230 lines
7.0 KiB
C++
230 lines
7.0 KiB
C++
/***************************************************************************
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* Copyright (c) Jürgen Riegel (juergen.riegel@web.de) 2010 *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef APP_PROPERTYUNITS_H
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#define APP_PROPERTYUNITS_H
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// Std. configurations
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#include <string>
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#include <list>
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#include <vector>
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#include <boost/filesystem/path.hpp>
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#include <Base/Unit.h>
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#include <Base/Quantity.h>
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#include "PropertyStandard.h"
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namespace Base {
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class Writer;
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}
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namespace App
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{
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/** Float with Unit property
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* This is a property for float with a predefined Unit associated .
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*/
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class AppExport PropertyQuantity : public PropertyFloat
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyQuantity(void){}
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virtual ~PropertyQuantity(){}
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Base::Quantity getQuantityValue(void) const;
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virtual const char* getEditorName(void) const;
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virtual PyObject *getPyObject(void);
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virtual void setPyObject(PyObject *);
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void setUnit(const Base::Unit &u) {_Unit = u;}
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const Base::Unit &getUnit(void) const {return _Unit;}
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void setValue(double lValue) { PropertyFloat::setValue(lValue); }
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double getValue(void) const { return PropertyFloat::getValue(); }
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virtual void setPathValue(const App::ObjectIdentifier &path, const boost::any &value);
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virtual const boost::any getPathValue(const App::ObjectIdentifier &path) const;
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protected:
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Base::Quantity createQuantityFromPy(PyObject *value);
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Base::Unit _Unit;
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};
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/** Float with Unit property
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* This is a property for float with a predefined Unit associated .
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*/
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class AppExport PropertyQuantityConstraint : public PropertyQuantity
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyQuantityConstraint(void):_ConstStruct(0){}
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virtual ~PropertyQuantityConstraint(){}
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/// Constraint methods
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//@{
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/// the boundary struct
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struct Constraints {
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double LowerBound, UpperBound, StepSize;
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};
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/** setting the boundaries
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* This sets the constraint struct. It can be dynamically
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* allocated or set as an static in the class the property
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* blongs to:
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* \code
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* const Constraints percent = {0.0,100.0,1.0}
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* \endcode
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*/
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void setConstraints(const Constraints* sConstrain);
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/// get the constraint struct
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const Constraints* getConstraints(void) const;
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//@}
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virtual const char* getEditorName(void) const;
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virtual void setPyObject(PyObject *);
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protected:
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const Constraints* _ConstStruct;
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};
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/** Distance property
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* This is a property for representing distances. It is basically a float
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* property. On the Gui it has a quantity like m or mm.
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*/
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class AppExport PropertyDistance: public PropertyQuantity
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyDistance(void);
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virtual ~PropertyDistance(){}
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};
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/** Length property
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* This is a property for representing lengths. It is basically a float
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* property which must not be negative. On the Gui it has a quantity like m or mm.
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*/
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class AppExport PropertyLength : public PropertyQuantityConstraint
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyLength(void);
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virtual ~PropertyLength(){}
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};
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/** Area property
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* This is a property for representing areas. It is basically a float
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* property which must not be negative. On the Gui it has a quantity like m^2 or mm^2.
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*/
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class AppExport PropertyArea : public PropertyQuantityConstraint
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyArea(void);
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virtual ~PropertyArea(){}
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};
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/** Volume property
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* This is a property for representing volumes. It is basically a float
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* property which must not be negative. On the Gui it has a quantity like m^3 or mm^3.
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*/
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class AppExport PropertyVolume : public PropertyQuantityConstraint
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyVolume(void);
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virtual ~PropertyVolume(){}
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};
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/** Angle property
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* This is a property for representing angles. It basically a float
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* property. On the Gui it has a quantity like RAD.
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*/
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class AppExport PropertyAngle: public PropertyQuantityConstraint
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyAngle(void);
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virtual ~PropertyAngle(){}
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virtual const char* getEditorName(void) const { return "Gui::PropertyEditor::PropertyAngleItem"; }
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};
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/** Speed property
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* This is a property for representing speed. It is basically a float
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* property. On the Gui it has a quantity like m/s or km/h.
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*/
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class AppExport PropertySpeed: public PropertyQuantity
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{
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TYPESYSTEM_HEADER();
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public:
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PropertySpeed(void);
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virtual ~PropertySpeed(){}
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};
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/** Acceleration property
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* This is a property for representing acceleration. It is basically a float
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* property. On the Gui it has a quantity like m/s^2.
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*/
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class AppExport PropertyAcceleration: public PropertyQuantity
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyAcceleration(void);
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virtual ~PropertyAcceleration(){}
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};
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/** Pressure property
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* This is a property for representing acceleration. It is basically a float
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* property. On the Gui it has a quantity like m/s^2.
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*/
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class AppExport PropertyPressure: public PropertyQuantity
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyPressure(void);
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virtual ~PropertyPressure(){}
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};
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/** Force property
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* This is a property for representing acceleration. It is basically a float
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* property. On the Gui it has a quantity like m/s^2.
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*/
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class AppExport PropertyForce: public PropertyQuantity
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{
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TYPESYSTEM_HEADER();
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public:
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PropertyForce(void);
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virtual ~PropertyForce(){}
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};
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} // namespace App
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#endif // APP_PROPERTYUNITS_H
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