示例#1
0
        /// <summary>
        /// Paint the density image in the layer.
        /// </summary>
        /// <param name="gfrx">The graphics context painting in.</param>
        /// <param name="gl">The layer painting in.</param>
        /// <param name="plotObject">The data to plot.</param>
        public void Paint(Graphics gfrx, IPlotArea gl, object plotObject) // plots the curve with the choosen style
        {
            if (!(plotObject is XYZMeshedColumnPlotData))
            {
                return; // we cannot plot any other than a TwoDimMeshDataAssociation now
            }
            var myPlotAssociation = (XYZMeshedColumnPlotData)plotObject;

            myPlotAssociation.DataTableMatrix.GetWrappers(
                gl.XAxis.PhysicalVariantToNormal, // transformation function for row header values
                Altaxo.Calc.RMath.IsFinite,       // selection functiton for row header values
                gl.YAxis.PhysicalVariantToNormal, // transformation function for column header values
                Altaxo.Calc.RMath.IsFinite,       // selection functiton for column header values
                out var matrix,
                out var logicalRowHeaderValues,
                out var logicalColumnHeaderValues
                );

            int cols = matrix.ColumnCount;
            int rows = matrix.RowCount;

            if (cols <= 0 || rows <= 0)
            {
                return; // we cannot show a picture if one length is zero
            }
            // there is a need for rebuilding the bitmap only if the data are invalid for some reason
            // if the cached image is valid, then test if the conditions hold any longer
            switch (_imageType)
            {
            case CachedImageType.LinearEquidistant:
            {
                var memento = new ImageTypeEquiLinearMemento(gl);
                if (!memento.Equals(_imageConditionMemento))
                {
                    _imageType = CachedImageType.None;
                }
            }
            break;

            case CachedImageType.Other:
            {
                var memento = new ImageTypeOtherMemento(gl);
                if (!memento.Equals(_imageConditionMemento))
                {
                    _imageType = CachedImageType.None;
                }
            }
            break;
            }

            // now build the image
            // note that the image type can change during the call of BuildImage
            if (_imageType == CachedImageType.None || _cachedImage == null)
            {
                BuildImage(gfrx, gl, myPlotAssociation, matrix, logicalRowHeaderValues, logicalColumnHeaderValues);
                switch (_imageType)
                {
                case CachedImageType.LinearEquidistant:
                    _imageConditionMemento = new ImageTypeEquiLinearMemento(gl);
                    break;

                case CachedImageType.Other:
                    _imageConditionMemento = new ImageTypeOtherMemento(gl);
                    break;
                }
            }

            // and now draw the image
            {
                // Three tricks are neccessary to get the bitmap drawn smooth and uniformly:
                // Everything other than this will result in distorted image, or soft (unsharp) edges
                var graphicsState = gfrx.Save();                    // Of course, save the graphics state so we can make our tricks undone afterwards
                gfrx.InterpolationMode = InterpolationMode.Default; // Trick1: Set the interpolation mode, whatever it was before, back to default
                gfrx.PixelOffsetMode   = PixelOffsetMode.Default;   // Trick2: Set the PixelOffsetMode, whatever it was before, back to default

                switch (_imageType)
                {
                case CachedImageType.LinearEquidistant:
                {
                    double xOrgRel       = logicalRowHeaderValues[0];
                    double xEndRel       = logicalRowHeaderValues[rows - 1];
                    double yOrgRel       = logicalColumnHeaderValues[0];
                    double yEndRel       = logicalColumnHeaderValues[cols - 1];
                    bool   isConvertible = true;
                    isConvertible &= gl.CoordinateSystem.LogicalToLayerCoordinates(new Logical3D(xOrgRel, yEndRel), out var x0, out var y0);
                    isConvertible &= gl.CoordinateSystem.LogicalToLayerCoordinates(new Logical3D(xOrgRel, yOrgRel), out var x1, out var y1);
                    isConvertible &= gl.CoordinateSystem.LogicalToLayerCoordinates(new Logical3D(xEndRel, yEndRel), out var x2, out var y2);

                    if (isConvertible)
                    {
                        if (_clipToLayer)
                        {
                            gfrx.Clip = gl.CoordinateSystem.GetRegion();
                        }

                        var pts = new PointF[] { new PointF((float)x0, (float)y0), new PointF((float)x2, (float)y2), new PointF((float)x1, (float)y1) };
                        gfrx.DrawImage(_cachedImage, pts, new RectangleF(0, 0, _cachedImage.Width - 1, _cachedImage.Height - 1), GraphicsUnit.Pixel); // Trick3: Paint both in X and Y direction one pixel less than the source bitmap acually has, this prevents soft edges
                    }
                }
                break;

                case CachedImageType.Other:
                {
                    gfrx.DrawImage(_cachedImage, 0, 0, (float)gl.Size.X, (float)gl.Size.Y);
                }
                break;
                }

                gfrx.Restore(graphicsState);
            }
        }
示例#2
0
		/// <summary>
		/// Paint the density image in the layer.
		/// </summary>
		/// <param name="gfrx">The graphics context painting in.</param>
		/// <param name="gl">The layer painting in.</param>
		/// <param name="plotObject">The data to plot.</param>
		public void Paint(Graphics gfrx, IPlotArea gl, object plotObject) // plots the curve with the choosen style
		{
			if (!(plotObject is XYZMeshedColumnPlotData))
				return; // we cannot plot any other than a TwoDimMeshDataAssociation now

