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///////////////////////////////////////////////////////////////////
// ROOT implementation of the X11 xclock.
//
// To run this example do the following:
// $ root
// root [0] gSystem.Load("Aclock")
// root [1] Aclock a
// <enjoy>
// root [2] .q
//
// Other ROOT fun examples: Tetris, Hello ...
///////////////////////////////////////////////////////////////////
#ifndef ACLOCK_H
#define ACLOCK_H
#include <TTimer.h>
#include <TCanvas.h>
#include <TPolyLine.h>
#include <TDatime.h>
#include <TPoints.h>
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class TPolygon : public TPolyLine {
protected:
TPad *fPad;
public:
TPolygon(Int_t n, Float_t *x, Float_t *y);
virtual ~TPolygon() { fPad->GetListOfPrimitives()->Remove(this); }
virtual void Paint(Option_t *option="");
TPad *GetPad() { return fPad; }
};
class ClockPoints : public TPoints {
public:
ClockPoints(Coord_t x=0, Coord_t y=0) : TPoints(x,y) { }
~ClockPoints() { }
void SetXY(Coord_t x, Coord_t y) { SetX(x); SetY(y); }
void Rotate(Float_t clock_angle) // Rotates the coordinate system a clock_angle degrees clockwise
{
const float deg2rad = .017453292519943295769F; // pi/180
Float_t rX, rY;
Float_t angle = clock_angle*deg2rad; // clock_angle to angle in radians
rX = GetX()*TMath::Cos(angle)+GetY()*TMath::Sin(angle);
rY = GetY()*TMath::Cos(angle)-GetX()*TMath::Sin(angle);
SetXY(rX,rY);
}
void Scale(Float_t factorX, Float_t factorY) { SetX(GetX()*factorX); SetY(GetY()*factorY); }
void Shift(Coord_t x, Coord_t y) { SetX(GetX()+x); SetY(GetY()+y); }
};
class ClockHand : public TPolygon {
protected:
UInt_t fPrevTimeValue; // used during updating
Float_t *fX0; // initial shape of clock hand corresponds to 00:00:00
Float_t *fY0; // initial shape of clock hand corresponds to 00:00:00
static TDatime *fgTime; // current date/time
void Move(Float_t angle); // rotate initial shape to angle
virtual UInt_t GetTimeValue() { return GetMinute(); } // could be overloaded
virtual Float_t GetHandAngle() { return 0; } // must be overloaded
public:
ClockHand(Int_t n, Float_t *x, Float_t *y);
virtual ~ClockHand() { }
UInt_t GetTime() { fgTime->Set(); return fgTime->GetTime(); }
UInt_t GetHour() { return GetTime()/10000; }
UInt_t GetMinute() { return (GetTime()%10000)/100; }
UInt_t GetSecond() { return (GetTime()%100); }
void Update();
Bool_t IsModified() { return (fPrevTimeValue != GetTimeValue()); }
};
class MinuteHand : public ClockHand {
private:
static Float_t fgMinuteHandX[];
static Float_t fgMinuteHandY[];
public:
MinuteHand(Int_t n=3, Float_t *x=fgMinuteHandX, Float_t *y=fgMinuteHandY)
: ClockHand(n,x,y) { }
~MinuteHand() { }
Float_t GetHandAngle() { return 6.*(GetMinute()+ GetSecond()/60.); }
};
class HourHand : public ClockHand {
private:
static Float_t fgHourHandX[];
static Float_t fgHourHandY[];
public:
HourHand(Int_t n=3, Float_t *x=fgHourHandX, Float_t *y=fgHourHandY)
: ClockHand(n,x,y) { }
~HourHand() { }
Float_t GetHandAngle() { return 30.*(GetHour()%12 + GetMinute()/60.); }
};
class SecondHand : public ClockHand {
private:
static Float_t fgSecondHandX[];
static Float_t fgSecondHandY[];
protected:
UInt_t GetTimeValue() { return GetSecond(); } // used to update every second
public:
SecondHand(Int_t n=4, Float_t *x=fgSecondHandX, Float_t *y=fgSecondHandY)
: ClockHand(n,x,y) { }
~SecondHand() { }
Float_t GetHandAngle() { return 6.*GetSecond(); }
};
class Aclock : public TTimer {
private:
TPad *fPad; // pad where this clock is drawn
MinuteHand *fMinuteHand; // minute hand
HourHand *fHourHand; // hour hand
SecondHand *fSecondHand; // second hand
public:
Aclock(Int_t csize=100);
virtual ~Aclock();
virtual Bool_t Notify();
void Paint(Option_t *option);
void Animate();
ClassDef(Aclock,0) // analog clock = xclock
};
#endif // ACLOCK