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More corrections to handling of the "user" matrix. Made controls more intuitive.
- solidify/overlap.c (rotate): don't reverse y shift either - solidify/overlap.c (scroll_event): reverse rotation (since we've fixed the math of the coordinate transformation) - solidify/overlap.c (scroll_event): reverse rotation if mouse is on the left side - solidify/overlap.c (shift): reversing the direction in the "down" quadrant is systematic but quite confusing, so don't do it
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@ -312,12 +312,21 @@ static void rotate(struct matrix *m, double r)
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static void do_shift(struct matrix *m, int dx, int dy)
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{
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m->b[0] += dx;
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m->b[1] -= dy;
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m->b[1] += dy;
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}
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static void shift(struct matrix *m, int dx, int dy, int dir)
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{
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/*
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* Wheeling "up" in each quadrant shifts in the respective direction,
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* wheeling "down" in the opposite direction.
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*
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* No rule without exception: we treat the "down" quadrant like the
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* "up" quadrant, because it would be extremely counter-intuitive to
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* wheel "up" to move "down".
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*/
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if (dx > 0 && dy < dx && dy > -dx)
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do_shift(m, dir, 0);
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if (dx < 0 && dy < -dx && dy > dx)
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@ -325,7 +334,7 @@ static void shift(struct matrix *m, int dx, int dy, int dir)
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if (dy > 0 && dx < dy && dx > -dy)
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do_shift(m, 0, dir);
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if (dy < 0 && dx < -dy && dx > dy)
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do_shift(m, 0, -dir);
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do_shift(m, 0, dir); /* exception ! */
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}
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@ -363,14 +372,14 @@ static gboolean scroll_event(GtkWidget *widget, GdkEventScroll *event,
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if (center)
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shift(&s->a->m, dx, dy, 1);
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else
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rotate(&s->a->m, -r);
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rotate(&s->a->m, dx > 0 ? r : -r);
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draw_image(darea, s, osd);
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break;
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case GDK_SCROLL_DOWN:
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if (center)
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shift(&s->a->m, dx, dy, -1);
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else
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rotate(&s->a->m, r);
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rotate(&s->a->m, dx > 0 ? -r : r);
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draw_image(darea, s, osd);
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break;
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default:
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