Updating with LaTeX for v0.2.0
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1 changed files with 14 additions and 37 deletions
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@ -35,7 +35,8 @@ To create an object, create a new file javascript files in `LogarithmPlotter/qml
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You can also import other libraries like this:
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- `.import "../utils.js" as Utils` for string manipulation.
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- `.import "../objects.js" as Objects` to interact with other objects.
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- `.import "../historylib.js" as HistoryLib` to create and manipulate history entries.
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- `.import "../objects.js" as Objects` to interact with other objects.
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- `.import "../math/latex.js" as Latex` to use LaTeX helper functions.
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There exists two kinds of objects:
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- Drawable (extending the `Common.DrawableObject` class, the most primitive kind of object)
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@ -46,6 +47,7 @@ There exists two kinds of objects:
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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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@ -70,7 +72,7 @@ So to create a new object, choose one of the two to extend, and then create a cl
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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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- In order to allow the properties to be properly translated, you shoudl apply the `QT_TRANSLATE_NOOP` macro to both property names (in the `prop` namespace) and comments (in the `comment` namespace). For example:
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- In order to allow the properties to be properly translated, you should apply the `QT_TRANSLATE_NOOP` macro to both property names (in the `prop` namespace) and comments (in the `comment` namespace). For example:
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```js
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static properties() {return {
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[QT_TRANSLATE_NOOP('prop','expression')]: 'Expression',
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@ -118,7 +120,7 @@ Enum.XCursorValuePosition = new Enum(
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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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om_0.labelPthis.drawLabel(canvas, ctx, this.labelPosition, canvas.x2px(this.labelX), canvas.y2px(this.execute(this.labelX)))osition = 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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@ -131,7 +133,11 @@ Enum.XCursorValuePosition = new Enum(
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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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- You can make expressions displayable using its `toString()` method.
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- `getLatexString() -> string`
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- Returns the LaTeX rendered that should be displayed as label on the canvas when using the 'name + value' labelContent.
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- You can turn expressions and sets into LaTeX by using their `latexMarkup` properties.
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- Similarly, variables should always be parsed with the helper function `Latex.variable` in order to render special characters (greek letters, sub and supscript numbers...)
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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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@ -143,41 +149,12 @@ Enum.XCursorValuePosition = new Enum(
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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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- ExecutableObjects can draw their label if they have a labelX and labelPosition using the the `drawLabel` object function:
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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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this.drawLabel(canvas, ctx, this.labelPosition, canvas.x2px(this.labelX), canvas.y2px(this.execute(this.labelX)))
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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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- Called every time a property of the object is changed.
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