/////////////////////////////////////////////////////////////////// // ROOT implementation of the X11 xclock. // // To run this example do the following: // $ root // root [0] gSystem.Load("Aclock") // root [1] Aclock a // // root [2] .q // // Other ROOT fun examples: Tetris, Hello ... /////////////////////////////////////////////////////////////////// #ifndef ACLOCK_H #define ACLOCK_H #include #include #include #include #include #include #include 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