コード例 #1
0
        //Draws the background gridLightLines on the canvas.
        private void GridLightLines()
        {
            var lineChunk = new LineChunk();

            lineChunk.SetColour(Brushes.LightGray);
            //Draw faint grid LightLines:
            for (double i = 0; i <= _xRange + _incrementX; i += _incrementX)
            {
                if (!((-_startOffSetX + i) / _incrementX * _xInterval >= 0) ||
                    !((-_startOffSetX + i) / _incrementX * _xInterval <= _width))
                {
                    continue;
                }
                var newLightLine = new LightLine
                {
                    X1 = (-_startOffSetX + i) / _incrementX * _xInterval,
                    Y1 = 0,
                    X2 = (-_startOffSetX + i) / _incrementX * _xInterval,
                    Y2 = _height
                };
                lineChunk.Add(newLightLine);
            }
            for (var i = _yRange; i >= -_incrementY; i -= _incrementY)
            {
                if (!((_startOffSetY + i) / _incrementY * _yInterval >= 0) ||
                    !((_startOffSetY + i) / _incrementY * _yInterval <= _height))
                {
                    continue;
                }
                var newLightLine = new LightLine
                {
                    X1 = 0,
                    Y1 = (_startOffSetY + i) / _incrementY * _yInterval,
                    X2 = _width,
                    Y2 = (_startOffSetY + i) / _incrementY * _yInterval
                };
                lineChunk.Add(newLightLine);
            }
            _chunks.Add(lineChunk);
        }
コード例 #2
0
        //Draws X and y axes.
        private void Axes()
        {
            //The faint grid is drawn first to minimize overlapping of canvas objects.
            var lineChunk = new LineChunk();

            lineChunk.SetColour(Brushes.Black);

            //Draw increment LightLines and axes for each interval:

            //If the yStart and yEnd Values are both less than zero the  X axis is drawn at the top of the canvas.

            for (var i = -_startOffSetX; i <= _xRange + _incrementX; i += _incrementX)
            {
                if (!(i / _incrementX * _xInterval >= 0) || !(i / _incrementX * _xInterval <= _width))
                {
                    continue;
                }
                var incrementLightLine = new LightLine
                {
                    X1 = i / _incrementX * _xInterval,
                    Y1 = _origin.Y + 4,
                    X2 = i / _incrementX * _xInterval,
                    Y2 = _origin.Y - 4
                };

                lineChunk.Add(incrementLightLine);
            }

            var axesLightLine = new LightLine
            {
                X1 = 0,
                Y1 = _origin.Y,
                X2 = _width,
                Y2 = _origin.Y
            };

            lineChunk.Add(axesLightLine);

            //If the xStart and xEnd Values are both less than zero the y axis is drawn at the right of the canvas.

            for (var i = _yRange + _startOffSetY; i >= -_incrementY; i -= _incrementY)
            {
                if (!(i / _incrementY * _yInterval >= 0) || !(i / _incrementY * _yInterval <= _height))
                {
                    continue;
                }
                var incrementLightLine = new LightLine
                {
                    X1 = _origin.X + 4,
                    Y1 = i / _incrementY * _yInterval,
                    X2 = _origin.X - 4,
                    Y2 = i / _incrementY * _yInterval
                };

                lineChunk.Add(incrementLightLine);
            }
            var axesLightLineY = new LightLine
            {
                X1 = _origin.X,
                Y1 = 0,
                X2 = _origin.X,
                Y2 = _height
            };

            lineChunk.Add(axesLightLineY);

            _chunks.Add(lineChunk);
            //If the origin is present to be drawn on the canvas a ellipse will be drawn to mark its location.
            if (_xStart <= 0 && _xEnd >= 0 && _yStart <= 0 && _yEnd >= 0)
            {
                _chunks.Add(DrawingMethods.Circle(_origin, 10));
            }
        }