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ntpa/NPlot/LabelAxis.cs
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2016-03-05 14:06:38 +01:00
/*
* NPlot - A charting library for .NET
*
* LabelAxis.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.
* 3. Neither the name of NPlot nor the names of its contributors may
* be used to endorse or promote products derived from this software without
* specific prior written permission.
*
* 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;
using System.Collections;
using System.Drawing;
namespace NPlot
{
/// <summary>
/// Allows the creation of axes with any number of user defined labels at
/// user defined world values along the axis.
/// </summary>
public class LabelAxis : Axis
{
/// <summary>
/// Deep copy of LabelAxis.
/// </summary>
/// <returns>A copy of the LinearAxis Class.</returns>
public override object Clone()
{
LabelAxis a = new LabelAxis();
// ensure that this isn't being called on a derived type. If it is, then oh no!
if (this.GetType() != a.GetType())
{
throw new NPlotException( "Error. Clone method is not defined in derived type." );
}
DoClone( this, a );
return a;
}
/// <summary>
/// Helper method for Clone.
/// </summary>
/// <param name="a">The original object to clone.</param>
/// <param name="b">The cloned object.</param>
protected static void DoClone( LabelAxis b, LabelAxis a )
{
Axis.DoClone( b, a );
a.labels_ = (ArrayList)b.labels_.Clone();
a.numbers_ = (ArrayList)b.numbers_.Clone();
a.ticksBetweenText_ = b.ticksBetweenText_;
a.sortDataIfNecessary_ = b.sortDataIfNecessary_;
}
/// <summary>
/// Initialise LabelAxis to default state.
/// </summary>
private void Init()
{
labels_ = new ArrayList();
numbers_ = new ArrayList();
}
/// <summary>
/// Copy constructor
/// </summary>
/// <param name="a">The Axis to clone.</param>
/// <remarks>TODO: [review notes] I don't think this will work as desired.</remarks>
public LabelAxis( Axis a )
: base( a )
{
Init();
}
/// <summary>
/// Default constructor
/// </summary>
public LabelAxis()
: base()
{
Init();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="worldMin">Minimum world value</param>
/// <param name="worldMax">Maximum world value</param>
public LabelAxis( double worldMin, double worldMax )
: base( worldMin, worldMax )
{
Init();
}
/// <summary>
/// Adds a label to the axis
/// </summary>
/// <param name="name">The label</param>
/// <param name="val">The world value at which to place the label</param>
public void AddLabel( string name, double val )
{
labels_.Add( name );
numbers_.Add( val );
}
/// <summary>
/// Given Graphics surface, and physical extents of axis, draw ticks and
/// associated labels.
/// </summary>
/// <param name="g">The GDI+ Graphics surface on which to draw.</param>
/// <param name="physicalMin">The physical location of the world min point</param>
/// <param name="physicalMax">The physical location of the world max point</param>
/// <param name="boundingBox">out: smallest box that completely encompasses all of the ticks and tick labels.</param>
/// <param name="labelOffset">out: a suitable offset from the axis to draw the axis label.</param>
protected override void DrawTicks(
Graphics g,
Point physicalMin,
Point physicalMax,
out object labelOffset,
out object boundingBox )
{
Point tLabelOffset;
Rectangle tBoundingBox;
labelOffset = this.getDefaultLabelOffset( physicalMin, physicalMax );
boundingBox = null;
// draw the tick labels (but not the ticks).
PointF lastPos = WorldToPhysical( (double)numbers_[0], physicalMin, physicalMax, true );
for (int i=0; i<labels_.Count; ++i)
{
if ((double)numbers_[i] > WorldMin && (double)numbers_[i] < WorldMax)
{
// check to make sure labels are far enough appart.
PointF thisPos = WorldToPhysical( (double)numbers_[i], physicalMin, physicalMax, true );
float dist = Utils.Distance( thisPos, lastPos );
if ( i==0 || (dist > this.PhysicalSpacingMin) )
{
lastPos = thisPos;
this.DrawTick( g, (double)numbers_[i], 0,
(string)labels_[i],
new Point(0,0),
physicalMin, physicalMax,
out tLabelOffset, out tBoundingBox );
Axis.UpdateOffsetAndBounds(
ref labelOffset, ref boundingBox,
tLabelOffset, tBoundingBox );
}
}
}
// now draw the ticks (which might not be aligned with the tick text).
