Call ensureVisible() only in mouseMoveEvent() method. Alwayse update size of
scene. (grafted from a080e8c10e0817579d802539e4ef30b4b51f43a8) --HG-- branch : develop
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5517b96613
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@ -426,6 +426,27 @@ void VToolSpline::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
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MoveSpline *moveSpl = new MoveSpline(doc, spline.data(), spl, id, this->scene());
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MoveSpline *moveSpl = new MoveSpline(doc, spline.data(), spl, id, this->scene());
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connect(moveSpl, &MoveSpline::NeedLiteParsing, doc, &VAbstractPattern::LiteParseTree);
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connect(moveSpl, &MoveSpline::NeedLiteParsing, doc, &VAbstractPattern::LiteParseTree);
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qApp->getUndoStack()->push(moveSpl);
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qApp->getUndoStack()->push(moveSpl);
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// Each time we move something we call recalculation scene rect. In some cases this can cause moving
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// objects positions. And this cause infinite redrawing. That's why we wait the finish of saving the last move.
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static bool changeFinished = true;
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if (changeFinished)
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{
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changeFinished = false;
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const QList<QGraphicsView *> viewList = scene()->views();
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if (not viewList.isEmpty())
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{
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if (QGraphicsView *view = viewList.at(0))
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{
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VMainGraphicsScene *currentScene = qobject_cast<VMainGraphicsScene *>(scene());
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SCASSERT(currentScene);
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const QPointF cursorPosition = currentScene->getScenePos();
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view->ensureVisible(QRectF(cursorPosition.x()-5, cursorPosition.y()-5, 10, 10));
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}
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}
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changeFinished = true;
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}
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------------------------------
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@ -513,28 +534,6 @@ void VToolSpline::RefreshGeometry()
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SetVisualization();
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SetVisualization();
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// Each time we move something we call recalculation scene rect. In some cases this can cause moving
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// objects positions. And this cause infinite redrawing. That's why we wait the finish of saving the last move.
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static bool changeFinished = true;
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if (changeFinished)
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{
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changeFinished = false;
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const QList<QGraphicsView *> viewList = scene()->views();
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if (not viewList.isEmpty())
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{
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if (QGraphicsView *view = viewList.at(0))
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{
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VMainGraphicsScene *currentScene = qobject_cast<VMainGraphicsScene *>(scene());
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SCASSERT(currentScene);
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const QPointF cursorPosition = currentScene->getScenePos();
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view->ensureVisible(QRectF(cursorPosition.x()-50, cursorPosition.y()-50, 100, 100));
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}
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}
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changeFinished = true;
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}
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foreach (VControlPointSpline *point, controlPoints)
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foreach (VControlPointSpline *point, controlPoints)
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{
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{
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point->setFlag(QGraphicsItem::ItemSendsGeometryChanges, true);
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point->setFlag(QGraphicsItem::ItemSendsGeometryChanges, true);
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@ -503,6 +503,27 @@ void VToolSplinePath::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
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MoveSplinePath *moveSplPath = new MoveSplinePath(doc, oldSplPath, newSplPath, id, this->scene());
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MoveSplinePath *moveSplPath = new MoveSplinePath(doc, oldSplPath, newSplPath, id, this->scene());
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connect(moveSplPath, &VUndoCommand::NeedLiteParsing, doc, &VAbstractPattern::LiteParseTree);
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connect(moveSplPath, &VUndoCommand::NeedLiteParsing, doc, &VAbstractPattern::LiteParseTree);
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qApp->getUndoStack()->push(moveSplPath);
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qApp->getUndoStack()->push(moveSplPath);
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// Each time we move something we call recalculation scene rect. In some cases this can cause moving
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// objects positions. And this cause infinite redrawing. That's why we wait the finish of saving the last move.
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static bool changeFinished = true;
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if (changeFinished)
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{
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changeFinished = false;
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const QList<QGraphicsView *> viewList = scene()->views();
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if (not viewList.isEmpty())
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{
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if (QGraphicsView *view = viewList.at(0))
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{
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VMainGraphicsScene *currentScene = qobject_cast<VMainGraphicsScene *>(scene());
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SCASSERT(currentScene);
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const QPointF cursorPosition = currentScene->getScenePos();
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view->ensureVisible(QRectF(cursorPosition.x()-5, cursorPosition.y()-5, 10, 10));
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}
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}
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changeFinished = true;
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}
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------------------------------
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@ -590,28 +611,6 @@ void VToolSplinePath::RefreshGeometry()
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SetVisualization();
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SetVisualization();
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// Each time we move something we call recalculation scene rect. In some cases this can cause moving
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// objects positions. And this cause infinite redrawing. That's why we wait the finish of saving the last move.
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static bool changeFinished = true;
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if (changeFinished)
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{
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changeFinished = false;
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const QList<QGraphicsView *> viewList = scene()->views();
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if (not viewList.isEmpty())
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{
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if (QGraphicsView *view = viewList.at(0))
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{
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VMainGraphicsScene *currentScene = qobject_cast<VMainGraphicsScene *>(scene());
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SCASSERT(currentScene);
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const QPointF cursorPosition = currentScene->getScenePos();
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view->ensureVisible(QRectF(cursorPosition.x()-50, cursorPosition.y()-50, 100, 100));
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}
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}
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changeFinished = true;
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}
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foreach (VControlPointSpline *point, controlPoints)
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foreach (VControlPointSpline *point, controlPoints)
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{
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{
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point->setFlag(QGraphicsItem::ItemSendsGeometryChanges, true);
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point->setFlag(QGraphicsItem::ItemSendsGeometryChanges, true);
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@ -371,10 +371,5 @@ void VMainGraphicsView::NewSceneRect(QGraphicsScene *sc, QGraphicsView *view)
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const QRectF itemsRect = currentScene->VisibleItemsBoundingRect();
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const QRectF itemsRect = currentScene->VisibleItemsBoundingRect();
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//Unite two rects
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//Unite two rects
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const QRectF newRect = itemsRect.united(viewRect);
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sc->setSceneRect(itemsRect.united(viewRect));
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if (newRect != itemsRect)
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{//Update if only need
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sc->setSceneRect(newRect);
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}
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}
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}
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