Bionic Badger wrote:

The above almost exactly replicates the graphics on the wxArt2D canvas.

I don't have the facilities at the moment to add a patch myself, but I
think I'll get myself set up to do that so I can submit patches like
the above if needed in the future.

If you prefer i can give you temporarily access to CVS. As long as your active with wxArt2D, you can make the improvements in wxArt2D.

I currently do not have the time to dive into this, and its not that hard, so i think you can make the correct changes.


a2dPin pin not. it has no size in world, only a m_pixelExtend.
See a2dPin::DoUpdate()

But you might be able to derived, and develop your own pin.

Still i wonder what you are using the pins for. Normally no one wants them
to zoom.

Actually I'm using the pins more as a convenience for now, not so much
for interactive connecting, though that's planned for the future.
Rather than have me render static "pins" I thought to use the real
ones, but I might switch to static ones so that the image looks the
same all the time.

I don't know what you mean by static here.

But using

m_ic->GetDrawer2D()->DeviceToWorldXRel( obj->GetWidth() )


You can try to get the ouput for a a2dPin as is drawn in the canvas.

void a2dIOHandlerSVGOut::DoSave( const a2dCanvasObject* object, int layer )
.....
    else if (0 != wxDynamicCast( object, a2dPin ))
......

That would give you a better result in SVG, but after zooming in SVG, of course it will also zoom. Maybe that is oke for you.

While working in wxArt2D with pins, they must be something in pixels, else they would become to small to work with.

Klaas





Klaas



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