#include "Load.h" Load::Load() : Shunt() {} Load::~Load() {} bool Load::AddParent(Element* parent, wxPoint2DDouble position) { if(parent) { m_parentList.push_back(parent); wxPoint2DDouble parentPt = parent->RotateAtPosition(position, -parent->GetAngle()); // Rotate click to horizontal position. parentPt.m_y = parent->GetPosition().m_y; // Centralize on bus. parentPt = parent->RotateAtPosition(parentPt, parent->GetAngle()); // Rotate back. m_position = parentPt + wxPoint2DDouble(0.0, 100.0); // Shifts the position to the down of the bus. m_width = m_height = 20.0; m_rect = wxRect2DDouble(m_position.m_x - 10.0, m_position.m_y - 10.0, m_width, m_height); m_pointList.push_back(parentPt); m_pointList.push_back(GetSwitchPoint(parent, parentPt, m_position)); m_pointList.push_back(m_position + wxPoint2DDouble(0.0, -20.0)); m_pointList.push_back(m_position + wxPoint2DDouble(0.0, -10.0)); m_triangPts.push_back(wxPoint2DDouble(-m_width / 2.0, -m_height / 2.0)); m_triangPts.push_back(wxPoint2DDouble(m_width / 2.0, -m_height / 2.0)); m_triangPts.push_back(wxPoint2DDouble(0.0, m_height / 2.0)); m_inserted = true; wxRect2DDouble genRect(0,0,0,0); m_switchRect.push_back(genRect); // Push a general rectangle. UpdateSwitches(); return true; } return false; } void Load::Draw(wxPoint2DDouble translation, double scale) const { if(m_inserted) { // Draw Selection (layer 1). if(m_selected) { glLineWidth(1.5 + m_borderSize * 2.0); glColor4d(0.0, 0.5, 1.0, 0.5); std::vector selTriangPts; selTriangPts.push_back(m_triangPts[0] + m_position + wxPoint2DDouble(-m_borderSize / scale, -m_borderSize / scale)); selTriangPts.push_back(m_triangPts[1] + m_position + wxPoint2DDouble(m_borderSize / scale, -m_borderSize / scale)); selTriangPts.push_back(m_triangPts[2] + m_position + wxPoint2DDouble(0.0, m_borderSize / scale)); glPushMatrix(); glTranslated(m_position.m_x, m_position.m_y, 0.0); glRotated(m_angle, 0.0, 0.0, 1.0); glTranslated(-m_position.m_x, -m_position.m_y, 0.0); DrawTriangle(selTriangPts); glPopMatrix(); DrawLine(m_pointList); // Draw node selection. DrawCircle(m_pointList[0], 5.0 + m_borderSize / scale, 10, GL_POLYGON); } // Draw Load (layer 2). glLineWidth(1.5); // Draw node. glColor4d(0.2, 0.2, 0.2, 1.0); DrawCircle(m_pointList[0], 5.0, 10, GL_POLYGON); DrawLine(m_pointList); DrawSwitches(); std::vector triangPts; for(int i = 0; i < 3; i++) { triangPts.push_back(m_triangPts[i] + m_position); } glPushMatrix(); glTranslated(m_position.m_x, m_position.m_y, 0.0); glRotated(m_angle, 0.0, 0.0, 1.0); glTranslated(-m_position.m_x, -m_position.m_y, 0.0); glColor4d(0.2, 0.2, 0.2, 1.0); DrawTriangle(triangPts); glPopMatrix(); } } void Load::Rotate(bool clockwise) { double rotAngle = m_rotationAngle; if(!clockwise) rotAngle = -m_rotationAngle; m_angle += rotAngle; m_pointList[2] = RotateAtPosition(m_pointList[2], rotAngle); m_pointList[3] = RotateAtPosition(m_pointList[3], rotAngle); UpdateSwitchesPosition(); } bool Load::GetContextMenu(wxMenu& menu) { menu.Append(ID_EDIT_LOAD, _("Edit Load")); GeneralMenuItens(menu); return true; }