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825a1a594d
Mirror (M) and Flip (F) in the element editor reflected the selected parts across the element origin: every part's mirror() and flip() negated the scene x or y coordinate. A part drawn to the right of the origin landed the same distance to the left, so the selection jumped to the other side of the canvas instead of turning around. MirrorElementsCommand and FlipElementsCommand now compute the united scene bounding rectangle of the selected items and reflect across the vertical or horizontal line through its center. The center is snapped to the nearest half of the diagram grid, so points that were on the grid stay on the grid after the reflection. Terminals in particular keep their grid alignment. Each part's mirror() and flip() takes the axis coordinate as a parameter with a default of 0, so the previous behavior remains available to any other caller. The command stores the axis when it is created and undo reapplies the same reflection, which is its own inverse, so the existing undo path is unchanged. Parts covered: PartArc, PartDynamicTextField, PartEllipse, PartLine, PartPolygon, PartRectangle, PartTerminal, PartText. Fixes #812
319 lines
8.5 KiB
C++
319 lines
8.5 KiB
C++
/*
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Copyright 2006-2026 The QElectroTech Team
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This file is part of QElectroTech.
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QElectroTech is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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QElectroTech is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with QElectroTech. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef EDITOR_COMMANDS_H
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#define EDITOR_COMMANDS_H
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#include "../editor/graphicspart/customelementpart.h"
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#include "../qgimanager.h"
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#include "elementcontent.h"
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#include "elementscene.h"
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#include "elementview.h"
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#include "graphicspart/abstractpartellipse.h"
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#include "graphicspart/customelementgraphicpart.h"
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#include "graphicspart/customelementpart.h"
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#include "graphicspart/partarc.h"
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#include "graphicspart/partdynamictextfield.h"
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#include "graphicspart/partellipse.h"
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#include "graphicspart/partline.h"
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#include "graphicspart/partpolygon.h"
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#include "graphicspart/partrectangle.h"
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#include "graphicspart/partterminal.h"
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#include "graphicspart/parttext.h"
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#include "../QPropertyUndoCommand/qpropertyundocommand.h"
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#include "UndoCommand/deletepartscommand.h"
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/**
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@brief The ElementEditionCommand class
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ElementEditionCommand is the base class for all commands classes involved in
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the edition of an electrical element. It provides commonly required methods
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and attributes, such as accessors to the modified scene and view.
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*/
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class ElementEditionCommand : public QUndoCommand
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{
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// constructors, destructor
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public:
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ElementEditionCommand(ElementScene * = nullptr,
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ElementView * = nullptr,
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QUndoCommand * = nullptr);
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ElementEditionCommand(const QString &,
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ElementScene * = nullptr,
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ElementView * = nullptr,
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QUndoCommand * = nullptr);
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~ElementEditionCommand() override;
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private:
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ElementEditionCommand(const ElementEditionCommand &);
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// methods
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public:
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ElementScene *elementScene() const;
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void setElementScene(ElementScene *);
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ElementView *elementView() const;
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void setElementView(ElementView *);
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// attributes
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protected:
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/// Element editor/view/scene the command should take place on
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ElementScene *m_scene;
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ElementView *m_view;
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};
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/**
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This command cut primitives when editing an electrical element.
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*/
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class CutPartsCommand : public DeletePartsCommand {
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// constructors, destructor
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public:
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CutPartsCommand(ElementScene *, const QList<QGraphicsItem *>&, QUndoCommand * = nullptr);
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~CutPartsCommand() override;
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private:
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CutPartsCommand(const CutPartsCommand &);
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};
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/**
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This command moves primitives when editing an electrical element.
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*/
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class MovePartsCommand : public ElementEditionCommand {
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// constructors, destructor
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public:
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MovePartsCommand(const QPointF &, ElementScene *, const QList<QGraphicsItem *>&, QUndoCommand * = nullptr);
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~MovePartsCommand() override;
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private:
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MovePartsCommand(const MovePartsCommand &);
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// methods
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public:
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void undo() override;
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void redo() override;
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// attributes
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private:
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/// List of moved primitives
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QList<QGraphicsItem *> moved_parts;
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/// applied movement
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QPointF movement;
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/// Prevent the first call to redo()
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bool first_redo;
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};
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/**
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This command changes the translated names of an electrical element.
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*/
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class ChangeNamesCommand : public ElementEditionCommand {
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// constructors, destructor
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public:
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ChangeNamesCommand(ElementScene *, const NamesList &, const NamesList &, QUndoCommand * = nullptr);
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~ChangeNamesCommand() override;
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private:
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ChangeNamesCommand(const ChangeNamesCommand &);
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// methods
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public:
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void undo() override;
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void redo() override;
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// attributes
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private:
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/// List of former names
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NamesList names_before;
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/// List of new names
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NamesList names_after;
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};
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/**
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This command changes the zValue of a set of primitives when editing an
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electrical element.
