Пример #1
0
        /// <summary>
        /// Calculate the <see cref="Legend"/> rectangle (see cref="Rect"/>),
        /// taking into account the number of required legend
        /// entries, and the legend drawing preferences.  Adjust the size of the
        /// <see cref="AldysPane.AxisRect"/> for the parent <see cref="AldysPane"/> to accomodate the
        /// space required by the legend.
        /// </summary>
        /// <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="AldysPane"/> 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="AldysPane"/> object using the
        /// <see cref="AldysPane.CalcScaleFactor"/> method, and is used to proportionally adjust
        /// font sizes, etc. according to the actual size of the graph.
        /// </param>
        /// <param name="axisRect">
        /// The rectangle that contains the area bounded by the axes, in pixel units.
        /// <seealso cref="AldysPane.AxisRect">AxisRect</seealso>
        /// </param>
        /// <param name="hStack">The number of columns (horizontal stacking) to be used
        /// for drawing the legend</param>
        /// <param name="legendWidth">The width of each column in the legend (pixels)</param>
        public void CalcRect(Graphics g, AldysPane pane, double scaleFactor,
                             ref RectangleF axisRect, out int hStack,
                             out float legendWidth)
        {
            // Start with an empty rectangle
            this.rect   = Rectangle.Empty;
            hStack      = 1;
            legendWidth = 1;

            // If the legend is invisible, don't do anything
            if (!this.isVisible)
            {
                return;
            }

            int   nCurve         = 0;
            float charHeight     = this.FontSpec.GetHeight(scaleFactor),
                  halfCharHeight = charHeight / 2.0F,
                  charWidth      = this.FontSpec.GetWidth(g, scaleFactor),
                  gap            = pane.ScaledGap(scaleFactor),
                  maxWidth       = 0,
                  tmpWidth;

            // Loop through each curve in the curve list
            // Find the maximum width of the legend labels
            foreach (CurveItem curve in pane.CurveList)
            {
                // Calculate the width of the label save the max width
                if (curve.Label.ToString() == "")
                {
                    continue;
                }
                tmpWidth = this.FontSpec.GetWidth(g, curve.Label, scaleFactor);

                if (tmpWidth > maxWidth)
                {
                    maxWidth = tmpWidth;
                }

                nCurve++;
            }

            float widthAvail;

            // Is this legend horizontally stacked?
            if (this.isHStack)
            {
                // Determine the available space for horizontal stacking
                switch (this.location)
                {
                // Never stack if the legend is to the right or left
                case LegendLoc.Right:
                case LegendLoc.Left:
                    widthAvail = 0;
                    break;

                // for the top & bottom, the axis frame width is available
                case LegendLoc.Top:
                case LegendLoc.Bottom:
                    widthAvail = pane.AxisRect.Width;
                    break;

                // for inside the axis area, use 1/2 of the axis frame width
                case LegendLoc.InsideTopRight:
                case LegendLoc.InsideTopLeft:
                case LegendLoc.InsideBotRight:
                case LegendLoc.InsideBotLeft:
                    widthAvail = pane.AxisRect.Width / 2;
                    break;

                // shouldn't ever happen
                default:
                    widthAvail = 0;
                    break;
                }

                // width of one legend entry
                legendWidth = 3 * charHeight + 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 - halfCharHeight) / legendWidth);
                }

                // You can never have more columns than legend entries
                if (hStack > nCurve)
                {
                    hStack = nCurve;
                }

                // a saftey check
                if (hStack == 0)
                {
                    hStack = 1;
                }
            }
            else
            {
                legendWidth = 3.5F * charHeight + 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
            float totLegWidth = hStack * legendWidth;

            // The total legend height
            float legHeight = (float)Math.Ceiling((double)nCurve / (double)hStack)
                              * charHeight;

            // Now calculate the legend rect based on the above determined parameters
            // Also, adjust the plotArea and axisRect to reflect the space for the legend
            if (nCurve > 0)
            {
                // The switch statement assigns the left and top edges, and adjusts the axisRect
                // as required.  The right and bottom edges are calculated at the bottom of the switch.
                switch (this.location)
                {
                case LegendLoc.Right:
                    this.rect.X = pane.PaneRect.Right - totLegWidth - gap;
                    this.rect.Y = axisRect.Top;

                    axisRect.Width -= totLegWidth + halfCharHeight;
                    break;

                case LegendLoc.Top:
                    this.rect.X = axisRect.Left;
                    this.rect.Y = axisRect.Top;

