mirror of https://github.com/mhowlett/nplot.git
282 lines
10 KiB
C#
282 lines
10 KiB
C#
/*
|
|
* NPlot - A charting library for .NET
|
|
*
|
|
* Legend.cs
|
|
* Copyright (C) 2003-2006 Matt Howlett and others.
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without modification,
|
|
* are permitted provided that the following conditions are met:
|
|
*
|
|
* 1. Redistributions of source code must retain the above copyright notice, this
|
|
* list of conditions and the following disclaimer.
|
|
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
|
* this list of conditions and the following disclaimer in the documentation
|
|
* and/or other materials provided with the distribution.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
|
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
|
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
|
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
|
|
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
|
|
* OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using System.Collections;
|
|
using System.Drawing;
|
|
|
|
namespace NPlot
|
|
{
|
|
/// <summary>
|
|
/// Legend functionality specific to Legends associated with a PlotSurface2D.
|
|
/// </summary>
|
|
public class Legend : LegendBase
|
|
{
|
|
/// <summary>
|
|
/// Enumeration of possible Legend placements.
|
|
/// </summary>
|
|
public enum Placement
|
|
{
|
|
/// <summary>
|
|
/// Inside the plot area.
|
|
/// </summary>
|
|
Inside = 0,
|
|
|
|
/// <summary>
|
|
/// Outside the plot area.
|
|
/// </summary>
|
|
Outside = 1
|
|
}
|
|
|
|
private Placement horizontalEdgePlacement_;
|
|
private bool neverShiftAxes_;
|
|
private Placement verticalEdgePlacement_;
|
|
private PlotSurface2D.XAxisPosition xAttach_;
|
|
private int xOffset_;
|
|
private PlotSurface2D.YAxisPosition yAttach_;
|
|
private int yOffset_;
|
|
|
|
/// <summary>
|
|
/// Default constructor.
|
|
/// </summary>
|
|
public Legend()
|
|
{
|
|
xAttach_ = PlotSurface2D.XAxisPosition.Top;
|
|
yAttach_ = PlotSurface2D.YAxisPosition.Right;
|
|
xOffset_ = 10;
|
|
yOffset_ = 1;
|
|
verticalEdgePlacement_ = Placement.Outside;
|
|
horizontalEdgePlacement_ = Placement.Inside;
|
|
neverShiftAxes_ = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether or not the positions of the Axes may be shifted to make
|
|
/// room for the Legend.
|
|
/// </summary>
|
|
public bool NeverShiftAxes
|
|
{
|
|
get { return neverShiftAxes_; }
|
|
set { neverShiftAxes_ = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Offset from the chosen Y-Axis. TODO: better description.
|
|
/// </summary>
|
|
public int XOffset
|
|
{
|
|
get { return xOffset_; }
|
|
set { xOffset_ = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Offset from the X-Axis. TODO: better description.
|
|
/// </summary>
|
|
public int YOffset
|
|
{
|
|
get { return yOffset_; }
|
|
set { yOffset_ = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether or not to attach the legend on the inside of the top
|
|
/// or bottom axis (which, is specified using the AttachTo method) or the
|
|
/// outside.
|
|
/// </summary>
|
|
public Placement VerticalEdgePlacement
|
|
{
|
|
get { return verticalEdgePlacement_; }
|
|
set { verticalEdgePlacement_ = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether or not to attach the legend on the inside of the
|
|
/// left or right axis (which, is specified using the AttachTo method)
|
|
/// or the outside.
|
|
/// </summary>
|
|
public Placement HorizontalEdgePlacement
|
|
{
|
|
get { return horizontalEdgePlacement_; }
|
|
set { horizontalEdgePlacement_ = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Specify the Axes to attach the legend to.
|
|
/// </summary>
|
|
/// <param name="xa">Specify which horizontal axis the legend should be attached to.</param>
|
|
/// <param name="ya">Specify which vertical axis the legend should be attached to.</param>
|
|
public void AttachTo(PlotSurface2D.XAxisPosition xa, PlotSurface2D.YAxisPosition ya)
|
|
{
|
|
xAttach_ = xa;
|
|
yAttach_ = ya;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the PlotSurface2D axes to compensate for the legend.
|
|
/// </summary>
|
|
/// <param name="pXAxis1">the bottom x axis</param>
|
|
/// <param name="pYAxis1">the left y axis</param>
|
|
/// <param name="pXAxis2">the top x axis</param>
|
|
/// <param name="pYAxis2">the right y axis</param>
|
|
/// <param name="plots">list of plots.</param>
|
|
/// <param name="scale">scale parameter (for text and other)</param>
|
|
/// <param name="padding">padding around plot within bounds.</param>
|
|
/// <param name="bounds">graphics surface bounds</param>
|
|
/// <param name="position">legend position</param>
|
|
public void UpdateAxesPositions(
|
|
PhysicalAxis pXAxis1,
|
|
PhysicalAxis pYAxis1,
|
|
PhysicalAxis pXAxis2,
|
|
PhysicalAxis pYAxis2,
|
|
ArrayList plots,
|
|
float scale, int padding, Rectangle bounds,
|
|
out Point position)
|
|
{
|
|
int leftIndent = 0;
|
|
int rightIndent = 0;
|
|
int bottomIndent = 0;
|
|
int topIndent = 0;
|
|
|
|
position = new Point(0, 0);
|
|
|
|
// now determine if legend should change any of these (legend should be fully
|
|
// visible at all times), and draw legend.
