Fix piece position after flipping. ref #783.

--HG--
branch : develop
This commit is contained in:
Roman Telezhynskyi 2018-02-04 18:23:07 +02:00
parent 72d832c93a
commit 55abe25287

View File

@ -375,16 +375,19 @@ void MainWindowsNoGUI::ExportDetailsAsFlatLayout(const QVector<VLayoutPiece> &li
for (int i=0; i < listDetails.count(); ++i)
{
VLayoutPiece piece = listDetails.at(i);
QGraphicsItem *item = piece.GetItem(m_dialogSaveLayout->IsTextAsPaths());
qreal diff = 0;
if (piece.IsForceFlipping())
{
const qreal x = item->boundingRect().x();
piece.Mirror();
item = piece.GetItem(m_dialogSaveLayout->IsTextAsPaths());
diff = item->boundingRect().x() - x;
}
QGraphicsItem *item = piece.GetItem(m_dialogSaveLayout->IsTextAsPaths());
if (piece.IsForceFlipping())
{
item->setPos(piece.GetMx()-item->boundingRect().width(), piece.GetMy());
item->setPos(piece.GetMx()-diff, piece.GetMy());
}
else
{
@ -509,18 +512,21 @@ void MainWindowsNoGUI::ExportDetailsAsApparelLayout(QVector<VLayoutPiece> listDe
for (int i=0; i < listDetails.count(); ++i)
{
VLayoutPiece piece = listDetails.at(i);
QGraphicsItem *item = piece.GetItem(m_dialogSaveLayout->IsTextAsPaths());
qreal diff = 0;
if (piece.IsForceFlipping())
{
const qreal x = item->boundingRect().x();
piece.Mirror();
item = piece.GetItem(m_dialogSaveLayout->IsTextAsPaths());
diff = item->boundingRect().x() - x;
}
QGraphicsItem *item = piece.GetItem(m_dialogSaveLayout->IsTextAsPaths());
QTransform moveMatrix = piece.GetMatrix();
if (piece.IsForceFlipping())
{
item->setPos(piece.GetMx()-item->boundingRect().width(), piece.GetMy());
moveMatrix = moveMatrix.translate(-piece.GetMx()+item->boundingRect().width(), piece.GetMy());
item->setPos(piece.GetMx()-diff, piece.GetMy());
moveMatrix = moveMatrix.translate(-piece.GetMx()+diff, piece.GetMy());
}
else
{
@ -554,7 +560,14 @@ void MainWindowsNoGUI::ExportDetailsAsApparelLayout(QVector<VLayoutPiece> listDe
for (int i=0; i < listDetails.count(); ++i)
{
QTransform moveMatrix = listDetails.at(i).GetMatrix();
if (listDetails.at(i).IsForceFlipping())
{
moveMatrix = moveMatrix.translate(mx, -my);
}
else
{
moveMatrix = moveMatrix.translate(-mx, -my);
}
listDetails[i].SetMatrix(moveMatrix);
}