1 | /*
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2 | * Project: MoleCuilder
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3 | * Description: creates and alters molecular systems
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4 | * Copyright (C) 2010 University of Bonn. All rights reserved.
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5 | * Please see the LICENSE file or "Copyright notice" in builder.cpp for details.
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6 | */
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7 |
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8 | /**
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9 | * \file qt-gui.dox
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10 | *
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11 | * Created on: Jan 5, 2012
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12 | * Author: heber
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13 | */
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14 |
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15 | /**
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16 | * \page qt-gui Qt GUI
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17 | *
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18 | * The Qt GUI is the most advanced interface and thus the most complex.
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19 | *
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20 | * In the following we want to explain some of the details that are involved.
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21 | *
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22 | * \section qt-gui-qt3d Qt3D and the way to get atoms and bonds displayed
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23 | *
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24 | * Atoms and Bonds have to displayed, the widget for this is GLWorldView. This
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25 | * this class belongs GLWorldScene that contains lots of GLMoleculeObject's or
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26 | * nodes in the speak of Qt3D. We have two derived class for these kind of
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27 | * objects:
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28 | * -# GLMoleculeObject_atom: for each atom,
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29 | * -# GLMoleculeObject_bond: for each "side" of the bond.
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30 | *
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31 | * We can only add new nodes to the Qt3D scene at the level of GLWorldScene,
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32 | * hence all insertion go through this instance to add new nodes. Destruction
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33 | * may occur anywhere as the new nodes are parentized to the scene.
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34 | *
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35 | * \subsection qt-gui-qt3d-atoms How atom object are constructed/destroyed.
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36 | *
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37 | * Atoms are rendered as spheres, see createAtom(). GLWorldView gets notified
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38 | * by the World about new and removed atoms via the Channel's World::AtomInserted
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39 | * and World::AtomRemoved. It translates these into Qt signals with the correct
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40 | * affected atom, by looking at
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41 | * \code
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42 | * const atom *_atom = World::getInstance().lastChanged<atom>();
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43 | * \endcode
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44 | * These signals call slots of GLWorldScene that has a map of all contained
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45 | * GLMoleculeObject, one for either of the two kinds:
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46 | * -# GLWorldScene::atomInserted(): create a new node and connect its signals
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47 | * with us, add to map
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48 | * -# GLWorldScene::atomRemoved(): disconnect, remove from map, destroy
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49 | *
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50 | * We do not need to destroy the node itself as it is connected via the Observer
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51 | * mechanism to the associated atom
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52 | *
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53 | * \subsection qt-gui-qt3d-bonds How bond object are constructed/destroyed.
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54 | *
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55 | * Bonds are displayed as cylinders that elongate from one atom to the midpoint
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56 | * of the bond (i.e. the spot in between the two atoms). That is we have always
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57 | * two cylinders per bond. That's why we need to distinguish
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58 | * GLMoleculeObject_bond::SideOfBond to get the right node.
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59 | *
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60 | * Bonds are not as easy as atoms: The World does not know about bonds being
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61 | * created or destroyed, only the atoms themselves know about them.
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62 | *
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63 | * That's way the atom node object GLMoleculeObject_atom is an Observer of is
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64 | * associated atom and listens to the Channel AtomObservable::BondsAdded. It then
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65 | * translates this into a Qt signal that calls a slot GLWorldScene:BondInserted.
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66 | *
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67 | *
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68 | * Bonds themselves are also Observables, as are atoms. Hence,
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69 | * GLMoleculeObject_bond connect via the Observer mechanism to their associated
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70 | * bond and are thus notified when they are destroyed.
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71 | *
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72 | * Additionally, we use GLWorldScene to do some bookkeeping about all bond nodes.
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73 | * This is not strictly required but might in general be useful. Hence, signals
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74 | * notify GLWorldScene also about GLWorldScene::BondRemoved that are emitted by
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75 | * the node itself.
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76 | *
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77 | * \date 2012-01-05
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78 | */
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