// then rotate the frame to the desired angle.
center = CartesianToQtCoords(center);
-// NOTE: 1/32 is a kludge to make things look right at screen resolution...
// We may need this stuff... If dimension text is large enough.
// int textWidth = QFontMetrics(painter->font()).width(text);
// int textHeight = QFontMetrics(painter->font()).height();
- QRectF textBox(-100 * zoom * SCREEN_ZOOM, -100 * zoom * SCREEN_ZOOM, 200 * zoom * SCREEN_ZOOM, 200 * zoom * SCREEN_ZOOM); // x, y, w, h; x/y = upper left corner
+// 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
// 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 :-)
- int yOffset = -12 * zoom * SCREEN_ZOOM;
+ float yOffset = -12.0 * zoom * SCREEN_ZOOM;
// Fix text so it isn't upside down...
if ((angle > PI * 0.5) && (angle < PI * 1.5))
{
angle += PI;
- yOffset = 12 * zoom * SCREEN_ZOOM;
+ yOffset = 12.0 * zoom * SCREEN_ZOOM;
}
#if 0
void Painter::DrawHandle(Vector center)
{
center = CartesianToQtCoords(center);
+ painter->setBrush(Qt::NoBrush);
painter->drawEllipse(QPointF(center.x, center.y), 4.0, 4.0);
}
Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
Vector unit = Vector(head - tail).Unit();
-// NOTE: 1/32 is a kludge to make things look right at scale...
+// 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);