ArrayList largeTickPositions;
ArrayList smallTickPositions;
WorldTickPositions_FirstPass( physicalMin, physicalMax, out largeTickPositions, out smallTickPositions );
lastPos = WorldToPhysical( (double)largeTickPositions[0], physicalMin, physicalMax, true );
for (int i=0; i<largeTickPositions.Count; ++i)
{
double tickPos = (double)largeTickPositions[i];
// check to see that labels are far enough appart.
PointF thisPos = WorldToPhysical( tickPos, physicalMin, physicalMax, true );
float dist = Utils.Distance( thisPos, lastPos );
if ( (i==0) || (dist> this.PhysicalSpacingMin) )
{
lastPos = thisPos;
this.DrawTick( g, tickPos, LargeTickSize,
"",
new Point(0,0),
physicalMin, physicalMax,
out tLabelOffset, out tBoundingBox );
Axis.UpdateOffsetAndBounds(
ref labelOffset, ref boundingBox,
tLabelOffset, tBoundingBox );
}
}
}
/// <summary>
/// Determines the positions, in world coordinates, of the large ticks.
///
/// Label axes do not have small ticks.
/// </summary>
/// <param name="physicalMin">The physical position corresponding to the world minimum of the axis.</param>
/// <param name="physicalMax">The physical position corresponding to the world maximum of the axis.</param>
/// <param name="largeTickPositions">ArrayList containing the positions of the large ticks.</param>
/// <param name="smallTickPositions">null</param>
internal override void WorldTickPositions_FirstPass(
Point physicalMin,
Point physicalMax,
out ArrayList largeTickPositions,
out ArrayList smallTickPositions
)
{
smallTickPositions = null;
largeTickPositions = new ArrayList();
// if ticks correspond to position of text
if (!ticksBetweenText_)
{
for (int i=0; i<labels_.Count; ++i)
{
if ((double)numbers_[i] > WorldMin && (double)numbers_[i] < WorldMax)
{
largeTickPositions.Add( numbers_[i] );
}
}
}
// if ticks correspond to gaps between text
else
{
ArrayList numbers_copy;
if (sortDataIfNecessary_)
{
numbers_copy = (ArrayList)numbers_.Clone(); // shallow copy.
numbers_copy.Sort();
}
else
{
numbers_copy = numbers_;
}
for (int i=1; i<labels_.Count; ++i)
{
double worldPosition = ((double)numbers_copy[i] + (double)numbers_copy[i-1])/2.0;
if (worldPosition > WorldMin && worldPosition < WorldMax)
{
largeTickPositions.Add( worldPosition );
}
}
}
}
/// <summary>
/// If true, large ticks are drawn between the labels, rather
/// than at the position of the labels.
/// </summary>
public bool TicksBetweenText
{
get
{
return ticksBetweenText_;
}
set
{
ticksBetweenText_ = value;
}
}
private bool ticksBetweenText_ = false;
/// <summary>
/// If your data may be be specified out of order (that is
/// abscissa values with a higher index may be less than
/// abscissa values of a lower index), then data sorting
/// may be necessary to implement some of the functionality
/// of this object. If you know your data is already
/// ordered with abscissa values lowest -> highest, then
/// you may set this to false. It's default is true.
/// </summary>
public bool SortDataIfNecessary
{
get
{
return sortDataIfNecessary_;
}
set
{
sortDataIfNecessary_ = value;
}
}
private bool sortDataIfNecessary_ = true;
/// <summary>
/// If consecutive labels are less than this number of pixels appart,
/// some of the labels will not be drawn.
/// </summary>
public int PhysicalSpacingMin
{
get
{
return physicalSpacingMin_;
}
set
{
physicalSpacingMin_ = value;
}
}
private int physicalSpacingMin_ = 0;
private ArrayList labels_;
private ArrayList numbers_;
}
}