/// <summary> /// Points of each data in screen coordinate /// </summary> /// <param name="pane"></param> /// <returns></returns> virtual public PointF[] ScreenPoints(PaneBase pane) { //PointF[] points = new PointF[4]; //points[0] = _location.TransformTopLeft(pane); //points[2] = _location.TransformBottomRight(pane); //points[1].X = points[2].X; //points[1].Y = points[0].Y; //points[3].X = points[0].X; //points[3].Y = points[2].Y; PointF[] points = new PointF[4]; points[0] = _location.TransformTopLeft(pane); points[1] = _location.TransformBottomRight(pane); return(points); }
/// <summary> /// Render this object to the specified <see cref="Graphics"/> device. /// </summary> /// <remarks> /// This method is normally only called by the Draw method /// of the parent <see cref="GraphObjList"/> collection object. /// </remarks> /// <param name="g"> /// A graphic device object to be drawn into. This is normally e.Graphics from the /// PaintEventArgs argument to the Paint() method. /// </param> /// <param name="pane"> /// A reference to the <see cref="PaneBase"/> object that is the parent or /// owner of this object. /// </param> /// <param name="scaleFactor"> /// The scaling factor to be used for rendering objects. This is calculated and /// passed down by the parent <see cref="GraphPane"/> object using the /// <see cref="PaneBase.CalcScaleFactor"/> method, and is used to proportionally adjust /// font sizes, etc. according to the actual size of the graph. /// </param> public override void Draw(Graphics g, PaneBase pane, float scaleFactor) { // Convert the arrow coordinates from the user coordinate system // to the screen coordinate system PointF pix1 = Location.TransformTopLeft(pane); PointF pix2 = Location.TransformBottomRight(pane); if (pix1.X > -10000 && pix1.X < 100000 && pix1.Y > -100000 && pix1.Y < 100000 && pix2.X > -10000 && pix2.X < 100000 && pix2.Y > -100000 && pix2.Y < 100000) { // calculate the length and the angle of the arrow "vector" double dy = pix2.Y - pix1.Y; double dx = pix2.X - pix1.X; float angle = (float)Math.Atan2(dy, dx) * 180.0F / (float)Math.PI; var length = (float)Math.Sqrt(dx * dx + dy * dy); // Save the old transform matrix Matrix transform = g.Transform; // Move the coordinate system so it is located at the starting point // of this arrow g.TranslateTransform(pix1.X, pix1.Y); // Rotate the coordinate system according to the angle of this arrow // about the starting point g.RotateTransform(angle); // get a pen according to this arrow properties using (var pen = new Pen(_color, pane.ScaledPenWidth(_penWidth, scaleFactor))) { pen.DashStyle = _style; g.DrawLine(pen, 0, 0, length, 0); } // Restore the transform matrix back to its original state g.Transform = transform; } }
/// <summary> /// Render this object to the specified <see cref="Graphics"/> device. /// </summary> /// <remarks> /// This method is normally only called by the Draw method /// of the parent <see cref="GraphObjList"/> collection object. /// </remarks> /// <param name="g"> /// A graphic device object to be drawn into. This is normally e.Graphics from the /// PaintEventArgs argument to the Paint() method. /// </param> /// <param name="pane"> /// A reference to the <see cref="PaneBase"/> object that is the parent or /// owner of this object. /// </param> /// <param name="scaleFactor"> /// The scaling factor to be used for rendering objects. This is calculated and /// passed down by the parent <see cref="GraphPane"/> object using the /// <see cref="PaneBase.CalcScaleFactor"/> method, and is used to proportionally adjust /// font sizes, etc. according to the actual size of the graph. /// </param> public override void Draw(Graphics g, PaneBase pane, float scaleFactor) { // Convert the arrow coordinates from the user coordinate system // to the screen coordinate system PointF pix1 = Location.TransformTopLeft(pane); PointF pix2 = Location.TransformBottomRight(pane); if (pix1.X > -10000 && pix1.X < 100000 && pix1.Y > -100000 && pix1.Y < 100000 && pix2.X > -10000 && pix2.X < 100000 && pix2.Y > -100000 && pix2.Y < 100000) { // get a scaled size for the arrowhead float scaledSize = (_size * scaleFactor); // calculate the length and the angle of the arrow "vector" double dy = pix2.Y - pix1.Y; double dx = pix2.X - pix1.X; float angle = (float)Math.Atan2(dy, dx) * 180.0F / (float)Math.PI; var length = (float)Math.Sqrt(dx * dx + dy * dy); // Save the old transform matrix Matrix transform = g.Transform; // Move the coordinate system so it is located at the starting point // of this arrow g.TranslateTransform(pix1.X, pix1.Y); // Rotate the coordinate system according to the angle of this arrow // about the starting point g.RotateTransform(angle); // get a pen according to this arrow properties using (var pen = new Pen(_color, pane.ScaledPenWidth(_penWidth, scaleFactor))) { pen.DashStyle = _style; // Only show the arrowhead if required if (_isArrowHead) { // Draw the line segment for this arrow g.DrawLine(pen, 0, 0, length - scaledSize + 1, 0); // Create a polygon representing the arrowhead based on the scaled // size var polyPt = new PointF[4]; float hsize = scaledSize / 3.0F; polyPt[0].X = length; polyPt[0].Y = 0; polyPt[1].X = length - scaledSize; polyPt[1].Y = hsize; polyPt[2].X = length - scaledSize; polyPt[2].Y = -hsize; polyPt[3] = polyPt[0]; using (var brush = new SolidBrush(_color)) // render the arrowhead g.FillPolygon(brush, polyPt); } else { g.DrawLine(pen, 0, 0, length, 0); } } // Restore the transform matrix back to its original state g.Transform = transform; } }
/// <summary> /// Calculate the <see cref="Legend"/> rectangle (<see cref="Rect"/>), /// taking into account the number of required legend /// entries, and the legend drawing preferences. /// </summary> /// <remarks>Adjust the size of the /// <see cref="Chart.Rect"/> for the parent <see cref="GraphPane"/> to accomodate the /// space required by the legend. /// </remarks> /// <param name="g"> /// A graphic device object to be drawn into. This is normally e.Graphics from the /// PaintEventArgs argument to the Paint() method. /// </param> /// <param name="pane"> /// A reference to the <see cref="PaneBase"/> object that is the parent or /// owner of this object. /// </param> /// <param name="scaleFactor"> /// The scaling factor to be used for rendering objects. This is calculated and /// passed down by the parent <see cref="GraphPane"/> object using the /// <see cref="PaneBase.CalcScaleFactor"/> method, and is used to proportionally adjust /// font sizes, etc. according to the actual size of the graph. /// </param> /// <param name="tChartRect"> /// The rectangle that contains the area bounded by the axes, in pixel units. /// <seealso cref="Chart.Rect" /> /// </param> public void CalcRect( Graphics g, PaneBase pane, float scaleFactor, ref RectangleF tChartRect) { // Start with an empty rectangle Rect = Rectangle.Empty; _hStack = 1; _legendItemWidth = 1; _legendItemHeight = 0; var clientRect = pane.CalcClientRect(g, scaleFactor); // If the legend is invisible, don't do anything if (!_isVisible) { return; } var nCurve = 0; var paneList = GetPaneList(pane); _tmpSize = GetMaxHeight(paneList, scaleFactor); float halfGap = _tmpSize / 2.0F, maxWidth = 0; var gapPix = _gap * _tmpSize; foreach (var tmpPane in paneList) { // Loop through each curve in the curve list // Find the maximum width of the legend labels //foreach ( CurveItem curve in tmpPane.CurveList ) //foreach ( CurveItem curve in GetIterator( tmpPane.CurveList, _isReverse ) ) var count = tmpPane.CurveList.Count; for (var i = 0; i < count; i++) { var curve = tmpPane.CurveList[_isReverse ? count - i - 1 : i]; if (curve._label._text == string.Empty || !curve._label._isVisible) { continue; } // Calculate the width of the label save the max width var tmpFont = curve._label._fontSpec ?? FontSpec; var tmpWidth = tmpFont.GetWidth(g, curve._label._text, scaleFactor); if (tmpWidth > maxWidth) { maxWidth = tmpWidth; } // Save the maximum symbol height for line-type curves if (curve is LineItem && ((LineItem)curve).Symbol.Size > _legendItemHeight) { _legendItemHeight = ((LineItem)curve).Symbol.Size; } nCurve++; } if (pane is MasterPane && ((MasterPane)pane).IsUniformLegendEntries) { break; } } // Is this legend horizontally stacked? if (_isHStack) { // Determine the available space for horizontal stacking float widthAvail; switch (_position) { // Never stack if the legend is to the right or left case LegendPos.Right: case LegendPos.Left: widthAvail = 0; break; // for the top & bottom, the axis border width is available case LegendPos.Top: case