// user moves the end of connection
        public override void EndPointPositionChanging(GuiConnectionPoint movepoint)
        {
            int s = 0, a;

            fixup_quadric_endpoint_movement(movepoint);
            collapse_quadric_segments(ref s, out a);
            check_current_connection();
        }
示例#2
0
        static public bool select_pos_for_middle_point(GuiConnectionPoint p1, GuiConnectionPoint p2, out int x, out int y)
        {
            int x1 = p1.x, y1 = p1.y, x2 = p2.x, y2 = p2.y;

            Geometry.Direction d1 = Geometry.Direction.Null;
            Rectangle          r1 = Rectangle.Empty, r2 = Rectangle.Empty;

            if (p1.item is GuiItem)
            {
                d1 = (p1.item as GuiItem).direction(p1.ux);
                r1 = (p1.item as GuiItem).AroundRect;
            }
            if (p2.item is GuiItem)
            {
                r2 = (p2.item as GuiItem).AroundRect;
            }

            // try two solutions (x1, y2) and (x2, y1)
            bool sol1 = !Geometry.rect_inters_with_quadric_segment(r1, x1, y1, x1, y2) &&
                        !Geometry.rect_inters_with_quadric_segment(r2, x1, y1, x1, y2) &&
                        !Geometry.rect_inters_with_quadric_segment(r1, x2, y2, x1, y2) &&
                        !Geometry.rect_inters_with_quadric_segment(r2, x2, y2, x1, y2);
            bool sol2 = !Geometry.rect_inters_with_quadric_segment(r1, x1, y1, x2, y1) &&
                        !Geometry.rect_inters_with_quadric_segment(r2, x1, y1, x2, y1) &&
                        !Geometry.rect_inters_with_quadric_segment(r1, x2, y2, x2, y1) &&
                        !Geometry.rect_inters_with_quadric_segment(r2, x2, y2, x2, y1);

            if (p2.item == null && r1.Contains(x2, y2))
            {
                sol1 = true;
            }

            if (sol1 && sol2)
            {
                if (d1 == Geometry.Direction.South || d1 == Geometry.Direction.North)
                {
                    sol2 = false;                      // select sol1
                }
                else
                {
                    sol1 = false;
                }
            }

            if (sol1 || !sol2 && (d1 == Geometry.Direction.South && y2 - y1 > 0 || d1 == Geometry.Direction.North && y2 - y1 < 0 || d1 == Geometry.Direction.West && x2 - x1 > 0 || d1 == Geometry.Direction.East && x2 - x1 < 0))
            {
                x = x1;
                y = y2;
            }
            else
            {
                x = x2;
                y = y1;
            }
            return(sol1 || sol2);
        }
示例#3
0
 public GuiConnection(GuiConnectionPoint p1, GuiConnectionPoint p2, UmlRelationType t, StaticView par, GuiConnectionStyle style)
 {
     first      = p1;
     second     = p2;
     type       = t;
     parent     = par;
     this.style = style;
     nav        = GuiConnectionNavigation.None;
     p1.parent  = p2.parent = par;
     p1.root    = p2.root = this;
     ipoints.Add(p1);
     ipoints.Add(p2);
 }
        // user moves conn_point
        private void fixup_quadric_endpoint_movement(GuiConnectionPoint conn_point)
        {
            GuiPoint neighbour;
            int      x, y;

            if (conn.ipoints.Count == 2)
            {
                int            dx = conn.first.x - conn.second.x, dy = conn.first.y - conn.second.y;
                GuiIntermPoint pt = null;