			XYZMeshedColumnPlotData myPlotAssociation = (XYZMeshedColumnPlotData)plotObject;

			IROMatrix matrix;
			IROVector logicalRowHeaderValues, logicalColumnHeaderValues;

			myPlotAssociation.DataTableMatrix.GetWrappers(
				gl.XAxis.PhysicalVariantToNormal, // transformation function for row header values
				Altaxo.Calc.RMath.IsFinite,       // selection functiton for row header values
				gl.YAxis.PhysicalVariantToNormal, // transformation function for column header values
				Altaxo.Calc.RMath.IsFinite,       // selection functiton for column header values
				out matrix,
				out logicalRowHeaderValues,
				out logicalColumnHeaderValues
				);

			int cols = matrix.Columns;
			int rows = matrix.Rows;

			if (cols <= 0 || rows <= 0)
				return; // we cannot show a picture if one length is zero

			// there is a need for rebuilding the bitmap only if the data are invalid for some reason
			// if the cached image is valid, then test if the conditions hold any longer
			switch (_imageType)
			{
				case CachedImageType.LinearEquidistant:
					{
						ImageTypeEquiLinearMemento memento = new ImageTypeEquiLinearMemento(gl);
						if (!memento.Equals(_imageConditionMemento))
							this._imageType = CachedImageType.None;
					}
					break;

				case CachedImageType.Other:
					{
						ImageTypeOtherMemento memento = new ImageTypeOtherMemento(gl);
						if (!memento.Equals(_imageConditionMemento))
							this._imageType = CachedImageType.None;
					}
					break;
			}

			// now build the image
			// note that the image type can change during the call of BuildImage
			if (_imageType == CachedImageType.None || _cachedImage == null)
			{
				BuildImage(gfrx, gl, myPlotAssociation, matrix, logicalRowHeaderValues, logicalColumnHeaderValues);
				switch (_imageType)
				{
					case CachedImageType.LinearEquidistant:
						_imageConditionMemento = new ImageTypeEquiLinearMemento(gl);
						break;

					case CachedImageType.Other:
						_imageConditionMemento = new ImageTypeOtherMemento(gl);
						break;
				}
			}

			// and now draw the image
			{
				// Three tricks are neccessary to get the bitmap drawn smooth and uniformly:
				// Everything other than this will result in distorted image, or soft (unsharp) edges
				var graphicsState = gfrx.Save(); // Of course, save the graphics state so we can make our tricks undone afterwards
				gfrx.InterpolationMode = InterpolationMode.Default; // Trick1: Set the interpolation mode, whatever it was before, back to default
				gfrx.PixelOffsetMode = PixelOffsetMode.Default;  // Trick2: Set the PixelOffsetMode, whatever it was before, back to default

				switch (_imageType)
				{
					case CachedImageType.LinearEquidistant:
						{
							double xOrgRel = logicalRowHeaderValues[0];
							double xEndRel = logicalRowHeaderValues[rows - 1];
							double yOrgRel = logicalColumnHeaderValues[0];
							double yEndRel = logicalColumnHeaderValues[cols - 1];

							double x0, y0, x1, y1, x2, y2;
							bool isConvertible = true;
							isConvertible &= gl.CoordinateSystem.LogicalToLayerCoordinates(new Logical3D(xOrgRel, yEndRel), out x0, out y0);
							isConvertible &= gl.CoordinateSystem.LogicalToLayerCoordinates(new Logical3D(xOrgRel, yOrgRel), out x1, out y1);
							isConvertible &= gl.CoordinateSystem.LogicalToLayerCoordinates(new Logical3D(xEndRel, yEndRel), out x2, out y2);

							if (isConvertible)
							{
								if (this._clipToLayer)
									gfrx.Clip = gl.CoordinateSystem.GetRegion();

								var pts = new PointF[] { new PointF((float)x0, (float)y0), new PointF((float)x2, (float)y2), new PointF((float)x1, (float)y1) };
								gfrx.DrawImage(_cachedImage, pts, new RectangleF(0, 0, _cachedImage.Width - 1, _cachedImage.Height - 1), GraphicsUnit.Pixel); // Trick3: Paint both in X and Y direction one pixel less than the source bitmap acually has, this prevents soft edges
							}
						}
						break;

					case CachedImageType.Other:
						{
							gfrx.DrawImage(_cachedImage, 0, 0, (float)gl.Size.X, (float)gl.Size.Y);
						}
						break;
				}

				gfrx.Restore(graphicsState);
			}
		}