Version 0.2 changes

This commit is contained in:
2016-03-05 15:25:01 +01:00
parent 92e69371b4
commit 8c12f027b8
370 changed files with 40993 additions and 26326 deletions
+274 -353
View File
@@ -34,402 +34,323 @@ using System.Drawing;
namespace NPlot
{
/// <summary>
/// An Arrow IDrawable, with a text label that is automatically
/// nicely positioned at the non-pointy end of the arrow. Future
/// feature idea: have constructor that takes a dataset, and have
/// the arrow know how to automatically set it's angle to avoid
/// the data.
/// </summary>
public class ArrowItem : IDrawable
{
private readonly Pen pen_ = new Pen(Color.Black);
private double angle_ = -45.0;
private Brush arrowBrush_ = new SolidBrush(Color.Black);
private Font font_;
private float headAngle_ = 40.0f;
private int headOffset_ = 2;
private float headSize_ = 10.0f;
private float physicalLength_ = 40.0f;
private Brush textBrush_ = new SolidBrush(Color.Black);
private string text_ = "";
private PointD to_;
/// <summary>
/// An Arrow IDrawable, with a text label that is automatically
/// nicely positioned at the non-pointy end of the arrow. Future
/// feature idea: have constructor that takes a dataset, and have
/// the arrow know how to automatically set it's angle to avoid
/// the data.
/// </summary>
public class ArrowItem : IDrawable
{
/// <summary>
/// Default constructor :
/// text = ""
/// angle = 45 degrees anticlockwise from horizontal.
/// </summary>
/// <param name="position">The position the arrow points to.</param>
public ArrowItem(PointD position)
{
to_ = position;
Init();
}
private void Init()
{
FontFamily fontFamily = new FontFamily("Arial");
font_ = new Font(fontFamily, 10, FontStyle.Regular, GraphicsUnit.Pixel);
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="position">The position the arrow points to.</param>
/// <param name="angle">angle of arrow with respect to x axis.</param>
public ArrowItem(PointD position, double angle)
{
to_ = position;
angle_ = -angle;
Init();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="position">The position the arrow points to.</param>
/// <param name="angle">angle of arrow with respect to x axis.</param>
/// <param name="text">The text associated with the arrow.</param>
public ArrowItem(PointD position, double angle, string text)
{
to_ = position;
angle_ = -angle;
text_ = text;
Init();
}
/// <summary>
/// Default constructor :
/// text = ""
/// angle = 45 degrees anticlockwise from horizontal.
/// </summary>
/// <param name="position">The position the arrow points to.</param>
public ArrowItem( PointD position )
{
to_ = position;
Init();
}
/// <summary>
/// Text associated with the arrow.
/// </summary>
public string Text
{
get { return text_; }
set { text_ = value; }
}
/// <summary>
/// Angle of arrow anti-clockwise to right horizontal in degrees.
/// </summary>
/// <remarks>
/// The code relating to this property in the Draw method is
/// a bit weird. Internally, all rotations are clockwise [this is by
/// accient, I wasn't concentrating when I was doing it and was half
/// done before I realised]. The simplest way to make angle represent
/// anti-clockwise rotation (as it is normal to do) is to make the
/// get and set methods negate the provided value.
/// </remarks>
public double Angle
{
get { return -angle_; }
set { angle_ = -value; }
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="position">The position the arrow points to.</param>
/// <param name="angle">angle of arrow with respect to x axis.</param>
public ArrowItem( PointD position, double angle )
{
to_ = position;
angle_ = -angle;
Init();
}
/// <summary>
/// Physical length of the arrow.
/// </summary>
public float PhysicalLength
{
get { return physicalLength_; }
set { physicalLength_ = value; }
}
/// <summary>
/// The point the arrow points to.
/// </summary>
public PointD To
{
get { return to_; }
set { to_ = value; }
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="position">The position the arrow points to.</param>
/// <param name="angle">angle of arrow with respect to x axis.</param>
/// <param name="text">The text associated with the arrow.</param>
public ArrowItem( PointD position, double angle, string text )
{
to_ = position;
angle_ = -angle;
text_ = text;
Init();
}
/// <summary>
/// Size of the arrow head sides in pixels.
/// </summary>
public float HeadSize
{
get { return headSize_; }
set { headSize_ = value; }
}
/// <summary>
/// angle between sides of arrow head in degrees
/// </summary>
public float HeadAngle
{
get { return headAngle_; }
set { headAngle_ = value; }
}
/// <summary>
/// Text associated with the arrow.