                if (dx != 0 && dy != 0)
                {
                    pt = conn.insert_point(0);
                    conn.add_child(pt, null);
                    GuiPathFinder.select_pos_for_middle_point(conn.first, conn.second, out x, out y);
                    pt.x = x;
                    pt.y = y;
                }
            }
            else if (conn.ipoints.Count == 3)
            {
                GuiIntermPoint pt = conn.ipoints[1] as GuiIntermPoint;
                GuiPathFinder.select_pos_for_middle_point(conn.first, conn.second, out x, out y);
                pt.x = x;
                pt.y = y;
            }
            else if (conn.ipoints.Count >= 3)
            {
                bool vertical;
                if (conn_point == conn.first)
                {
                    neighbour = conn.ipoints[1] as GuiPoint;
                    vertical  = neighbour.x - (conn.ipoints[2] as GuiPoint).x == 0;
                }
                else
                {
                    neighbour = conn.ipoints[conn.ipoints.Count - 2] as GuiPoint;
                    vertical  = neighbour.x - (conn.ipoints[conn.ipoints.Count - 3] as GuiPoint).x == 0;
                }

                vertical = !vertical;                   // we have to invert the value to obtain the direction of the segment being moved
                if (vertical)
                {
                    neighbour.x = conn_point.x;
                }
                else
                {
                    neighbour.y = conn_point.y;
                }
            }
        }
示例#5
0
        public void EndPointPositionChanging(GuiConnectionPoint movepoint)
        {
            if (!created)
            {
                return;
            }

            Style.EndPointPositionChanging(movepoint);
            foreach (GuiConnectionPoint p in cpoints)
            {
                p.UpdatePosition(true);
            }
            notify_children();
        }
示例#6
0
        public override void PostLoad()
        {
            base.PostLoad();
            first  = find_child("LeftPoint") as GuiConnectionPoint;
            second = find_child("RightPoint") as GuiConnectionPoint;
            first.UpdatePosition(true);
            second.UpdatePosition(true);
            first.role  = find_child("Role 1") as GuiBoundString;
            second.role = find_child("Role 2") as GuiBoundString;
            conn_name   = find_child("Name") as GuiBoundString;
            conn_stereo = find_child("Stereotype") as GuiBoundStereotype;
            ipoints.Add(first);
            for (int i = 1; i < loadtime_iterm_count - 1; i++)
            {
                ipoints.Add(find_child("Point #" + i));
            }
            ipoints.Add(second);
            created = true;

            notify_children();
        }
 public override void EndPointPositionChanging(GuiConnectionPoint movepoint)
 {
     SetupEndPointsPositions();
 }
示例#8
0
 public void remove_connection_point(GuiConnectionPoint p)
 {
     cpoints.Remove(p);
 }
示例#9
0
 public void add_connection_point(GuiConnectionPoint p)
 {
     cpoints.Add(p);
 }
 public override void EndPointPositionChanging(GuiConnectionPoint movepoint)
 {
 }
示例#11
0
 // object to which the movepoint was assigned has changed its location
 abstract public void EndPointPositionChanging(GuiConnectionPoint movepoint);
 // user moves the end of connection
 public override void EndPointPositionChanging(GuiConnectionPoint movepoint)
 {
     int s = 0, a;
     fixup_quadric_endpoint_movement( movepoint );
     collapse_quadric_segments( ref s, out a );
     check_current_connection();
 }
示例#13
0
        public static Point[] polyline_quadric_DummyWay(GuiConnectionPoint p1, GuiConnectionPoint p2, ArrayList active)
        {
            int x1 = p1.x, y1 = p1.y, x2 = p2.x, y2 = p2.y;

            Geometry.Direction d1 = Geometry.Direction.Null, d2 = Geometry.Direction.Null;
            Rectangle          r1 = Rectangle.Empty, r2 = Rectangle.Empty;

            if (p1.item is GuiItem)
            {
                d1 = (p1.item as GuiItem).direction(p1.ux);
                r1 = (p1.item as GuiItem).AroundRect;
            }
            if (p2.item is GuiItem)
            {
                d2 = (p2.item as GuiItem).direction(p2.ux);
                r2 = (p2.item as GuiItem).AroundRect;
            }

            if ((x1 == x2 || y1 == y2) && !Geometry.rect_inters_with_quadric_segment(r1, x1, y1, x2, y2) &&
                !Geometry.rect_inters_with_quadric_segment(r2, x1, y1, x2, y2))
            {
                return new Point[] {}
            }
            ;

