Asterism.hpp   Asterism.hpp 
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//! Get the English name for the Asterism. //! Get the English name for the Asterism.
QString getEnglishName() const {return englishName;} QString getEnglishName() const {return englishName;}
//! Draw the lines for the Asterism. //! Draw the lines for the Asterism.
//! This method uses the coords of the stars (optimized for use thro ugh //! This method uses the coords of the stars (optimized for use thro ugh
//! the class AsterismMgr only). //! the class AsterismMgr only).
void drawOptim(StelPainter& sPainter, const StelCore* core, const Sp hericalCap& viewportHalfspace) const; void drawOptim(StelPainter& sPainter, const StelCore* core, const Sp hericalCap& viewportHalfspace) const;
//! Update fade levels according to time since various events. //! Update fade levels according to time since various events.
void update(int deltaTime); void update(int deltaTime);
//! Turn on and off Asterism line rendering. //! Turn on and off Asterism line rendering.
//! @param b new state for line drawing. //! @param b new state for line drawing.
void setFlagLines(const bool b) {lineFader=b;} void setFlagLines(const bool b) { lineFader=b; }
//! Turn on and off ray helper rendering.
//! @param b new state for ray helper drawing.
void setFlagRayHelpers(const bool b) { rayHelperFader=b; }
//! Turn on and off Asterism name label rendering. //! Turn on and off Asterism name label rendering.
//! @param b new state for name label drawing. //! @param b new state for name label drawing.
void setFlagLabels(const bool b) {nameFader=b;} void setFlagLabels(const bool b) { nameFader=b; }
//! Get the current state of Asterism line rendering. //! Get the current state of Asterism line rendering.
//! @return true if Asterism line rendering it turned on, else false . //! @return true if Asterism line rendering it turned on, else false .
bool getFlagLines() const {return lineFader;} bool getFlagLines() const { return lineFader; }
//! Get the current state of ray helper rendering.
//! @return true if ray helper rendering it turned on, else false.
bool getFlagRayHelpers() const { return rayHelperFader; }
//! Get the current state of Asterism name label rendering. //! Get the current state of Asterism name label rendering.
//! @return true if Asterism name label rendering it turned on, else false. //! @return true if Asterism name label rendering it turned on, else false.
bool getFlagLabels() const {return nameFader;} bool getFlagLabels() const { return nameFader; }
bool isAsterism() const { return flagAsterism; }
//! International name (translated using gettext) //! International name (translated using gettext)
QString nameI18; QString nameI18;
//! Name in english (second column in asterism_names.eng.fab) //! Name in english (second column in asterism_names.eng.fab)
QString englishName; QString englishName;
//! Abbreviation //! Abbreviation
//! A skyculture designer must invent it. (usually 2-5 letters) //! A skyculture designer must invent it. (usually 2-5 letters)
//! This MUST be filled and be unique within a sky culture. //! This MUST be filled and be unique within a sky culture.
QString abbreviation; QString abbreviation;
//! Context for name //! Context for name
QString context; QString context;
//! Direction vector pointing on constellation name drawing position //! Direction vector pointing on constellation name drawing position
Vec3d XYZname; Vec3d XYZname;
Vec3d XYname; Vec3d XYname;
//! Number of segments in the lines //! Number of segments in the lines
unsigned int numberOfSegments; unsigned int numberOfSegments;
//! Type of asterism
int typeOfAsterism;
bool flagAsterism;
//! List of stars forming the segments //! List of stars forming the segments
StelObjectP* asterism; StelObjectP* asterism;
SphericalCap boundingCap; SphericalCap boundingCap;
//! Define whether lines and names must be drawn //! Define whether lines and names must be drawn
LinearFader lineFader, nameFader; LinearFader lineFader, rayHelperFader, nameFader;
//! Currently we only need one color for all asterisms, this may cha nge at some point //! Currently we only need one color for all asterisms, this may cha nge at some point
static Vec3f lineColor; static Vec3f lineColor;
static Vec3f rayHelperColor;
static Vec3f labelColor; static Vec3f labelColor;
}; };
#endif // _ASTERISM_HPP_ #endif // _ASTERISM_HPP_
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5 lines changed or deleted 17 lines changed or added

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