/// </summary>
public string Text
{
get
{
return text_;
}
set
{
text_ = value;
}
}
private string text_ = "";
/// <summary>
/// The brush used to draw the text associated with the arrow.
/// </summary>
public Brush TextBrush
{
get { return textBrush_; }
set { textBrush_ = value; }
}
/// <summary>
/// Set the text to be drawn with a solid brush of this color.
/// </summary>
public Color TextColor
{
set { textBrush_ = new SolidBrush(value); }
}
/// <summary>
/// Angle of arrow anti-clockwise to right horizontal in degrees.
/// </summary>
/// <remarks>The code relating to this property in the Draw method is
/// a bit weird. Internally, all rotations are clockwise [this is by
/// accient, I wasn't concentrating when I was doing it and was half
/// done before I realised]. The simplest way to make angle represent
/// anti-clockwise rotation (as it is normal to do) is to make the
/// get and set methods negate the provided value.</remarks>
public double Angle
{
get
{
return -angle_;
}
set
{
angle_ = -value;
}
}
private double angle_ = -45.0;
/// <summary>
/// The color of the pen used to draw the arrow.
/// </summary>
public Color ArrowColor
{
get { return pen_.Color; }
set
{
pen_.Color = value;
arrowBrush_ = new SolidBrush(value);
}
}
/// <summary>
/// The font used to draw the text associated with the arrow.
/// </summary>
public Font TextFont
{
get { return font_; }
set { font_ = value; }
}
/// <summary>
/// Physical length of the arrow.
/// </summary>
public float PhysicalLength
{
get
{
return physicalLength_;
}
set
{
physicalLength_ = value;
}
}
private float physicalLength_ = 40.0f;
/// <summary>
/// Offset the whole arrow back in the arrow direction this many pixels from the point it's pointing to.
/// </summary>
public int HeadOffset
{
get { return headOffset_; }
set { headOffset_ = value; }
}
/// <summary>
/// The point the arrow points to.
/// </summary>
public PointD To
{
get
{
return to_;
}
set
{
to_ = value;
}
}
private PointD to_;
/// <summary>
/// Size of the arrow head sides in pixels.
/// </summary>
public float HeadSize
{
get
{
return headSize_;
}
set
{
headSize_ = value;
}
}
private float headSize_ = 10.0f;
/// <summary>
/// angle between sides of arrow head in degrees
/// </summary>
public float HeadAngle
{
get
{
return headAngle_;
}
set
{
headAngle_ = value;
}
}
private float headAngle_ = 40.0f;
/// <summary>
/// Draws the arrow on a plot surface.
/// </summary>
/// <param name="g">graphics surface on which to draw</param>
/// <param name="xAxis">The X-Axis to draw against.</param>
/// <param name="yAxis">The Y-Axis to draw against.</param>
public void Draw( System.Drawing.Graphics g, PhysicalAxis xAxis, PhysicalAxis yAxis )
{
if (this.To.X > xAxis.Axis.WorldMax || this.To.X < xAxis.Axis.WorldMin)
/// <summary>
/// Draws the arrow on a plot surface.
/// </summary>
/// <param name="g">graphics surface on which to draw</param>
/// <param name="xAxis">The X-Axis to draw against.</param>
/// <param name="yAxis">The Y-Axis to draw against.</param>
public void Draw(Graphics g, PhysicalAxis xAxis, PhysicalAxis yAxis)
{
if (To.X > xAxis.Axis.WorldMax || To.X < xAxis.Axis.WorldMin)
return;
if (this.To.Y > yAxis.Axis.WorldMax || this.To.Y < yAxis.Axis.WorldMin)
if (To.Y > yAxis.Axis.WorldMax || To.Y < yAxis.Axis.WorldMin)
return;
double angle = this.angle_;
double angle = angle_;
if (this.angle_ < 0.0)
{
int mul = -(int)(this.angle_ / 360.0) + 2;
angle = angle_ + 360.0 * (double)mul;
}
if (angle_ < 0.0)
{
int mul = -(int) (angle_/360.0) + 2;
angle = angle_ + 360.0*mul;
}
double normAngle = (double)angle % 360.0; // angle in range 0 -> 360.
double normAngle = angle%360.0; // angle in range 0 -> 360.