            // try two solutions (x1, y2) and (x2, y1)
            int xm, ym;

            if (select_pos_for_middle_point(p1, p2, out xm, out ym))
            {
                return new Point[] { new Point(xm, ym) }
            }
            ;

            // try solutions of 3 segments
            bool sol1, sol2;

            Point[] ans1 = new Point[] { new Point(x1, y1), new Point(x2, y2) },
            ans2 = new Point[] { new Point(x1, y1), new Point(x2, y2) };
            sol2 = sol1 = false;

            if ((d1 == Geometry.Direction.East && x2 < x1) ||
                (d1 == Geometry.Direction.West && x2 > x1) ||
                (d1 == Geometry.Direction.South && y2 < y1) ||
                (d1 == Geometry.Direction.North && y2 > y1))
            {
                if (d1 == Geometry.Direction.North || d1 == Geometry.Direction.South)
                {
                    if (d2 == Geometry.Direction.North || d2 == Geometry.Direction.South)
                    {
                        if (x2 > x1)
                        {
                            ans1[0].X = ans1[1].X = (r2.Left > r1.Right) ? (r2.Left + r1.Right) / 2 : Math.Max(r1.Right, r2.Right);
                        }
                        else
                        {
                            ans1[0].X = ans1[1].X = (r2.Right < r1.Left) ? (r1.Left + r2.Right) / 2 : Math.Min(r1.Left, r2.Left);
                        }
                    }
                    else if (d2 == Geometry.Direction.West)
                    {
                        ans1[0].X = ans1[1].X = r1.Left;
                    }
                    else
                    {
                        ans1[0].X = ans1[1].X = r1.Right;
                    }
                }
                else
                {
                    if (d2 == Geometry.Direction.West || d2 == Geometry.Direction.East)
                    {
                        if (y2 > y1)
                        {
                            ans1[0].Y = ans1[1].Y = Math.Max(r1.Bottom, r2.Bottom);
                        }
                        else
                        {
                            ans1[0].Y = ans1[1].Y = Math.Min(r1.Top, r2.Top);
                        }
                    }
                    else if (d2 == Geometry.Direction.North)
                    {
                        ans1[0].Y = ans1[1].Y = r1.Top;
                    }
                    else
                    {
                        ans1[0].Y = ans1[1].Y = r1.Bottom;
                    }
                }
                sol1 = true;
            }

            if ((d2 == Geometry.Direction.East && x1 < x2) ||
                (d2 == Geometry.Direction.West && x1 > x2) ||
                (d2 == Geometry.Direction.South && y1 < y2) ||
                (d2 == Geometry.Direction.North && y1 > y2))
            {
                if (d2 == Geometry.Direction.North || d2 == Geometry.Direction.South)
                {
                    if (d1 == Geometry.Direction.North || d1 == Geometry.Direction.South)
                    {
                        if (x1 > x2)
                        {
                            ans2[0].X = ans2[1].X = (r1.Left > r2.Right) ? (r1.Left + r2.Right) / 2 : Math.Max(r1.Right, r2.Right);
                        }
                        else
                        {
                            ans2[0].X = ans2[1].X = (r1.Right < r2.Left) ? (r2.Left + r1.Right) / 2 : Math.Min(r1.Left, r2.Left);
                        }
                    }
                    else if (d1 == Geometry.Direction.West)
                    {
                        ans2[0].X = ans2[1].X = r2.Left;
                    }
                    else
                    {
                        ans2[0].X = ans2[1].X = r2.Right;
                    }
                }
                else
                {
                    if (d1 == Geometry.Direction.West || d1 == Geometry.Direction.East)
                    {
                        if (y1 > y2)
                        {
                            ans2[0].Y = ans2[1].Y = Math.Max(r1.Bottom, r2.Bottom);
                        }
                        else
                        {
                            ans2[0].Y = ans2[1].Y = Math.Min(r1.Top, r2.Top);
                        }
                    }
                    else if (d1 == Geometry.Direction.North)
                    {
                        ans2[0].Y = ans2[1].Y = r2.Top;
                    }
                    else
                    {
                        ans2[0].Y = ans2[1].Y = r2.Bottom;
                    }
                }
                sol2 = true;
            }

