1" ); bool ok=false; TQColor newColor; if( val.contains("#") ) // Is it #RRGGBB format? { newColor.setNamedColor(val); return newColor; } // Otherwise it is a #xxxxxxxx color (rgb format) // Make sure it is a uint value. If not, return the default uint iVal = val.toUInt( &ok ); if( !ok ) { kdDebug(43000) << "Invalid XML-value read for " << att.ascii() << ", expected TQColor" << endl; return 1; } // Return the value return TQColor(iVal); } /** * Write a TQColor value to a @ref TQDomElement * * @param e The @ref TQDomElement to write to * @param att The attribute to write * @param val The value of the attribute to write * * This will write a TQColor value to a @ref TQDomElement. */ void XmlWriteColor( TQDomElement &e, const TQString &att, const TQColor &val ) { // Write it out in #RRGGBB format e.setAttribute( att, val.name() ); } /** * Read a double value from a @ref TQDomElement. * * @param e The @ref TQDomElement to read from * @param att The attribute to locate * @param def The default value to return if the attribute is not found * * This will read a double attribute from a @ref TQDomElement, and * if it is not found, return the default value. */ double XmlReadDouble( const TQDomElement &e, const TQString &att, const double &def) { // Check if this value exists, if not, return the default if( e.hasAttribute( att )==false ) return def; // Read the attribute TQString val = e.attribute( att, "1.0" ); bool ok=false; // Make sure it is a floating point value. If not, return the default double dVal = val.toDouble( &ok ); if( !ok ) { kdDebug(43000) << "Invalid XML-value read for ," << att.ascii() << " expected double" << endl; return 1.0; } // Return the value return dVal; } /** * Write a double value to a @ref TQDomElement * * @param e The @ref TQDomElement to write to * @param att The attribute to write * @param val The value of the attribute to write * * This will write a double value to a @ref TQDomElement. */ void XmlWriteDouble( TQDomElement &e, const TQString &att, const double &val ) { e.setAttribute( att, (double)val ); } #define WHICH_QUAD( vertex, hitPos ) \ ( (vertex.x() > hitPos->x()) ? ((vertex.y() > hitPos->y()) ? 1 : 4 ) : ((vertex.y() > hitPos->y())?2:3)) #define X_INTERCEPT( point1, point2, hitY ) \ (point2.x() - (((point2.y()-hitY)*(point1.x()-point2.x()))/(point1.y()-point2.y()))) /** * Determines if a point is inside a given polygon * @param points An array of points representing the polygon * @param numPoints The number of points in the array * @param hitPos The point we are to check * * Code taken from Game Developer magazine page 22, January 1999 issue * Explaination: * * A better strategy is to divide the polygon into quadrants centered on the test point. * Start at the first vertex in the polygon and set a counter to 0. Anytime an edge crosses * from one quadrant to the next, add one to the counter if it crosses clockwise around the * test point and subtract one if it crosses counter-clockwise. If the edge crosses diagonally * across two quadrants, you need to determine which side of the test point it crossed, and then * either add or subtract 2. * * Quad layout: * 1 2 * 4 3 */ bool PointInPoly( KoPoint *points, int numPoints, KoPoint *hitPos ) { int edge, next; int quad, next_quad, delta, total; edge = 0; quad = WHICH_QUAD( points[ edge ], hitPos ); total = 0; // count of absolute sectors crossed // Loop through all the vertices do { next = (edge + 1) % numPoints; next_quad = WHICH_QUAD( points[ next ], hitPos ); // Calculate how many quads have been crossed delta = next_quad - quad; // Special case to handle crossings of more than one quad switch( delta ) { case 2: // If we crossed the middle, figure out if it was clockwise or counter clockwise case -2: // Use the X-position at the hit point to determine which way around if( X_INTERCEPT( points[edge], points[next], hitPos->y() ) > hitPos->x() ) delta = -delta; break; case 3: // Moving 3 quads is like moving back 1 delta = -1; break; case -3: // Moving back 3 is like moving forward 1 delta = 1; break; } // Add in the delta total += delta; quad = next_quad; edge = next; } while( edge != 0 ); // After everything, if the total is 4, then we are inside if((total==4) || (total==-4)) return true; else return false; } KoRect XmlReadRect( const TQDomElement &e, const TQString &att, const KoRect &def ) { // Check if this value exists, if not, return the default if( e.hasAttribute( att )==false ) return def; // Read the attribute TQString val = e.attribute( att ); if (val.find("[") == 0 && val.find("]") == (int)val.length()-1) { val.remove(0,1); val.remove(val.length()-1,1); TQStringList vlist = TQStringList::split(",",val); if (vlist.count() == 4) { bool allOk = true; bool ok = false; double x = vlist[0].toDouble(&ok); allOk = allOk & ok; double y = vlist[1].toDouble(&ok); allOk = allOk & ok; double w = vlist[2].toDouble(&ok); allOk = allOk & ok; double h = vlist[3].toDouble(&ok); allOk = allOk & ok; if (allOk) return KoRect(x, y, w, h); } } return def; } void XmlWriteRect( TQDomElement &e, const TQString &att, const KoRect &val ) { e.setAttribute( att, TQString("[%1,%2,%3,%4]").arg(val.x()).arg(val.y()).arg(val.width()).arg(val.height()) ); } float shortestDistance( KivioConnectorPoint *pStart, KivioConnectorPoint *pEnd, KivioConnectorPoint *q ) { float uX, uY; float pqX, pqY; uX = pStart->x() - pEnd->x(); uY = pStart->y() - pEnd->y(); pqX = pStart->x() - q->x(); pqY = pStart->y() - q->y(); float magTop = fabs(pqX*uY - (pqY*uX)); float magU = sqrt( uX*uX + uY*uY ); if( magU == 0.0f ) { kdDebug(43000) << "shortestDistance() - SERIOUS ERROR: magU is 0.0f!\n"; return 10.0f; } return magTop / magU; }