1.1 --- a/branchobj.cpp Thu Dec 10 17:04:48 2009 +0000
1.2 +++ b/branchobj.cpp Mon Dec 14 10:17:55 2009 +0000
1.3 @@ -69,16 +69,6 @@
1.4 clear();
1.5 }
1.6
1.7 -bool BranchObj::operator< ( const BranchObj & other )
1.8 -{
1.9 - return angle < other.angle;
1.10 -}
1.11 -
1.12 -bool BranchObj::operator== ( const BranchObj & other )
1.13 -{
1.14 - return angle == other.angle;
1.15 -}
1.16 -
1.17 void BranchObj::init ()
1.18 {
1.19 if (parObj)
1.20 @@ -94,8 +84,6 @@
1.21
1.22 setVisibility (other->visible);
1.23
1.24 - angle=other->angle;
1.25 -
1.26 positionBBox();
1.27 }
1.28
1.29 @@ -107,14 +95,6 @@
1.30 delete xlink.takeFirst();
1.31 }
1.32
1.33 -bool isAbove (BranchObj* a, BranchObj *b)
1.34 -{
1.35 - if (a->angle < b->angle)
1.36 - return true;
1.37 - else
1.38 - return false;
1.39 -}
1.40 -
1.41 void BranchObj::setParObjTmp(LinkableMapObj* dst, QPointF m, int off) //FIXME-1 when moving a mainbranch to a branch it still has relPos, not moved as child
1.42 {
1.43 // Temporary link to dst
1.44 @@ -146,7 +126,6 @@
1.45 // Usually the positioning would be done by reposition(),
1.46 // but then also the destination branch would "Jump" around...
1.47 // Better just do it approximately
1.48 - cout << "BO::setTmp ";
1.49 if (dsti->depth()==0)
1.50 { // new parent is a mapcenter
1.51 Vector v= ( m - bodst->getChildPos());
1.52 @@ -154,7 +133,6 @@
1.53 v.normalize();
1.54 v.scale (100);
1.55 move2RelPos (v.toQPointF());
1.56 - cout << " v="<<v<<endl;
1.57 } else
1.58 {
1.59 qreal y;
1.60 @@ -168,8 +146,6 @@
1.61 y=t.y();
1.62
1.63 y=t.bottom();
1.64 - cout << " y="<<y;
1.65 - cout << " t.h="<<t.height();
1.66
1.67 } else
1.68 {
1.69 @@ -183,7 +159,6 @@
1.70 // Don't try to find that branch, guess 12 pixels
1.71 y=bodst->getChildPos().y() -height() + 12;
1.72 }
1.73 - cout << " pos="<<getAbsPos()<<" cPos="<<bodst->getChildPos()<<endl;
1.74 if (bodst->getOrientation()==LinkableMapObj::LeftOfCenter)
1.75 move ( bodst->getChildPos().x() - linkwidth, y );
1.76 else
1.77 @@ -480,13 +455,6 @@
1.78 updateContentSize();
1.79 }
1.80
1.81 -void BranchObj::savePosInAngle ()
1.82 -{
1.83 - // Save position in angle
1.84 - for (int i=0; i<treeItem->branchCount(); ++i)
1.85 - treeItem->getBranchObjNum(i)->angle=i;
1.86 -}
1.87 -
1.88 void BranchObj::setDefAttr (BranchModification mod)
1.89 {
1.90 int fontsize;
1.91 @@ -527,21 +495,23 @@
1.92 void BranchObj::alignRelativeTo (QPointF ref,bool alignSelf)
1.93 {
1.94 qreal th = bboxTotal.height();
1.95 - int depth=treeItem->depth(); // FIXME-3 needed to recursively calc depth?
1.96 + int depth=0;
1.97 + if (parObj) depth=1 + parObj->getTreeItem()->depth();
1.98 // TODO testing
1.99 /*
1.100 -
1.101 - QString h=QString (depth,' ');
1.102 + QString h=QString (depth+1,' ');
1.103 h+=treeItem->getHeading();
1.104 h+=QString (15,' ');
1.105 h.truncate (15);
1.106 - QPointF pp; if (parObj) pp=parObj->getChildPos();
1.107 + QPointF pp;
1.108 + if (parObj) pp=parObj->getChildPos();
1.109 cout << "BO::alignRelTo ";
1.110 cout<<h.toStdString();
1.111 - cout << " d="<<depth<<
1.112 + cout << " d="<<depth;
1.113 + cout <<" parO="<<parObj;
1.114 //cout<< " ref="<<ref<<
1.115 - " bbox.tL="<<bboxTotal.topLeft()<<
1.116 - " absPos="<<absPos<<
1.117 +//cout << " bbox.tL="<<bboxTotal.topLeft();
1.118 +cout<< " absPos="<<absPos<<
1.119 " relPos="<<relPos<<
1.120 // " parPos="<<pp<<
1.121 // " w="<<bbox.width()<<
1.122 @@ -551,24 +521,13 @@
1.123 // " scrolled="<<((BranchItem*)treeItem)->isScrolled()<<
1.124 // " pad="<<topPad<<","<<botPad<<","<<leftPad<<","<<rightPad<<
1.125 // " hidden="<<hidden<<
1.126 - " th="<<th<<
1.127 +// " th="<<th<<
1.128 endl;
1.129 */
1.130
1.131 setOrientation();
1.132 //updateLinkGeometry();
1.133
1.134 - if (depth==1 && parObj)
1.135 - {
1.136 - // Position relatively, if needed
1.137 - //if (useRelPos) move2RelPos (relPos.x(), relPos.y());
1.138 -
1.139 - // Calc angle to mapCenter if I am a mainbranch
1.140 - // needed for reordering the mainbranches clockwise
1.141 - // around mapcenter
1.142 - angle=getAngle (QPointF ((int)(x() - parObj->getChildPos().x() ),
1.143 - (int)(y() - parObj->getChildPos().y() ) ) );
1.144 - }
1.145 if (depth==1)
1.146 {
1.147 move2RelPos (getRelPos() );
1.148 @@ -651,7 +610,6 @@
1.149
1.150 alignRelativeTo ( QPointF (absPos.x(),
1.151 absPos.y()-(bboxTotal.height()-bbox.height())/2) );
1.152 - //FIXME-2 qSort (branch.begin(),branch.end(), isAbove);
1.153 positionBBox(); // Reposition bbox and contents
1.154 } else
1.155 {