            // try to select best one
            if (sol1 && sol2)
            {
                if (!Geometry.rect_inters_with_quadric_segment(r1, x1, y1, ans1[0].X, ans1[0].Y) &&
                    !Geometry.rect_inters_with_quadric_segment(r2, x1, y1, ans1[0].X, ans1[0].Y) &&
                    !Geometry.rect_inters_with_quadric_segment(r1, x2, y2, ans1[1].X, ans1[1].Y) &&
                    !Geometry.rect_inters_with_quadric_segment(r2, x2, y2, ans1[1].X, ans1[1].Y) &&
                    !Geometry.rect_inters_with_quadric_segment(r1, ans1[0].X, ans1[0].Y, ans1[1].X, ans1[1].Y) &&
                    !Geometry.rect_inters_with_quadric_segment(r2, ans1[0].X, ans1[0].Y, ans1[1].X, ans1[1].Y))
                {
                    sol2 = false;
                }
                else
                {
                    sol1 = false;
                }
            }

            return(sol1 ? ans1 : ans2);
        }
        // user moves conn_point
        private void fixup_quadric_endpoint_movement( GuiConnectionPoint conn_point )
        {
            GuiPoint neighbour;
            int x, y;

            if( conn.ipoints.Count == 2 ) {
                int dx = conn.first.x - conn.second.x, dy = conn.first.y - conn.second.y;
                GuiIntermPoint pt = null;

                if( dx != 0 && dy != 0 ) {
                    pt = conn.insert_point( 0 );
                    conn.add_child( pt, null );
                    GuiPathFinder.select_pos_for_middle_point( conn.first, conn.second, out x, out y );
                    pt.x = x;
                    pt.y = y;
                }
            } else if( conn.ipoints.Count == 3 ) {
                GuiIntermPoint pt = conn.ipoints[1] as GuiIntermPoint;
                GuiPathFinder.select_pos_for_middle_point( conn.first, conn.second, out x, out y );
                pt.x = x;
                pt.y = y;

            } else if( conn.ipoints.Count >= 3 ) {
                bool vertical;
                if( conn_point == conn.first ) {
                    neighbour = conn.ipoints[1] as GuiPoint;
                    vertical = neighbour.x - (conn.ipoints[2] as GuiPoint).x == 0;
                } else {
                    neighbour = conn.ipoints[conn.ipoints.Count - 2] as GuiPoint;
                    vertical = neighbour.x - (conn.ipoints[conn.ipoints.Count - 3] as GuiPoint).x  == 0;
                }

                vertical = !vertical;	// we have to invert the value to obtain the direction of the segment being moved
                if( vertical ) {
                    neighbour.x = conn_point.x;
                } else {
                    neighbour.y = conn_point.y;
                }

            }
        }
示例#15
0
        public static bool select_pos_for_middle_point( GuiConnectionPoint p1, GuiConnectionPoint p2, out int x, out int y )
        {
            int x1 = p1.x, y1 = p1.y, x2 = p2.x, y2 = p2.y;
            Geometry.Direction d1 = Geometry.Direction.Null;
            Rectangle r1 = Rectangle.Empty, r2 = Rectangle.Empty;

            if( p1.item is GuiItem ) {
                d1 = (p1.item as GuiItem).direction(p1.ux);
                r1 = (p1.item as GuiItem).AroundRect;
            }
            if( p2.item is GuiItem ) {
                r2 = (p2.item as GuiItem).AroundRect;
            }

