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Removed remaining dynamic cast type checking in *GLCanvas (for drawing shape contours)
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+4
-45
@@ -82,52 +82,11 @@ void DestinationGLCanvas::doDraw()
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MainWindow::getInstance().getMapperByMappingId(mapping->getId())->draw();
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}
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// Draw the shape.
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if (!MainWindow::getInstance().hasCurrentMapping())
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return;
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Shape* shape = getCurrentShape();
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if (shape)
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// Draw the controls of current mapping.
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if (MainWindow::getInstance().hasCurrentMapping() &&
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getCurrentShape() != NULL)
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{
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glColor4f(0.0f, 0.0f, 0.7f, 1.0f);
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if (dynamic_cast<Mesh*>(shape))
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{
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Mesh* mesh = (Mesh*)shape;
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std::vector<Quad> quads = mesh->getQuads();
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for (std::vector<Quad>::const_iterator it = quads.begin(); it != quads.end(); ++it)
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{
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glLineWidth(1);
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glBegin (GL_LINE_STRIP);
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for (int i = 0; i < it->nVertices()+1; i++)
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{
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glVertex2f(
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it->getVertex(i % it->nVertices()).x,
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it->getVertex(i % it->nVertices()).y
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);
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}
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glEnd ();
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}
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}
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else
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{
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// Destination quad.
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// Source quad.
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glLineWidth(5);
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glBegin (GL_LINE_STRIP);
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{
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for (int i = 0; i < shape->nVertices()+1; i++)
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{
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glVertex2f(
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shape->getVertex(i % shape->nVertices()).x,
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shape->getVertex(i % shape->nVertices()).y
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);
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}
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}
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glEnd ();
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}
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MainWindow::getInstance().getMapperByMappingId(MainWindow::getInstance().getCurrentMappingId())->drawControls();
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}
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glPopMatrix();
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