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envi-code/SourceCode/Code2026/tg_shs/shs_siteplan/TlandScapeDragjig.h
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#pragma once
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#include "dbmain.h"
#include "LandScapeStyle.h"
#include "RoadDataCenterNew.h"
#include "TRoadDragJig.h"
#include "LandScapeDataCenterNew.h"
class TDbArcLandScapeEntity;
class TDbLineLandScapeEntity;
class TDbRoadEntity;
using namespace RoadDrag;
class CLandScapeStateData;
class TlandScapeDragjig : public AcEdJig
{
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// 状态类
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friend class CLandScapeStateData;
friend class CLandScapeFirstInState;
friend class CLineLandScapeState;
friend class CNextLineLandScapeState;
friend class CThirdLineLandScapeState;
friend class CArcLandScapeState;
friend class CNextArcLandScapeState;
friend class CMidArcLandScapeState;
friend class CArcRadLandScapeState;
public:
TlandScapeDragjig (CLandScapeStyle* landStyle);
~TlandScapeDragjig(void);
void DoIt();
// overide of parent cls
virtual DragStatus sampler();
virtual Adesk::Boolean update();
virtual AcDbEntity* entity() const;
void MakeClosed(const AcGePoint2d &ptFirstRec){m_ptNext = ptFirstRec;}
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// 构造当前用于显示的直线道路;
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Adesk::Boolean ConLineRoad();
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// 构造当前用于显示的弧线道路;
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Adesk::Boolean ConArcRoad();
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// 什么都不显示。
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Adesk::Boolean NullShow();
void SetState(CLandScapeStateData *pState) {m_pState = pState;}
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// 准备绘制下一道路
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void NextPoint();
private:
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AcGePoint2d m_ptFirst, m_ptNext, m_ptThird, m_ptCheck; // 分别对应一段道路的几个点
CMixRoadForJig *m_pRoad;// 需要实时绘制的道路,仅仅保持对直线道路或者圆弧道路的引用,不开辟独立的内存
TDbLineLandScapeEntity *m_pLineRoad; // 直线道路
TDbArcLandScapeEntity *m_pArcRoad; // 圆弧道路
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CLandScapeStateData *m_pState;
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// 对话框数据
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CLandScapeStyle* m_pLandStyle;
};
class TLandScapeDragContext;
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// 其子类分别对应RoadDrag类的六个状态。
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class CLandScapeStateData
{
public:
CLandScapeStateData (TlandScapeDragjig *jig, TLandScapeDragContext *pContext);
~CLandScapeStateData();
virtual AcEdJig::DragStatus Drag() = 0;
virtual AcEdJig::DragStatus sampler() = 0;
virtual Adesk::Boolean update() = 0;
AcEdJig::DragStatus LineSamplerFun(CString &m_szKeyList);
AcEdJig::DragStatus ArcSamplerFun(CString &m_szKeyList);
AcGePoint2d& PtFirst() {return m_pRoadJig->m_ptFirst;}
TlandScapeDragjig *m_pRoadJig;
TLandScapeDragContext *m_pContext;
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// 命令提示信息
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static CString m_arSzPrompt[];
static CString m_szKeyListLine;
static CString m_szKeyListNextLine;
static CString m_szKeyListArc;
static CString m_szKeyListNextArc;
static CString m_szKeyListArcRad;
};
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// 初始进入,选择第一个点。
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class CLandScapeFirstInState : public CLandScapeStateData
{
public:
CLandScapeFirstInState (TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {};
~CLandScapeFirstInState(){};
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
};
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// 选择第一直线的终点
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class CLineLandScapeState : public CLandScapeStateData
{
public:
CLineLandScapeState (TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {};
~CLineLandScapeState(){};
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
};
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// 选择后续直线段的终点
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class CNextLineLandScapeState : public CLandScapeStateData
{
public:
CNextLineLandScapeState (TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {};
~CNextLineLandScapeState(){};
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
};
class CThirdLineLandScapeState : public CLandScapeStateData
{
public:
CThirdLineLandScapeState(TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {}
~CThirdLineLandScapeState(){}
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
};
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// 选择圆弧起点
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class CArcLandScapeState : public CLandScapeStateData
{
public:
CArcLandScapeState (TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {};
~CArcLandScapeState(){};
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
};
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// 选择圆弧下一点
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class CNextArcLandScapeState : public CLandScapeStateData
{
public:
CNextArcLandScapeState (TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {};
~CNextArcLandScapeState(){};
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
};
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// 选择圆弧中点
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class CMidArcLandScapeState : public CLandScapeStateData
{
public:
CMidArcLandScapeState (TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {};
~CMidArcLandScapeState(){};
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
};
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// 输入圆弧半径
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class CArcRadLandScapeState : public CLandScapeStateData
{
public:
CArcRadLandScapeState (TlandScapeDragjig *jig, TLandScapeDragContext *pContext) : CLandScapeStateData(jig, pContext) {};
~CArcRadLandScapeState(){};
virtual AcEdJig::DragStatus Drag();
virtual AcEdJig::DragStatus sampler();
virtual Adesk::Boolean update();
private:
double m_dArcRad;
};
class TLandScapeDragContext
{
public:
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enum ESequence{eFirstIn = 0, // 选取初始点,此时没有一个道路被绘制
eLineRoad, // 选取直线道路的下一个点,此时没有一个道路被绘制
eNextLineRoad, // 选取直线道路的下一个点,此时已经有道路被绘制
eThirdLineRoad, // 绘制第三条道路线
eArcRoad, // 选择弧道路的下一个点,此时没有一个道路被绘制
eNextArcRoad, // 选取弧道路的下一点,此时已经有道路被绘制。
eArcMidRoad, // 选取弧道路的中间点,待选择
eArcRad, //输入半径
eSequenceOk, // 完毕
eSequenceCancel, // 取消!
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};
TLandScapeDragContext(CLandScapeStyle *pLandStyle);
~TLandScapeDragContext();
void RecordFirstPoint(const AcGePoint2d &ptFirst) {m_ptFirectRec = ptFirst;}
AcGePoint2d GetFirstPoint() const {return m_ptFirectRec;}
void AddArcRoad(TDbArcLandScapeEntity *pArcRoadEnt);
void AddLineRoad(TDbLineLandScapeEntity *pLineRoadEnt);
void SetSequenceState(ESequence eSequence) {m_eSequence = eSequence;}
ESequence GetSequenceState() const {return m_eSequence;}
void SetStateAfterFirstIn(BOOL bLine) {m_bLineAfterFirstrIn = bLine;}
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// 压栈
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void PushPoint(const AcGePoint2d &ptPush);
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// 回退操作
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AcGePoint2d PopPoint();
AcGePoint2d RoolBack();
ESequence SequenceAfterFirstIn();
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// 回退操作的时候,状态也需要回退
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void PopSequence();
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// 清空回退
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void ClearStep();
int PushPointNum() const {return m_arPushPoint.length();}
private:
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AcGePoint2d m_ptFirectRec; // 记录第一个点
AcGePoint2dArray m_arPushPoint; // 记录每一个道路线的起点
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ESequence m_eSequence;
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BOOL m_bLineAfterFirstrIn; // firstIn之后的状态。
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CLandScapeDataCenterNew m_datas;
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// 对话框数据
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CLandScapeStyle* m_pLandStyle;
};