109 lines
2.4 KiB
C++

#include <QFontMetrics>
#include <QPainter>
#include <QSet>
#include "text.h"
#include "textpointitem.h"
#include "textpathitem.h"
Text::~Text()
{
for (int i = 0; i < _items.size(); i++)
delete _items[i];
}
void Text::render(QPainter *painter) const
{
QSet<QString> set;
for (int i = 0; i < _items.size(); i++) {
const TextItem *ti = _items.at(i);
if (ti->isVisible() && _sceneRect.intersects(ti->boundingRect())
&& !set.contains(ti->text())) {
ti->paint(painter);
set.insert(ti->text());
}
}
}
void Text::addLabel(const QString &text, const QImage &icon,
const QPainterPath &path)
{
TextItem *ti;
if (_alignment == Viewport) {
QMap<qreal, int> map;
for (int j = 0; j < path.elementCount(); j++) {
QLineF l(path.elementAt(j), _sceneRect.center());
map.insert(l.length(), j);
}
QMap<qreal, int>::const_iterator jt = map.constBegin();
ti = new TextPointItem(text, path.elementAt(jt.value()), _font,
_maxWidth, _anchor, icon);
while (true) {
if (_sceneRect.contains(ti->boundingRect()))
break;
if (++jt == map.constEnd())
break;
static_cast<TextPointItem*>(ti)->setPos(path.elementAt(
jt.value()));
}
} else {
switch (_placement) {
case Line:
ti = new TextPathItem(text, path, _font, _maxAngle, _sceneRect);
break;
case LineCenter:
ti = new TextPointItem(text, path.pointAtPercent(0.5), _font,
_maxWidth, _anchor, icon);
break;
default:
ti = new TextPointItem(text, path.elementAt(0), _font,
_maxWidth, _anchor, icon);
}
}
// Note: empty path == point geometry (single move)
if (!path.isEmpty() && !_sceneRect.contains(ti->boundingRect())) {
delete ti;
return;
}
ti->setPen(_pen);
ti->setHalo(_halo);
addItem(ti);
QList<TextItem*> ci = collidingItems(ti);
for (int i = 0; i < ci.size(); i++)
ci[i]->setVisible(false);
}
QList<TextItem*> Text::collidingItems(const TextItem *item) const
{
QList<TextItem*> list;
if (!item->isVisible())
return list;
for (int i = 0; i < _items.size(); i++) {
const TextItem *ti = _items.at(i);
if (ti != item && ti->isVisible() && ti->collidesWithItem(item))
list.append(const_cast<TextItem*>(ti));
}
return list;
}
void Text::setSymbolPlacement(SymbolPlacement placement)
{
_placement = placement;
if (_placement != Text::Point) {
for (int i = 0; i < _items.size(); i++) {
TextItem *ti = _items[i];
if (!_sceneRect.contains(ti->boundingRect()))
ti->setVisible(false);
}
}
}