Point toPoint = new Point(
(int)xAxis.WorldToPhysical( to_.X, true ).X,
(int)yAxis.WorldToPhysical( to_.Y, true ).Y );
Point toPoint = new Point(
(int) xAxis.WorldToPhysical(to_.X, true).X,
(int) yAxis.WorldToPhysical(to_.Y, true).Y);
float xDir = (float) Math.Cos(normAngle*2.0*Math.PI/360.0);
float yDir = (float) Math.Sin(normAngle*2.0*Math.PI/360.0);
float xDir = (float)Math.Cos( normAngle * 2.0 * Math.PI / 360.0 );
float yDir = (float)Math.Sin( normAngle * 2.0 * Math.PI / 360.0 );
toPoint.X += (int) (xDir*headOffset_);
toPoint.Y += (int) (yDir*headOffset_);
toPoint.X += (int)(xDir*headOffset_);
toPoint.Y += (int)(yDir*headOffset_);
float xOff = physicalLength_*xDir;
float yOff = physicalLength_*yDir;
float xOff = physicalLength_ * xDir;
float yOff = physicalLength_ * yDir;
Point fromPoint = new Point(
(int) (toPoint.X + xOff),
(int) (toPoint.Y + yOff));
Point fromPoint = new Point(
(int)(toPoint.X + xOff),
(int)(toPoint.Y + yOff) );
g.DrawLine(pen_, toPoint, fromPoint);
g.DrawLine( pen_, toPoint, fromPoint );
Point[] head = new Point[3];
Point[] head = new Point[3];
head[0] = toPoint;
head[0] = toPoint;
xOff = headSize_*(float) Math.Cos((normAngle - headAngle_/2.0f)*2.0*Math.PI/360.0);
yOff = headSize_*(float) Math.Sin((normAngle - headAngle_/2.0f)*2.0*Math.PI/360.0);
xOff = headSize_ * (float)Math.Cos( (normAngle-headAngle_/2.0f) * 2.0 * Math.PI / 360.0 );
yOff = headSize_ * (float)Math.Sin( (normAngle-headAngle_/2.0f) * 2.0 * Math.PI / 360.0 );
head[1] = new Point(
(int) (toPoint.X + xOff),
(int) (toPoint.Y + yOff));
head[1] = new Point(
(int)(toPoint.X + xOff),
(int)(toPoint.Y + yOff) );
float xOff2 = headSize_*(float) Math.Cos((normAngle + headAngle_/2.0f)*2.0*Math.PI/360.0);
float yOff2 = headSize_*(float) Math.Sin((normAngle + headAngle_/2.0f)*2.0*Math.PI/360.0);
float xOff2 = headSize_ * (float)Math.Cos( (normAngle+headAngle_/2.0f) * 2.0 * Math.PI / 360.0 );
float yOff2 = headSize_ * (float)Math.Sin( (normAngle+headAngle_/2.0f) * 2.0 * Math.PI / 360.0 );
head[2] = new Point(
(int) (toPoint.X + xOff2),
(int) (toPoint.Y + yOff2));
head[2] = new Point(
(int)(toPoint.X + xOff2),
(int)(toPoint.Y + yOff2) );
g.FillPolygon(arrowBrush_, head);
g.FillPolygon( arrowBrush_, head );
SizeF textSize = g.MeasureString(text_, font_);
SizeF halfSize = new SizeF(textSize.Width/2.0f, textSize.Height/2.0f);
SizeF textSize = g.MeasureString( text_, font_ );
SizeF halfSize = new SizeF( textSize.Width / 2.0f, textSize.Height / 2.0f );
float quadrantSlideLength = halfSize.Width + halfSize.Height;
float quadrantSlideLength = halfSize.Width + halfSize.Height;
float quadrantF = (float) normAngle/90.0f; // integer part gives quadrant.
int quadrant = (int) quadrantF; // quadrant in.
float prop = quadrantF - quadrant; // proportion of way through this qadrant.
float dist = prop*quadrantSlideLength; // distance along quarter of bounds rectangle.
float quadrantF = (float)normAngle / 90.0f; // integer part gives quadrant.
int quadrant = (int)quadrantF; // quadrant in.
float prop = quadrantF - (float)quadrant; // proportion of way through this qadrant.
float dist = prop * quadrantSlideLength; // distance along quarter of bounds rectangle.
// now find the offset from the middle of the text box that the
// rear end of the arrow should end at (reverse this to get position
// of text box with respect to rear end of arrow).
//
// There is almost certainly an elgant way of doing this involving
// trig functions to get all the signs right, but I'm about ready to
// drop off to sleep at the moment, so this blatent method will have
// to do.
