void QwtCurve::drawCurve(QPainter *painter, int style,
    const QwtDiMap &xMap, const QwtDiMap &yMap, int from, int to)
{
    switch (style)
    {
        case NoCurve:
            break;
        case Lines:
            drawLines(painter, xMap, yMap, from, to);
            break;
        case Sticks:
            drawSticks(painter, xMap, yMap, from, to);
            break;
        case Steps:
            drawSteps(painter, xMap, yMap, from, to);
            break;
        case Spline:
            if ( from > 0 || to < dataSize() - 1 )
                drawLines(painter, xMap, yMap, from, to);
            else
                drawSpline(painter, xMap, yMap);
            break;
        case Dots:
            drawDots(painter, xMap, yMap, from, to);
            break;
        default:
            break;
    }
}
Example #2
0
void GraphicsLayer10::btnTestCallback(cocos2d::Ref* pSender)
{
    GRAPHICS->clearAllGraphics();
    
    drawSpline();
    drawPoints();
}
Example #3
0
void GraphicsLayer09::btnTestCallback(cocos2d::Ref* pSender)
{
    GRAPHICS->clearAllGraphics();
    GRAPHICS->setPixelColor(Color4F::RED);
    
    drawSpline();
    drawPoints();
}
void
BasicSplineVisualizer::drawSplines(
	QPainter& painter, QTransform const& to_screen,
	EditableZoneSet const& zones)
{
	BOOST_FOREACH(EditableZoneSet::Zone const& zone, zones) {
		drawSpline(painter, to_screen, zone.spline());
	}
	void SplineDisplayerWidget::paintGL()
	{
		glClear(GL_COLOR_BUFFER_BIT/* | GL_DEPTH_BUFFER_BIT*/);

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		gluLookAt(m_CameraPos.x, m_CameraPos.y, m_CameraPos.z, m_CameraPos.x, m_CameraPos.y, m_CameraPos.z-10, 0, 1, 0);
		/*glTranslated(0.0, 0.0, -10.0);*/

    //    glViewport(20, 20, m_width-20, m_height-20);
        glViewport(0, 0, m_width, m_height);
		drawGrid();
		drawSpline();

		
	}
Example #6
0
void drawScene2D()
{
    // setup projection
    glMatrixMode(GL_PROJECTION);
	auto res = resolution.Cast<Gs::Real>();
    auto proj = Gs::ProjectionMatrix4::Planar(res.x, res.y);
    glLoadMatrix_T(proj.Ptr());

    // setup model-view matrix
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // draw scene
    drawSpline(spline, 0.0f, 6.0f, 500);
    drawBezierCurve(bezierCurve, 100);
}
Example #7
0
void GuiFunctionBox::render(RenderDevice* rd, const GuiThemeRef& skin) const {
    GuiFunctionBox* me = const_cast<GuiFunctionBox*>(this);

    me->m_clipBounds = skin->canvasToClientBounds(m_rect, m_captionSize);
    int shrink = 4;
    // Shrink bounds slightly so that we can see axes and points rendered against the edge
    me->m_bounds = Rect2D::xywh(m_clipBounds.x0y0() + Vector2(shrink, shrink),
                                m_clipBounds.wh() - Vector2(shrink, shrink) * 2);

    // Use textbox borders
    skin->renderCanvas(m_rect, m_enabled, focused(), m_caption, m_captionSize);

    me->m_scale.x = (m_maxTime  - m_minTime)  / m_bounds.width(); 
    me->m_scale.y = (m_maxValue - m_minValue) / m_bounds.height(); 

    static int count = 0;
    count = (count + 1) % 10;
    if (count == 0) {
        // Make sure that the spline hasn't been corrupted by the
        // program since we last checked it.  Avoid doing this every
        // frame, however.
        me->clampTimes(m_selected);
        me->clampValues();
    }

    skin->pauseRendering();
    {
        // Scissor region ignores transformation matrix
        const CoordinateFrame& matrix = rd->objectToWorldMatrix();
        rd->setClip2D(m_clipBounds + matrix.translation.xy());
        drawBackground(rd, skin);
        drawSpline(rd, skin);
        drawControlPoints(rd, skin);
    }
    skin->resumeRendering();
}