|
|
|
|
Rectangle legendWidthHeight = GetBoundingBox(new Point(0, 0), plots, scale);
|
|
|
|
if (legendWidthHeight.Width > bounds.Width)
|
|
{
|
|
legendWidthHeight.Width = bounds.Width;
|
|
}
|
|
|
|
// (1) calculate legend position.
|
|
|
|
// y
|
|
|
|
position.Y = yOffset_;
|
|
|
|
if (xAttach_ == PlotSurface2D.XAxisPosition.Bottom)
|
|
{
|
|
position.Y += pYAxis1.PhysicalMin.Y;
|
|
if (horizontalEdgePlacement_ == Placement.Inside)
|
|
{
|
|
position.Y -= legendWidthHeight.Height;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
position.Y += pYAxis1.PhysicalMax.Y;
|
|
if (horizontalEdgePlacement_ == Placement.Outside)
|
|
{
|
|
position.Y -= legendWidthHeight.Height;
|
|
}
|
|
}
|
|
|
|
// x
|
|
|
|
position.X = xOffset_;
|
|
|
|
if (yAttach_ == PlotSurface2D.YAxisPosition.Left)
|
|
{
|
|
if (verticalEdgePlacement_ == Placement.Outside)
|
|
{
|
|
position.X -= legendWidthHeight.Width;
|
|
}
|
|
position.X += pXAxis1.PhysicalMin.X;
|
|
}
|
|
else
|
|
{
|
|
if (verticalEdgePlacement_ == Placement.Inside)
|
|
{
|
|
position.X -= legendWidthHeight.Width;
|
|
}
|
|
position.X += pXAxis1.PhysicalMax.X;
|
|
}
|
|
|
|
// determine update amounts for axes
|
|
|
|
if (!neverShiftAxes_)
|
|
{
|
|
if (position.X < padding)
|
|
{
|
|
int changeAmount = -position.X + padding;
|
|
// only allow axes to move away from bounds.
|
|
if (changeAmount > 0)
|
|
{
|
|
leftIndent = changeAmount;
|
|
}
|
|
position.X += changeAmount;
|
|
}
|
|
|
|
if (position.X + legendWidthHeight.Width > bounds.Right - padding)
|
|
{
|
|
int changeAmount = (position.X - bounds.Right + legendWidthHeight.Width + padding);
|
|
// only allow axes to move away from bounds.
|
|
if (changeAmount > 0.0f)
|
|
{
|
|
rightIndent = changeAmount;
|
|
}
|
|
position.X -= changeAmount;
|
|
}
|
|
|
|
if (position.Y < padding)
|
|
{
|
|
int changeAmount = -position.Y + padding;
|
|
// only allow axes to move away from bounds.
|
|
if (changeAmount > 0.0f)
|
|
{
|
|
topIndent = changeAmount;
|
|
}
|
|
position.Y += changeAmount;
|
|
}
|
|
|
|
if (position.Y + legendWidthHeight.Height > bounds.Bottom - padding)
|
|
{
|
|
int changeAmount = (position.Y - bounds.Bottom + legendWidthHeight.Height + padding);
|
|
// only allow axes to move away from bounds.
|
|
if (changeAmount > 0.0f)
|
|
{
|
|
bottomIndent = changeAmount;
|
|
}
|
|
position.Y -= changeAmount;
|
|
}
|
|
|
|
// update axes.
|
|
|
|
pXAxis1.PhysicalMin = new Point(pXAxis1.PhysicalMin.X + leftIndent, pXAxis1.PhysicalMin.Y - bottomIndent);
|
|
pXAxis1.PhysicalMax = new Point(pXAxis1.PhysicalMax.X - rightIndent, pXAxis1.PhysicalMax.Y - bottomIndent);
|
|
pYAxis1.PhysicalMin = new Point(pYAxis1.PhysicalMin.X + leftIndent, pYAxis1.PhysicalMin.Y - bottomIndent);
|
|
pYAxis1.PhysicalMax = new Point(pYAxis1.PhysicalMax.X + leftIndent, pYAxis1.PhysicalMax.Y + topIndent);
|
|
|
|
pXAxis2.PhysicalMin = new Point(pXAxis2.PhysicalMin.X + leftIndent, pXAxis2.PhysicalMin.Y + topIndent);
|
|
pXAxis2.PhysicalMax = new Point(pXAxis2.PhysicalMax.X - rightIndent, pXAxis2.PhysicalMax.Y + topIndent);
|
|
pYAxis2.PhysicalMin = new Point(pYAxis2.PhysicalMin.X - rightIndent, pYAxis2.PhysicalMin.Y - bottomIndent);
|
|
pYAxis2.PhysicalMax = new Point(pYAxis2.PhysicalMax.X - rightIndent, pYAxis2.PhysicalMax.Y + topIndent);
|
|
}
|
|
}
|
|
}
|
|
} |