Add 'Adding new objects'
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Adding-new-objects.md
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Adding-new-objects.md
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# Adding new objects
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Objects are at the core of LogarithmPlotter. Extending LogarithmPlotter to add new objects is fairly simple, but requires knowledge of JavaScript OOP and it's manipulation of [Canvas Context2D](https://doc.qt.io/qt-5/qml-qtquick-context2d.html).
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In LogarithmPlotter, mathematical expressions are handled by the Expression class in 'mathlib.js' which allow you to execute & simplify expressions at will, as well as creating a readable string to be read by the user, and an editable one that can be edited, saved and resoted.
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Below "plot" coordinates are the one based on the plot, so (0,0) is at the center of the axis.
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On the other hand, "canvas" coordinate are the coordinate on the canvas, so (0,0) is at the top-left of the canvas.
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To create an object, open the file at `LogarithmPlotter/qml/js/objects.js`.
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There exists two kinds of objects:
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- Drawable (extending the DrawableObject class, the most primitive kind of object)
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- Examples: Point, Text, XCursor
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- Executable (extending the ExecutableObject class, like Drawable, but allows the constant computation of an y coordinate for an x one)
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- Examples: Function, Gain Bode, Phase Bode, Sequence, Repartition Function
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Executable objects can be targeted by XCursors to calculate their value at a given x coordinate.
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So to create a new object, choose one of the two to extend, and then create a class in objects.js extending it's class.
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### Methods required for your class:
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- `static type() -> string`
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- Returns the type of the object (should be constant, non translatable).
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- Examples: "Text", "Function"...
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- `static typeMultiple() -> string`
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- Returns the string for multiple objects of this type (used in objects list for a category of objects).
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- Examples: "Texts", "Functions"...
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- `static createable() -> boolean`
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- Return true if the object should be createable directly by the user via the UI.
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- Otherwise, the object will be hidden and can only be created by code from another object.
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- `static properties() -> Dictionary<string propertyName, variant propertyType>`
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- Returns a dictionary listing all properties of an object that can be edited in the object editor.
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- You can also add comments by starting the property name with comment and putting the comment in the value.
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- Property type can be:
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- static types: `"string", "number", "boolean"`
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- Expressions: `"Expression"`
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- Enumerations: `new P.Enum("value 1", "value 2"...)` displayed as comboboxes, property is set as the string value of the enum.
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- Lists: `new P.List(<static type>, format = /^.+$/, label = '', forbidAdding = false)`
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- Dictionaries: `new P.Dictionary(valueType: <static type>, keytType: <static type>, format = /^.+$/, preKeyLabel = '', postKeyLabel = ': ', forbidAdding = false)`
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- Other objects: `new P.ObjectType(<object type. E.g. "Point", "ExecutableObject"...>)`
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- `constructor(name = null, visible = true, color = null, labelContent = 'name + value', ...other arguments)`
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- Constructor of the object, should contain at least the name, visible, color, and labelContent that are passed to the super constructor.
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- You should also beaware that Expressions may be inputed as strings or numbers when restored from save, as such you should add a line in your constructor to convert them to an expression.
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- For example: `if(typeof x == 'number' || typeof x == 'string') x = new MathLib.Expression(x.toString())`
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- The same goes for objects, who may be inputed by just their name.
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- For example:
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```js
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if(typeof om_0 == "string") {
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// Point name or create one
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om_0 = getObjectByName(om_0, 'Point')
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if(om_0 == null) {
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// Create new point
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om_0 = createNewRegisteredObject('Point')
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om_0.name = getNewName('ω')
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om_0.color = this.color
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om_0.labelContent = 'name'
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om_0.labelPosition = this.phase.execute() >= 0 ? 'bottom' : 'top'
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history.addToHistory(new HistoryLib.CreateNewObject(om_0.name, 'Point', om_0.export()))
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labelPosition = 'below'
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}
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om_0.requiredBy.push(this)
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}
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```
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- `export() -> list`
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- Returns a list of arguments that can be serialized, and will be inputed as arguments of the object construction updon restoring a save.
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- Note: the base arguments this.name, this.color & this.labelContent should be included in first as well.
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- `color` argument should be exported using the `toString()`, Expressions should be exported using `toEditableString`
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- `getReadableString() -> string`
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- Returns the string that should be displayed as help in the objects list and as the label when using the 'name + value' labelContent.
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- You can make expressions easily displayable using it's `toString()` method.