LegendPos.TopCenter: case LegendPos.Bottom: case LegendPos.BottomCenter: widthAvail = tChartRect.Width; break; // for the top & bottom flush left, the panerect less margins is available case LegendPos.TopFlushLeft: case LegendPos.BottomFlushLeft: widthAvail = clientRect.Width; break; // for inside the axis area or Float, use 1/2 of the axis border width case LegendPos.InsideTopRight: case LegendPos.InsideTopLeft: case LegendPos.InsideBotRight: case LegendPos.InsideBotLeft: case LegendPos.Float: widthAvail = tChartRect.Width / 2; break; // shouldn't ever happen default: widthAvail = 0; break; } // width of one legend entry if (_isShowLegendSymbols) { _legendItemWidth = 3.0f * _tmpSize + maxWidth; } else { _legendItemWidth = 0.5f * _tmpSize + maxWidth; } // Calculate the number of columns in the legend // Normally, the legend is: // available width / ( max width of any entry + space for line&symbol ) if (maxWidth > 0) { _hStack = (int)((widthAvail - halfGap) / _legendItemWidth); } // You can never have more columns than legend entries if (_hStack > nCurve) { _hStack = nCurve; } // a saftey check if (_hStack == 0) { _hStack = 1; } } else if (_isShowLegendSymbols) { _legendItemWidth = 3.0F * _tmpSize + maxWidth; } else { _legendItemWidth = 0.5F * _tmpSize + maxWidth; } // legend is: // item: space line space text space // width: wid 4*wid wid maxWid wid // The symbol is centered on the line // // legend begins 3 * wid to the right of the plot rect // // The height of the legend is the actual height of the lines of text // (nCurve * hite) plus wid on top and wid on the bottom // total legend width var totLegWidth = _hStack * _legendItemWidth; // The total legend height _legendItemHeight = _legendItemHeight * scaleFactor + halfGap; if (_tmpSize > _legendItemHeight) { _legendItemHeight = _tmpSize; } var totLegHeight = (float)Math.Ceiling(nCurve / (double)_hStack) * _legendItemHeight; var newRect = new RectangleF(); // Now calculate the legend rect based on the above determined parameters // Also, adjust the ChartRect to reflect the space for the legend if (nCurve > 0) { newRect = new RectangleF(0, 0, totLegWidth, totLegHeight); // The switch statement assigns the left and top edges, and adjusts the ChartRect // as required. The right and bottom edges are calculated at the bottom of the switch. switch (_position) { case LegendPos.Right: newRect.X = clientRect.Right - totLegWidth; newRect.Y = tChartRect.Top; tChartRect.Width -= totLegWidth + gapPix; break; case LegendPos.Top: newRect.X = tChartRect.Left; newRect.Y = clientRect.Top; tChartRect.Y += totLegHeight + gapPix; tChartRect.Height -= totLegHeight + gapPix; break; case LegendPos.TopFlushLeft: newRect.X = clientRect.Left; newRect.Y = clientRect.Top; tChartRect.Y += totLegHeight + gapPix * 1.5f; tChartRect.Height -= totLegHeight + gapPix * 1.5f; break; case LegendPos.TopCenter: newRect.X = tChartRect.Left + (tChartRect.Width - totLegWidth) / 2; newRect.Y = tChartRect.Top; tChartRect.Y += totLegHeight + gapPix; tChartRect.Height -= totLegHeight + gapPix; break; case LegendPos.Bottom: newRect.X = tChartRect.Left; newRect.Y = clientRect.Bottom - totLegHeight; tChartRect.Height -= totLegHeight + gapPix; break; case LegendPos.BottomFlushLeft: newRect.X = clientRect.Left; newRect.Y = clientRect.Bottom - totLegHeight; tChartRect.Height -= totLegHeight + gapPix; break; case LegendPos.BottomCenter: newRect.X = tChartRect.Left + (tChartRect.Width - totLegWidth) / 2; newRect.Y = clientRect.Bottom - totLegHeight; tChartRect.Height -= totLegHeight + gapPix; break; case LegendPos.Left: newRect.X = clientRect.Left; newRect.Y = tChartRect.Top; tChartRect.X += totLegWidth + halfGap; tChartRect.Width -= totLegWidth + gapPix; break; case LegendPos.InsideTopRight: newRect.X = tChartRect.Right - totLegWidth; newRect.Y = tChartRect.Top; break; case LegendPos.InsideTopLeft: newRect.X = tChartRect.Left; newRect.Y = tChartRect.Top; break; case LegendPos.InsideBotRight: newRect.X = tChartRect.Right - totLegWidth; newRect.Y = tChartRect.Bottom - totLegHeight; break; case LegendPos.InsideBotLeft: newRect.X = tChartRect.Left; newRect.Y = tChartRect.Bottom - totLegHeight; break; case LegendPos.Float: newRect.Location = Location.TransformTopLeft(pane, totLegWidth, totLegHeight); break; } } Rect = newRect; }