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*/
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class ChangeZValueCommand : public ElementEditionCommand
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{
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// constructors, destructor
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public:
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ChangeZValueCommand(ElementScene *, QET::DepthOption , QUndoCommand * = nullptr);
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~ChangeZValueCommand() override;
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private:
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ChangeZValueCommand(const ChangeZValueCommand &);
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// methods
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public:
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void undo() override;
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void redo() override;
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private:
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void applyBringForward(const QList<QGraphicsItem *> &);
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void applyRaise(const QList<QGraphicsItem *> &);
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void applyLower(const QList<QGraphicsItem *> &);
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void applySendBackward(const QList<QGraphicsItem *> &);
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// attributes
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private:
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/// associates impacted primitives with their former zValues
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QHash<QGraphicsItem *, qreal> undo_hash;
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/// associates impacted primitives with their new zValues
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QHash<QGraphicsItem *, qreal> redo_hash;
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/// kind of treatment to apply
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QET::DepthOption m_option;
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};
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/**
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This command changes extra information carried by an electrical element.
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*/
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class ChangeInformationsCommand : public ElementEditionCommand {
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// constructors, destructor
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public:
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ChangeInformationsCommand(ElementScene *, const QString &, const QString &, QUndoCommand * = nullptr);
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~ChangeInformationsCommand() override;
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private:
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ChangeInformationsCommand(const ChangeInformationsCommand &);
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// methods
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public:
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void undo() override;
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void redo() override;
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// attributes
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private:
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/// Former information
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QString old_informations_;
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/// New information
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QString new_informations_;
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};
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/**
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This command scales primitives when editing an electrical element.
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*/
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class ScalePartsCommand : public ElementEditionCommand {
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// constructors, destructor
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public:
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ScalePartsCommand(ElementScene * = nullptr, QUndoCommand * = nullptr);
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~ScalePartsCommand() override;
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private:
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ScalePartsCommand(const ScalePartsCommand &);
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// methods
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public:
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void undo() override;
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void redo() override;
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ElementScene *elementScene() const;
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void setScaledPrimitives(const QList<CustomElementPart *> &);
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QList<CustomElementPart *> scaledPrimitives() const;
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void setTransformation(const QRectF &, const QRectF &);
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QPair<QRectF, QRectF> transformation();
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protected:
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void scale(const QRectF &before, const QRectF &after);
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void adjustText();
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// attributes
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private:
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/// List of moved primitives
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QList<CustomElementPart *> scaled_primitives_;
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/// original rect items fit in
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QRectF original_rect_;
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/// new rect items should fit in
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QRectF new_rect_;
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/// Prevent the first call to redo()
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bool first_redo;
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};
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class changeElementDataCommand : public ElementEditionCommand
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{
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public:
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changeElementDataCommand(ElementScene *scene,
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ElementData old_data,
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ElementData new_data,
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QUndoCommand *parent = nullptr);
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~changeElementDataCommand() override {}
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void undo() override;
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void redo() override;
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private:
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ElementData m_old,
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m_new;
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};
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/**
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@brief The RotateSelectionInESCommand class
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Rotate the selected items in the element editor
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*/
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class RotateElementsCommand : public ElementEditionCommand
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{
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public:
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RotateElementsCommand(ElementScene *scene, QUndoCommand *parent=nullptr);
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void undo() override;
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void redo() override;
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private:
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ElementScene *m_scene =nullptr;
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QList<QGraphicsItem*> m_items;
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};
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class RotateFineElementsCommand : public ElementEditionCommand
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{
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public:
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RotateFineElementsCommand(ElementScene *scene, QUndoCommand *parent=nullptr);
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void undo() override;
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void redo() override;
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private:
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ElementScene *m_scene =nullptr;
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QList<QGraphicsItem*> m_items;
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};
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/**
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@brief The MirrorElementsCommand class
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Mirror the selected parts horizontally (left <-> right) across the
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vertical line through the center of the selection, so the selection
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keeps its place in the scene.
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*/
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class MirrorElementsCommand : public ElementEditionCommand
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{
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public:
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MirrorElementsCommand(ElementScene *scene, QUndoCommand *parent=nullptr);
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void undo() override;
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void redo() override;
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private:
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ElementScene *m_scene =nullptr;
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QList<QGraphicsItem*> m_items;
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qreal m_axis_x = 0;
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};
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/**
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@brief The FlipElementsCommand class
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Flip the selected parts vertically (top <-> bottom) across the
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horizontal line through the center of the selection, so the selection
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keeps its place in the scene.
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*/
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class FlipElementsCommand : public ElementEditionCommand
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{
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public:
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FlipElementsCommand(ElementScene *scene, QUndoCommand *parent=nullptr);
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void undo() override;
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void redo() override;
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private:
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ElementScene *m_scene =nullptr;
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QList<QGraphicsItem*> m_items;
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qreal m_axis_y = 0;
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};
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#endif
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