                    axisRect.Y      += legHeight + halfCharHeight;
                    axisRect.Height -= legHeight + halfCharHeight;
                    break;

                case LegendLoc.Bottom:
                    this.rect.X = axisRect.Left;
                    this.rect.Y = pane.PaneRect.Bottom - legHeight - gap;

                    axisRect.Height -= legHeight + halfCharHeight;
                    break;

                case LegendLoc.Left:
                    this.rect.X = pane.PaneRect.Left + gap;
                    this.rect.Y = axisRect.Top;

                    axisRect.X     += totLegWidth + halfCharHeight;
                    axisRect.Width -= totLegWidth + halfCharHeight;
                    break;

                case LegendLoc.InsideTopRight:
                    this.rect.X = axisRect.Right - totLegWidth;
                    this.rect.Y = axisRect.Top;
                    break;

                case LegendLoc.InsideTopLeft:
                    this.rect.X = axisRect.Left;
                    this.rect.Y = axisRect.Top;
                    break;

                case LegendLoc.InsideBotRight:
                    this.rect.X = axisRect.Right - totLegWidth;
                    this.rect.Y = axisRect.Bottom - legHeight;
                    break;

                case LegendLoc.InsideBotLeft:
                    this.rect.X = axisRect.Left;
                    this.rect.Y = axisRect.Bottom - legHeight;
                    break;
                }

                // Calculate the Right and Bottom edges of the rect
                this.rect.Width  = totLegWidth;
                this.rect.Height = legHeight;
            }
        }
Пример #2
0
        /// <summary>
        /// Render the <see cref="Legend"/> to the specified <see cref="Graphics"/> device
        /// This method is normally only called by the Draw method
        /// of the parent <see cref="AldysPane"/> object.
        /// </summary>
        /// <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="AldysPane"/> 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="AldysPane"/> object using the
        /// <see cref="AldysPane.CalcScaleFactor"/> method, and is used to proportionally adjust
        /// font sizes, etc. according to the actual size of the graph.
        /// </param>
        /// <param name="hStack">The number of columns (horizontal stacking) to be used
        /// for drawing the legend</param>
        /// <param name="legendWidth">The width of each column in the legend</param>
        public void Draw(Graphics g, AldysPane pane, double scaleFactor,
                         int hStack, float legendWidth)
        {
            // if the legend is not visible, do nothing
            if (!this.isVisible)
            {
                return;
            }

            // Fill the background with the specified color if required
            if (this.isFilled)
            {
                SolidBrush brush = new SolidBrush(this.fillColor);
                g.FillRectangle(brush, this.rect);
            }

            // Set up some scaled dimensions for calculating sizes and locations
            float charHeight     = this.FontSpec.GetHeight(scaleFactor),
                  halfCharHeight = charHeight / 2.0F;
            float charWidth      = this.FontSpec.GetWidth(g, scaleFactor);
            float gap            = pane.ScaledGap(scaleFactor);

            int   iEntry = 0;
            float x, y;

            // Get a brush for the legend label text
            SolidBrush brushB = new SolidBrush(Color.Black);

            // Loop for each curve in the CurveList collection
            foreach (CurveItem curve in pane.CurveList)
            {
                // Calculate the x,y (TopLeft) location of the current
                // curve legend label
                // assuming:
                //  charHeight/2 for the left margin, plus legendWidth for each
                //    horizontal column
                //  charHeight is the line spacing, with no extra margin above
                if (curve.Label.ToString() != "")
                {
                    x = this.rect.Left + halfCharHeight +
                        (iEntry % hStack) * legendWidth;
                    y = this.rect.Top + (int)(iEntry / hStack) * charHeight;
                    // Draw the legend label for the current curve
                    this.FontSpec.Draw(g, curve.Label, x + 2.5F * charHeight, y,
                                       FontAlignH.Left, FontAlignV.Top, scaleFactor);

                    // Draw a sample curve to the left of the label text
                    curve.Line.Draw(g, x, y + charHeight / 2,
                                    x + 2 * charHeight, y + halfCharHeight);
                    // Draw a sample symbol to the left of the label text
                    curve.Symbol.Draw(g, x + charHeight, y + halfCharHeight,
                                      scaleFactor);

                    // maintain a curve count for positioning
                    iEntry++;
                }
            }


            // Draw a frame around the legend if required
            if (iEntry > 0 && this.isFramed)
            {
                Pen pen = new Pen(this.frameColor, this.frameWidth);
                g.DrawRectangle(pen, Rectangle.Round(this.rect));
            }
        }