PointF offsetFromMiddle = new PointF( 0.0f, 0.0f );
switch (quadrant)
{
case 0:
if (dist > halfSize.Height)
{
dist -= halfSize.Height;
offsetFromMiddle = new PointF( -halfSize.Width + dist, halfSize.Height );
}
else
{
offsetFromMiddle = new PointF( -halfSize.Width, - dist );
}
break;
// now find the offset from the middle of the text box that the
// rear end of the arrow should end at (reverse this to get position
// of text box with respect to rear end of arrow).
//
// There is almost certainly an elgant way of doing this involving
// trig functions to get all the signs right, but I'm about ready to
// drop off to sleep at the moment, so this blatent method will have
// to do.
PointF offsetFromMiddle = new PointF(0.0f, 0.0f);
switch (quadrant)
{
case 0:
if (dist > halfSize.Height)
{
dist -= halfSize.Height;
offsetFromMiddle = new PointF(-halfSize.Width + dist, halfSize.Height);
}
else
{
offsetFromMiddle = new PointF(-halfSize.Width, - dist);
}
break;
case 1:
if (dist > halfSize.Width)
{
dist -= halfSize.Width;
offsetFromMiddle = new PointF( halfSize.Width, halfSize.Height - dist );
}
else
{
offsetFromMiddle = new PointF( dist, halfSize.Height );
}
break;
case 1:
if (dist > halfSize.Width)
{
dist -= halfSize.Width;
offsetFromMiddle = new PointF(halfSize.Width, halfSize.Height - dist);
}
else
{
offsetFromMiddle = new PointF(dist, halfSize.Height);
}
break;
case 2:
if (dist > halfSize.Height)
{
dist -= halfSize.Height;
offsetFromMiddle = new PointF( halfSize.Width - dist, -halfSize.Height );
}
else
{
offsetFromMiddle = new PointF( halfSize.Width, -dist );
}
case 2:
if (dist > halfSize.Height)
{
dist -= halfSize.Height;
offsetFromMiddle = new PointF(halfSize.Width - dist, -halfSize.Height);
}
else
{
offsetFromMiddle = new PointF(halfSize.Width, -dist);
}
break;
break;
case 3:
if (dist > halfSize.Width)
{
dist -= halfSize.Width;
offsetFromMiddle = new PointF( -halfSize.Width, -halfSize.Height + dist );
}
else
{
offsetFromMiddle = new PointF( -dist, -halfSize.Height );
}
case 3:
if (dist > halfSize.Width)
{
dist -= halfSize.Width;
offsetFromMiddle = new PointF(-halfSize.Width, -halfSize.Height + dist);
}
else
{
offsetFromMiddle = new PointF(-dist, -halfSize.Height);
}
break;
break;
default:
throw new NPlotException( "Programmer error." );
default:
throw new NPlotException("Programmer error.");
}
}
g.DrawString(
text_, font_, textBrush_,
(int) (fromPoint.X - halfSize.Width - offsetFromMiddle.X),
(int) (fromPoint.Y - halfSize.Height + offsetFromMiddle.Y));
}
g.DrawString(
text_, font_, textBrush_,
(int)(fromPoint.X - halfSize.Width - offsetFromMiddle.X),
(int)(fromPoint.Y - halfSize.Height + offsetFromMiddle.Y) );
}
/// <summary>
/// The brush used to draw the text associated with the arrow.
/// </summary>
public Brush TextBrush
{
get
{
return textBrush_;
}
set
{
textBrush_ = value;
}
}
/// <summary>
/// Set the text to be drawn with a solid brush of this color.
/// </summary>
public Color TextColor
{
set
{
textBrush_ = new SolidBrush( value );
}
}
/// <summary>
/// The color of the pen used to draw the arrow.
/// </summary>
public Color ArrowColor
{
get
{
return pen_.Color;
}
set
{
pen_.Color = value;
arrowBrush_ = new SolidBrush( value );
}
}
/// <summary>
/// The font used to draw the text associated with the arrow.
/// </summary>
public Font TextFont
{
get
{
return this.font_;
}
set
{
this.font_ = value;
}
}
/// <summary>
/// Offset the whole arrow back in the arrow direction this many pixels from the point it's pointing to.
/// </summary>
public int HeadOffset
{
get
{
return headOffset_;
}
set
{
headOffset_ = value;
}
}
private int headOffset_ = 2;
private Brush arrowBrush_ = new SolidBrush( Color.Black );
private Brush textBrush_ = new SolidBrush( Color.Black );
private Pen pen_ = new Pen( Color.Black );
private Font font_;
}
}
private void Init()
{
FontFamily fontFamily = new FontFamily("Arial");
font_ = new Font(fontFamily, 10, FontStyle.Regular, GraphicsUnit.Pixel);
}
}
}