void QvisScreenPositionEdit::returnPressed() { double newX, newY; if(getCurrentValues(&newX, &newY)) { newScreenPosition(newX, newY); screenPositionPopup->setScreenPosition(screenX, screenY); } }
bool QvisScreenPositionEdit::getPosition(double &x, double &y) { bool okay = false; double newX, newY; if((okay = getCurrentValues(&newX, &newY)) == true) { screenX = newX; screenY = newY; } x = screenX; y = screenY; return okay; }
void VectorWidget::step() { reset(); getCurrentValues(); phasor1_x.append(yScale->position()); phasor1_y.append(xScale->position()); phasor1_x.append(wave1_amplitude * cos(wave1_frequency * elapsedTime)); phasor1_y.append(wave1_amplitude * sin(wave1_frequency * elapsedTime)); phasor2_x.append(phasor1_x.back()); phasor2_y.append(phasor1_y.back()); phasor2_x.append(phasor1_x.back() + wave2_amplitude * cos(wave2_frequency * elapsedTime + phaseShift)); phasor2_y.append(phasor1_y.back() + wave2_amplitude * sin(wave2_frequency * elapsedTime + phaseShift)); sumVector_x.append(yScale->position()); sumVector_y.append(xScale->position()); sumVector_x.append(phasor2_x.back()); sumVector_y.append(phasor2_y.back()); plotLine_x.append(sumVector_x.back()); plotLine_y.append(sumVector_y.back()); plotLine_x.append(this->frameSize().width()); plotLine_y.append(plotLine_y.back()); phasor1->setData(phasor2_x, phasor2_y); // Sorry, a little hackish, but it's the easiet way to flip the vectors phasor1->attach(this); phasor2->setData(phasor1_x, phasor1_y); // Sorry, a little hackish, but it's the easiet way to flip the vectors phasor2->attach(this); sumVector->setData(sumVector_x, sumVector_y); sumVector->attach(this); plotLine->setData(plotLine_x, plotLine_y); plotLine->attach(this); replot(); }