void SRFlipFlop::updatePorts( ) { inputs( ).at( 0 )->setPos( topPosition( ), 13 ); /* S */ inputs( ).at( 1 )->setPos( topPosition( ), 29 ); /* Clk */ inputs( ).at( 2 )->setPos( topPosition( ), 45 ); /* R */ output( 0 )->setPos( bottomPosition( ), 15 ); /* Q */ output( 1 )->setPos( bottomPosition( ), 45 ); /* ~Q */ }
void TFlipFlop::updatePorts( ) { inputs( ).at( 0 )->setPos( topPosition( ), 13 ); /* T */ inputs( ).at( 1 )->setPos( topPosition( ), 45 ); /* Clock */ inputs( ).at( 2 )->setPos( 32, topPosition( ) ); /* Preset */ inputs( ).at( 3 )->setPos( 32, bottomPosition( ) ); /* Clear */ output( 0 )->setPos( bottomPosition( ), 15 ); /* Q */ output( 1 )->setPos( bottomPosition( ), 45 ); /* ~Q */ }
// ----------------------------------------------------------------------------- // CAknPhysicsRestrictor::ViewBottomPosition() // ----------------------------------------------------------------------------- // TInt CAknPhysicsRestrictor::ViewBottomPosition() const { TInt bottomPosition( 0 ); // If world size smaller than view size, bottom position is same as top // position if ( iLandscape && iViewSize.iWidth >= iWorldSize.iWidth || !iLandscape && iViewSize.iHeight >= iWorldSize.iHeight ) { bottomPosition = ViewTopPosition(); } // Otherwise calculate bottom position according to world size else { if ( iLandscape ) { bottomPosition = iWorldSize.iWidth - iViewSize.iWidth / 2; } else { bottomPosition = iWorldSize.iHeight - iViewSize.iHeight / 2; } } return bottomPosition; }