#pragma once #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 { // 状态类 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;} // 构造当前用于显示的直线道路; Adesk::Boolean ConLineRoad(); // 构造当前用于显示的弧线道路; Adesk::Boolean ConArcRoad(); // 什么都不显示。 Adesk::Boolean NullShow(); void SetState(CLandScapeStateData *pState) {m_pState = pState;} // 准备绘制下一道路 void NextPoint(); private: 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 CLandScapeStateData *m_pState; // 对话框数据 CLandScapeStyle* m_pLandStyle; }; class TLandScapeDragContext; // 其子类分别对应RoadDrag类的六个状态。 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; // 命令提示信息 static CString m_arSzPrompt[]; static CString m_szKeyListLine; static CString m_szKeyListNextLine; static CString m_szKeyListArc; static CString m_szKeyListNextArc; static CString m_szKeyListArcRad; }; // 初始进入,选择第一个点。 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(); }; // 选择第一直线的终点 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(); }; // 选择后续直线段的终点 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(); }; // 选择圆弧起点 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(); }; // 选择圆弧下一点 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(); }; // 选择圆弧中点 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(); }; // 输入圆弧半径 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: 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! }; 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;} // 压栈 void PushPoint(const AcGePoint2d &ptPush); // 回退操作 AcGePoint2d PopPoint(); AcGePoint2d RoolBack(); ESequence SequenceAfterFirstIn(); // 回退操作的时候,状态也需要回退 void PopSequence(); // 清空回退 void ClearStep(); int PushPointNum() const {return m_arPushPoint.length();} private: AcGePoint2d m_ptFirectRec; // 记录第一个点 AcGePoint2dArray m_arPushPoint; // 记录每一个道路线的起点 ESequence m_eSequence; BOOL m_bLineAfterFirstrIn; // firstIn之后的状态。 CLandScapeDataCenterNew m_datas; // 对话框数据 CLandScapeStyle* m_pLandStyle; };