Updated with the new logarithmplotter internal resolution of objects.
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1 changed files with 38 additions and 8 deletions
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@ -5,11 +5,42 @@ In LogarithmPlotter, mathematical expressions are handled by the Expression clas
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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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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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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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To create an object, create a new file javascript files in `LogarithmPlotter/qml/js/objs/` with a base like this:
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```js
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/**
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* LogarithmPlotter - Create graphs with logarithm scales.
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* Copyright (C) 2021 Ad5001
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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.pragma library
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.import "common.js" as Common
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.import "../mathlib.js" as MathLib
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.import "../parameters.js" as P
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```
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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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There exists two kinds of objects:
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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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- Drawable (extending the `Common.DrawableObject` class, the most primitive kind of object)
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- Examples: Point, Text, XCursor
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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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- Executable (extending the `Common.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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- 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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Executable objects can be targeted by XCursors to calculate their value at a given x coordinate.
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@ -47,7 +78,7 @@ So to create a new object, choose one of the two to extend, and then create a cl
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```js
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```js
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if(typeof om_0 == "string") {
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if(typeof om_0 == "string") {
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// Point name or create one
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// Point name or create one
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om_0 = getObjectByName(om_0, 'Point')
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om_0 = Objects.getObjectByName(om_0, 'Point')
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if(om_0 == null) {
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if(om_0 == null) {
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// Create new point
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// Create new point
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om_0 = createNewRegisteredObject('Point')
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om_0 = createNewRegisteredObject('Point')
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@ -123,10 +154,9 @@ So to create a new object, choose one of the two to extend, and then create a cl
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### Registering your object
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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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1. Open the `autoload.js` file.
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- E.g: `'Point': Point`
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2. Add the import for your object like ```.import "yourobject.js" as YO`
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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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3. Call the common method `C.registerObject` on your object like `C.registerObject(YO.YourObject)`
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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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And that's it!
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