            // try two solutions (x1, y2) and (x2, y1)
            bool sol1 = !Geometry.rect_inters_with_quadric_segment( r1, x1, y1, x1, y2 ) &&
                !Geometry.rect_inters_with_quadric_segment( r2, x1, y1, x1, y2 ) &&
                !Geometry.rect_inters_with_quadric_segment( r1, x2, y2, x1, y2 ) &&
                !Geometry.rect_inters_with_quadric_segment( r2, x2, y2, x1, y2 );
            bool sol2 = !Geometry.rect_inters_with_quadric_segment( r1, x1, y1, x2, y1 ) &&
                !Geometry.rect_inters_with_quadric_segment( r2, x1, y1, x2, y1 ) &&
                !Geometry.rect_inters_with_quadric_segment( r1, x2, y2, x2, y1 ) &&
                !Geometry.rect_inters_with_quadric_segment( r2, x2, y2, x2, y1 );

            if( p2.item == null && r1.Contains( x2, y2 ) )
                sol1 = true;

            if( sol1 && sol2 ) {
                if( d1 == Geometry.Direction.South || d1 == Geometry.Direction.North )
                    sol2 = false;  // select sol1
                else
                    sol1 = false;
            }

            if( sol1 || !sol2 && ( d1 == Geometry.Direction.South && y2-y1 > 0 || d1 == Geometry.Direction.North && y2-y1 < 0 || d1 == Geometry.Direction.West && x2-x1 > 0 || d1 == Geometry.Direction.East && x2-x1 < 0 ) ) {
                x = x1;
                y = y2;
            } else {
                x = x2;
                y = y1;
            }
            return sol1 || sol2;
        }
示例#16
0
        public static Point[] polyline_quadric_DummyWay( GuiConnectionPoint p1, GuiConnectionPoint p2, ArrayList active )
        {
            int x1 = p1.x, y1 = p1.y, x2 = p2.x, y2 = p2.y;
            Geometry.Direction d1 = Geometry.Direction.Null, d2 = Geometry.Direction.Null;
            Rectangle r1 = Rectangle.Empty, r2 = Rectangle.Empty;

            if( p1.item is GuiItem ) {
                d1 = (p1.item as GuiItem).direction(p1.ux);
                r1 = (p1.item as GuiItem).AroundRect;
            }
            if( p2.item is GuiItem ) {
                d2 = (p2.item as GuiItem).direction(p2.ux);
                r2 = (p2.item as GuiItem).AroundRect;
            }

            if( (x1 == x2 || y1 == y2) && !Geometry.rect_inters_with_quadric_segment( r1, x1, y1, x2, y2 ) &&
                !Geometry.rect_inters_with_quadric_segment( r2, x1, y1, x2, y2 ) )
                return new Point[] {};

            // try two solutions (x1, y2) and (x2, y1)
            int xm, ym;
            if( select_pos_for_middle_point( p1, p2, out xm, out ym ) )
                return new Point[] { new Point(xm, ym) };

            // try solutions of 3 segments
            bool sol1, sol2;
            Point[] ans1 = new Point[] { new Point(x1,y1), new Point(x2,y2) },
                ans2 = new Point[] { new Point(x1,y1), new Point(x2,y2) };
            sol2 = sol1 = false;

            if( (d1 == Geometry.Direction.East && x2 < x1 ) ||
                (d1 == Geometry.Direction.West && x2 > x1 ) ||
                (d1 == Geometry.Direction.South && y2 < y1 ) ||
                (d1 == Geometry.Direction.North && y2 > y1 ) ) {
                if( d1 == Geometry.Direction.North || d1 == Geometry.Direction.South ) {
                    if( d2 == Geometry.Direction.North || d2 == Geometry.Direction.South ) {
                        if( x2 > x1 ) {
                            ans1[0].X = ans1[1].X = (r2.Left > r1.Right) ? (r2.Left+r1.Right)/2 : Math.Max( r1.Right, r2.Right );
                        } else {
                            ans1[0].X = ans1[1].X = (r2.Right < r1.Left) ? (r1.Left+r2.Right)/2 : Math.Min( r1.Left, r2.Left );
                        }
                    } else if( d2 == Geometry.Direction.West ) {
                        ans1[0].X = ans1[1].X = r1.Left;
                    } else {
                        ans1[0].X = ans1[1].X = r1.Right;
                    }
                } else {
                    if( d2 == Geometry.Direction.West || d2 == Geometry.Direction.East ) {
                        if( y2 > y1 ) {
                            ans1[0].Y = ans1[1].Y = Math.Max( r1.Bottom, r2.Bottom );
                        } else {
                            ans1[0].Y = ans1[1].Y = Math.Min( r1.Top, r2.Top );
                        }
                    } else if( d2 == Geometry.Direction.North ) {
                        ans1[0].Y = ans1[1].Y = r1.Top;
                    } else {
                        ans1[0].Y = ans1[1].Y = r1.Bottom;
                    }
                }
                sol1 = true;
            }