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- `execute(x = 1) -> number?`
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- Only required for ExecutableObject.
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- Returns the executed value of the object for a given x. Return null when current x cannot return a value.
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- `canExecute(x = 1) -> boolean`
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- Only required for ExecutableObject.
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- Returns whether x can return a value for this object.
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- `simplify(x = 1) -> string`
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- Only required for ExecutableObject.
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- Returns the simplified expression for a given x.
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- `draw(canvas, ctx)`
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- Main method for drawing the objects using the [Canvas Context2D](https://doc.qt.io/qt-5/qml-qtquick-context2d.html) methods and the additional methods described below.
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- ExecutableObjects can draw their label if they have a labelX and labelPosition using the following code used in numerous other objects:
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```js
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var text = this.getLabel()
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ctx.font = `${canvas.textsize}px sans-serif`
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var textSize = canvas.measureText(ctx, text)
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var posX = canvas.x2px(this.labelX)
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var posY = canvas.y2px(this.execute(this.labelX))
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switch(this.labelPosition) {
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case 'above':
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canvas.drawVisibleText(ctx, text, posX-textSize.width/2, posY-textSize.height)
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break;
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case 'below':
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canvas.drawVisibleText(ctx, text, posX-textSize.width/2, posY+textSize.height)
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break;
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case 'left':
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canvas.drawVisibleText(ctx, text, posX-textSize.width, posY-textSize.height/2)
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break;
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case 'right':
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canvas.drawVisibleText(ctx, text, posX, posY-textSize.height/2)
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break;
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case 'above-left':
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canvas.drawVisibleText(ctx, text, posX-textSize.width, posY-textSize.height)
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break;
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case 'above-right':
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canvas.drawVisibleText(ctx, text, posX, posY-textSize.height)
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break;
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case 'below-left':
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canvas.drawVisibleText(ctx, text, posX-textSize.width, posY+textSize.height)
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break;
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case 'below-right':
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canvas.drawVisibleText(ctx, text, posX, posY+textSize.height)
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break;
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}
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```
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- You can also use `Function.drawFunction(canvas, ctx, expr, definitionDomain, destinationDomain, drawPoints = true, drawDash = true)` to rapidly draw a function created on the canvas.
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### Other optional methods:
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update() {
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### Registering your object
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Add your object type to the `types` dictionary at the bottom of the file.
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- E.g: `'Point': Point`
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- Upon saving and restoring a save, objects are saved/restored in the same order as the list.
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- So to avoid dependance issues, when you add your object type to list, make sure it's below the ones required for it's construction.
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And that's it!
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## Additional canvas methods.
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There are a few additional methods available on the canvas objects:
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- `canvas.x2px(x: number) -> number`
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- Converts the x coordinate of the plot to it's equivalent on the canvas (works owth with logarithmic scale and normal scale).
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- `canvas.y2px(y: number) -> number`
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- Converts the y coordinate of the plot to it's equivalent on the canvas.
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- `canvas.px2x(px: number) -> number`
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- Reverse function of x2px.
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- `canvas.px2y(px: number) -> number`
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- Reverse function of y2px.
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- `canvas.visible(x: number, y: number) -> boolean`
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- Returns true if x and y coordinate of the plot are visible on the canvas, false otherwise.
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- `canvas.measureText(context: Context2D, text: string) -> {"width": number, "height": number}`
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- Returns the canvas width and height of the text were it to be written on the canvas.
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- This method also allows multiline text to be tested.
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- `canvas.drawVisibleText(context: Context2D, text: string, x: number, y: number) -> null`
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- Draw text at the x and y of the canvas (not x and y of the plot) only if the coordinate is visible on the canvas.
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- This method also allows multiline text to be written.
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- `canvas.drawLine(context: Context2D, x1: number, y1: number, x2: number, y2: number) -> null`
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- Draws a line between canvas points (x1, y1) and (x2, y2).
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- `canvas.drawDashedLine(context: Context2D, x1: number, y1: number, x2: number, y2: number, dashPxSize = 10) -> null`
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- Draws a dashed line between canvas points (x1, y1) and (x2, y2) width one dash being dashPxSize/2.
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- `canvas.drawDashedLine2(context: Context2D, x1: number, y1: number, x2: number, y2: number, dashPxSize = 10) -> null`
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- Draws a dashed line between canvas points (x1, y1) and (x2, y2) width one dash being dashPxSize.
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