0.2.0 #71
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docs/hierarchy.md
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docs/hierarchy.md
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# Hierarchy
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![](../docs/images/hierarchy.png)
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### Vision
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* function `getProperty(name: Name, inherit: Boolean, includeStyles: Boolean, includeDefaults: Boolean)`.
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It gets properties of element with `name` identification.
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`inherit` — toggles parent node property lookup. Null means inference from descriptor. Default is false.
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`includeStyles` — toggles inclusion of. Null means inference from descriptor. Default is true.
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`includeDefaults` — default is false.
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* function `setProperty(name: Name, item: MetaItem?, notify: Boolean = true)`
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Sets the `item` property to the element with the `name` identification. `notify` is a value which toggles the necessity of the change notification. Default is true.
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### About properties
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**Properties have to be set in particular order:**
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* styles
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* prototypes
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* parent
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* parent's styles
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* defaults
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## Inheritance
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Inheritance is a very useful ability of `children` elements to get the same property in default as his parent does have (to 'inherit' it).
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docs/images/hierarchy.png
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@ -42,9 +42,7 @@ fun main(){
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*Basic properties:*
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*Basic properties:*
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1. `opacity` — It is set in `float`. It takes on values from 0 to 1, which represent percents of solid opacity. It's initial value is 1.
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1. `opacity` — It is set in `float`. It takes on values from 0 to 1, which represent percents of solid opacity. It's initial value is 1.
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2. `color` — It can be specified as `Int`, `String`, or as three `Ubytes`, which represent color in `rgb`. Elementally, the solid will have `green` color.
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2. `color` — It can be specified as `Int`, `String`, or as three `Ubytes`, which represent color in `rgb`. Elementally, the solid will have `green` color.
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3. `rotation` — it's the point, which sets rotations along axes. Initially, the value is `Point3D(0, 0, 0)`. Changing `x` coordinate of the point, you make pivot around `x axis`. The same for other coordinates: changing `y` — pivot around `y axis`, changing `z` — pivot around `z axis`.
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3. `rotation` — it's the point, which sets rotations along axes. Initially, the value is `Point3D(0, 0, 0)`. Changing `x` coordinate of the point, you make pivot around `x axis`. The same for other coordinates: changing `y` — pivot around `y axis`, changing `z` — pivot around `z axis`.
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4. position, which is given by values `x`, `y`, `z`. Initial values are `x = 0`, `y = 0`, `z = 0`. The coordinate system is Cartesian. It's elemental position is this — vertical `y` axis and horizontal `Oxz` plane.
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4. position, which is given by values `x`, `y`, `z`. Initial values are `x = 0`, `y = 0`, `z = 0`. The coordinate system is Cartesian. It's elemental position is this — vertical `y` axis and horizontal `Oxz` plane.
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Let's see how properties are set in solids.
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Let's see how properties are set in solids.
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@ -5,6 +5,7 @@ interface Vision{
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val parent: Vision?
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val parent: Vision?
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fun getProperty(name): MetaItem?
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fun getProperty(name): MetaItem?
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fun setProperty(name, value)
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fun setProperty(name, value)
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}
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}
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class VisionBase{
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class VisionBase{
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@ -17,11 +17,6 @@ import space.kscience.dataforge.values.ValueType
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import space.kscience.visionforge.Vision.Companion.STYLE_KEY
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import space.kscience.visionforge.Vision.Companion.STYLE_KEY
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import kotlin.jvm.Synchronized
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import kotlin.jvm.Synchronized
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internal data class PropertyListener(
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val owner: Any? = null,
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val action: (name: Name) -> Unit,
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)
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/**
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/**
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* A full base implementation for a [Vision]
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* A full base implementation for a [Vision]
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* @param properties Object own properties excluding styles and inheritance
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* @param properties Object own properties excluding styles and inheritance
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@ -43,7 +38,7 @@ public open class VisionBase(
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}
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}
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/**
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/**
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* A fast accessor method to get own property (no inheritance or styles
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* A fast accessor method to get own property (no inheritance or styles)
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*/
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*/
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override fun getOwnProperty(name: Name): MetaItem? = if (name == Name.EMPTY) {
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override fun getOwnProperty(name: Name): MetaItem? = if (name == Name.EMPTY) {
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properties?.asMetaItem()
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properties?.asMetaItem()
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