public XYItemRendererState(PlotRenderingInfo info)
   : base(info)
 {
   XYItemRendererState itemRendererState = this;
   this.workingLine = (Line2D) new Line2D.Double();
   this.processVisibleItemsOnly = true;
 }
 public static bool equal(Line2D l1, Line2D l2)
 {
   if (l1 == null)
     return l2 == null;
   else
     return l2 != null && l1.getP1().equals((object) l2.getP1()) && l1.getP2().equals((object) l2.getP2());
 }
 public virtual void setLine(Line2D l)
 {
   this.line = l;
 }
		/// <summary>
		/// Tests if the specified line segment intersects the interior of this
		/// <code>Rectangle2D</code>.
		/// </summary>
		public bool intersectsLine(Line2D @l)
		{
			return default(bool);
		}
Example #5
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		/// <summary>
		/// Sets the location of the endpoints of this <code>Line2D</code> to
		/// the same as those endpoints of the specified <code>Line2D</code>.
		/// </summary>
		public void setLine(Line2D @l)
		{
		}
Example #6
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 /// <summary>
 /// Sets the location of the endpoints of this <code>Line2D</code> to
 /// the same as those endpoints of the specified <code>Line2D</code>.
 /// </summary>
 public void setLine(Line2D @l)
 {
 }
Example #7
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 /// <summary>
 /// Tests if the specified line segment intersects this line segment.
 /// </summary>
 public bool intersectsLine(Line2D @l)
 {
     return(default(bool));
 }
 public static Shape createLineRegion(Line2D line, float width)
 {
   GeneralPath generalPath = new GeneralPath();
   float num1 = (float) line.getX1();
   float num2 = (float) line.getX2();
   float num3 = (float) line.getY1();
   float num4 = (float) line.getY2();
   if ((double) (num2 - num1) != 0.0)
   {
     double num5 = Math.atan((double) ((num4 - num3) / (num2 - num1)));
     float num6 = (float) Math.sin(num5) * width;
     float num7 = (float) Math.cos(num5) * width;
     ((Path2D.Float) generalPath).moveTo(num1 - num6, num3 + num7);
     ((Path2D.Float) generalPath).lineTo(num1 + num6, num3 - num7);
     ((Path2D.Float) generalPath).lineTo(num2 + num6, num4 - num7);
     ((Path2D.Float) generalPath).lineTo(num2 - num6, num4 + num7);
     ((Path2D) generalPath).closePath();
   }
   else
   {
     ((Path2D.Float) generalPath).moveTo(num1 - width / 2f, num3);
     ((Path2D.Float) generalPath).lineTo(num1 + width / 2f, num3);
     ((Path2D.Float) generalPath).lineTo(num2 + width / 2f, num4);
     ((Path2D.Float) generalPath).lineTo(num2 - width / 2f, num4);
     ((Path2D) generalPath).closePath();
   }
   return (Shape) generalPath;
 }