Zoom in. #32

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fasigno opened this Issue Jul 17, 2012 · 5 comments

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fasigno commented Jul 17, 2012

Zoom should use the mouse pointer like the center reference point for the zoom.

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Mandarancio Jul 17, 2012

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Totally! I'm working on it!

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Mandarancio commented Jul 17, 2012

Totally! I'm working on it!

@ghost ghost assigned Mandarancio Aug 14, 2012

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fasigno Nov 20, 2012

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I saw that all the elements are painted in the paintEvent of a QWidget.

This force to keep scale and translation factors locally in the objects and this makes the update of the view and of the coordinate system hard to maintain.

If we paint everything in a QGraphicsScene we can apply view transformations very easily.

With the zoom, for example, we can set the anchor transformation to the mouse position, fixing the actual issue.

Now, we should choose if wait for an QML graphics or fix the problem recoding this part.

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fasigno commented Nov 20, 2012

I saw that all the elements are painted in the paintEvent of a QWidget.

This force to keep scale and translation factors locally in the objects and this makes the update of the view and of the coordinate system hard to maintain.

If we paint everything in a QGraphicsScene we can apply view transformations very easily.

With the zoom, for example, we can set the anchor transformation to the mouse position, fixing the actual issue.

Now, we should choose if wait for an QML graphics or fix the problem recoding this part.

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slyshykO Nov 21, 2012

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I think we can try QML for menus and intros, but not for the level code.
About QGraphicsScene - it's a great idea.
I would say more, to mine QObject - is too fat for Goo. Level class
should managing
all their own Goo's .

2012/11/20 Fabrizio Signoretti notifications@github.com

I saw that all the elements are painted in the paintEvent of a QWidget.

This force to keep scale and translation factors locally in the objects
and this makes the update of the view and of the coordinate system hard to
maintain.

If we paint everything in a QGraphicsScene we can apply view
transformations very easily.

With the zoom, for example, we can set the anchor transformation to the
mouse position, fixing the actual issue.

Now, we should choose if wait for an QML graphics or fix the problem
recoding this part.


Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/32#issuecomment-10570622.

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slyshykO commented Nov 21, 2012

I think we can try QML for menus and intros, but not for the level code.
About QGraphicsScene - it's a great idea.
I would say more, to mine QObject - is too fat for Goo. Level class
should managing
all their own Goo's .

2012/11/20 Fabrizio Signoretti notifications@github.com

I saw that all the elements are painted in the paintEvent of a QWidget.

This force to keep scale and translation factors locally in the objects
and this makes the update of the view and of the coordinate system hard to
maintain.

If we paint everything in a QGraphicsScene we can apply view
transformations very easily.

With the zoom, for example, we can set the anchor transformation to the
mouse position, fixing the actual issue.

Now, we should choose if wait for an QML graphics or fix the problem
recoding this part.


Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/32#issuecomment-10570622.

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fasigno Nov 21, 2012

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Ok, I agree with you.

If we paint everything in a QGraphicsScene, the Goo will be a QGraphicsItem. In this way it should be lighter than a QObject.

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fasigno commented Nov 21, 2012

Ok, I agree with you.

If we paint everything in a QGraphicsScene, the Goo will be a QGraphicsItem. In this way it should be lighter than a QObject.

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fasigno Nov 26, 2012

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Ok, I can try to rewrite this part but probably it's better wait to the new levels' design.

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fasigno commented Nov 26, 2012

Ok, I can try to rewrite this part but probably it's better wait to the new levels' design.

@fasigno fasigno closed this Jan 17, 2013

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