            if((d2 == Geometry.Direction.East && x1 < x2 ) ||
                (d2 == Geometry.Direction.West && x1 > x2 ) ||
                (d2 == Geometry.Direction.South && y1 < y2 ) ||
                (d2 == Geometry.Direction.North && y1 > y2 ) ) {

                if( d2 == Geometry.Direction.North || d2 == Geometry.Direction.South ) {
                    if( d1 == Geometry.Direction.North || d1 == Geometry.Direction.South ) {
                        if( x1 > x2 ) {
                            ans2[0].X = ans2[1].X = (r1.Left > r2.Right) ? (r1.Left+r2.Right)/2 : Math.Max( r1.Right, r2.Right );
                        } else {
                            ans2[0].X = ans2[1].X = (r1.Right < r2.Left) ? (r2.Left+r1.Right)/2 : Math.Min( r1.Left, r2.Left );
                        }
                    } else if( d1 == Geometry.Direction.West ) {
                        ans2[0].X = ans2[1].X = r2.Left;
                    } else {
                        ans2[0].X = ans2[1].X = r2.Right;
                    }
                } else {
                    if( d1 == Geometry.Direction.West || d1 == Geometry.Direction.East ) {
                        if( y1 > y2 ) {
                            ans2[0].Y = ans2[1].Y = Math.Max( r1.Bottom, r2.Bottom );
                        } else {
                            ans2[0].Y = ans2[1].Y = Math.Min( r1.Top, r2.Top );
                        }
                    } else if( d1 == Geometry.Direction.North ) {
                        ans2[0].Y = ans2[1].Y = r2.Top;
                    } else {
                        ans2[0].Y = ans2[1].Y = r2.Bottom;
                    }
                }
                sol2 = true;
            }

            // try to select best one
            if( sol1 && sol2 ) {
                if( !Geometry.rect_inters_with_quadric_segment( r1, x1, y1, ans1[0].X, ans1[0].Y ) &&
                    !Geometry.rect_inters_with_quadric_segment( r2, x1, y1, ans1[0].X, ans1[0].Y ) &&
                    !Geometry.rect_inters_with_quadric_segment( r1, x2, y2, ans1[1].X, ans1[1].Y ) &&
                    !Geometry.rect_inters_with_quadric_segment( r2, x2, y2, ans1[1].X, ans1[1].Y ) &&
                    !Geometry.rect_inters_with_quadric_segment( r1, ans1[0].X, ans1[0].Y, ans1[1].X, ans1[1].Y ) &&
                    !Geometry.rect_inters_with_quadric_segment( r2, ans1[0].X, ans1[0].Y, ans1[1].X, ans1[1].Y ) )
                    sol2 = false;
                else
                    sol1 = false;
            }

            return sol1 ? ans1 : ans2;
        }
示例#17
0
 public void add_connection_point( GuiConnectionPoint p )
 {
     cpoints.Add( p );
 }
示例#18
0
 public void remove_connection_point( GuiConnectionPoint p )
 {
     cpoints.Remove( p );
 }
 public override void EndPointPositionChanging(GuiConnectionPoint movepoint)
 {
 }
示例#20
0
 public override void EndPointPositionChanging(GuiConnectionPoint movepoint)
 {
     SetupEndPointsPositions();
 }