}
-void Painter::DrawAngledText(Vector center, double angle, QString text)
+void Painter::DrawAngledText(Vector center, double angle, QString text, double size)
{
if (!painter)
return;
// We may need this stuff... If dimension text is large enough.
// int textWidth = QFontMetrics(painter->font()).width(text);
// int textHeight = QFontMetrics(painter->font()).height();
-// NOTE: SCREEN_ZOOM is a kludge to make things look right at screen resolution...
- QRectF textBox(-100.0 * zoom * SCREEN_ZOOM, -100.0 * zoom * SCREEN_ZOOM, 200.0 * zoom * SCREEN_ZOOM, 200.0 * zoom * SCREEN_ZOOM); // x, y, w, h; x/y = upper left corner
+ QRectF textBox(-100.0 * zoom * size, -100.0 * zoom * size, 200.0 * zoom * size, 200.0 * zoom * size); // x, y, w, h; x/y = upper left corner
// This is in pixels. Might not render correctly at all zoom levels.
- // Need to figure out if dimensions are always rendered at one size regardless of zoom,
- // or if they have a definite size, and are thus zoomable.
- // If zoomable, this is incorrect:
- // (Added zoom, so this is correct now :-)
- float yOffset = -12.0 * zoom * SCREEN_ZOOM;
+ // Need to figure out if dimensions are always rendered at one size
+ // regardless of zoom, or if they have a definite size, and are thus
+ // zoomable.
+ float yOffset = -12.0 * zoom * size;
// Fix text so it isn't upside down...
if ((angle > PI * 0.5) && (angle < PI * 1.5))
{
angle += PI;
- yOffset = 12.0 * zoom * SCREEN_ZOOM;
+ yOffset = 12.0 * zoom * size;
}
-#if 0
- Vector offset = CartesianToQtCoords(Vector(0, yOffset));
- textBox.translate(offset.x, offset.y);
-#else
textBox.translate(0, yOffset);
-#endif
painter->save();
painter->translate(center.x, center.y);
// Angles are backwards in the Qt coord system, so we flip ours...
}
-void Painter::DrawArrowhead(Vector head, Vector tail)
+void Painter::DrawArrowhead(Vector head, Vector tail, double size)
{
QPolygonF arrow;
Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
Vector unit = Vector(head - tail).Unit();
-// NOTE: SCREEN_ZOOM is a kludge to make things look right at scale...
- Point p1 = head - (unit * 9.0 * SCREEN_ZOOM);
- Point p2 = p1 + (orthogonal * 3.0 * SCREEN_ZOOM);
- Point p3 = p1 - (orthogonal * 3.0 * SCREEN_ZOOM);
+ Point p1 = head - (unit * 9.0 * size);
+ Point p2 = p1 + (orthogonal * 3.0 * size);
+ Point p3 = p1 - (orthogonal * 3.0 * size);
Point p4 = CartesianToQtCoords(head);
Point p5 = CartesianToQtCoords(p2);