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/*
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* NPlot - A charting library for .NET
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*
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* LabelAxis.cs
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* Copyright (C) 2003-2006 Matt Howlett and others.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* 3. Neither the name of NPlot nor the names of its contributors may
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* be used to endorse or promote products derived from this software without
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* specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
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* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Drawing;
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namespace NPlot
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{
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/// <summary>
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/// Allows the creation of axes with any number of user defined labels at
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/// user defined world values along the axis.
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/// </summary>
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public class LabelAxis : Axis
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{
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/// <summary>
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/// Deep copy of LabelAxis.
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/// </summary>
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/// <returns>A copy of the LinearAxis Class.</returns>
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public override object Clone()
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{
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LabelAxis a = new LabelAxis();
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// ensure that this isn't being called on a derived type. If it is, then oh no!
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if (this.GetType() != a.GetType())
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{
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throw new NPlotException( "Error. Clone method is not defined in derived type." );
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}
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DoClone( this, a );
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return a;
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}
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/// <summary>
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/// Helper method for Clone.
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/// </summary>
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/// <param name="a">The original object to clone.</param>
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/// <param name="b">The cloned object.</param>
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protected static void DoClone( LabelAxis b, LabelAxis a )
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{
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Axis.DoClone( b, a );
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a.labels_ = (ArrayList)b.labels_.Clone();
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a.numbers_ = (ArrayList)b.numbers_.Clone();
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a.ticksBetweenText_ = b.ticksBetweenText_;
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a.sortDataIfNecessary_ = b.sortDataIfNecessary_;
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}
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/// <summary>
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/// Initialise LabelAxis to default state.
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/// </summary>
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private void Init()
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{
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labels_ = new ArrayList();
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numbers_ = new ArrayList();
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}
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/// <summary>
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/// Copy constructor
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/// </summary>
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/// <param name="a">The Axis to clone.</param>
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/// <remarks>TODO: [review notes] I don't think this will work as desired.</remarks>
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public LabelAxis( Axis a )
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: base( a )
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{
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Init();
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}
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/// <summary>
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/// Default constructor
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/// </summary>
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public LabelAxis()
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: base()
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{
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Init();
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="worldMin">Minimum world value</param>
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/// <param name="worldMax">Maximum world value</param>
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public LabelAxis( double worldMin, double worldMax )
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: base( worldMin, worldMax )
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{
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Init();
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}
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/// <summary>
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/// Adds a label to the axis
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/// </summary>
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/// <param name="name">The label</param>
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/// <param name="val">The world value at which to place the label</param>
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public void AddLabel( string name, double val )
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{
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labels_.Add( name );
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numbers_.Add( val );
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}
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/// <summary>
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/// Given Graphics surface, and physical extents of axis, draw ticks and
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/// associated labels.
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/// </summary>
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/// <param name="g">The GDI+ Graphics surface on which to draw.</param>
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/// <param name="physicalMin">The physical location of the world min point</param>
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/// <param name="physicalMax">The physical location of the world max point</param>
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/// <param name="boundingBox">out: smallest box that completely encompasses all of the ticks and tick labels.</param>
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/// <param name="labelOffset">out: a suitable offset from the axis to draw the axis label.</param>
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protected override void DrawTicks(
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Graphics g,
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Point physicalMin,
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Point physicalMax,
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out object labelOffset,
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out object boundingBox )
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{
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Point tLabelOffset;
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Rectangle tBoundingBox;
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labelOffset = this.getDefaultLabelOffset( physicalMin, physicalMax );
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boundingBox = null;
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// draw the tick labels (but not the ticks).
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PointF lastPos = WorldToPhysical( (double)numbers_[0], physicalMin, physicalMax, true );
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for (int i=0; i<labels_.Count; ++i)
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{
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if ((double)numbers_[i] > WorldMin && (double)numbers_[i] < WorldMax)
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{
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// check to make sure labels are far enough appart.
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PointF thisPos = WorldToPhysical( (double)numbers_[i], physicalMin, physicalMax, true );
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float dist = Utils.Distance( thisPos, lastPos );
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if ( i==0 || (dist > this.PhysicalSpacingMin) )
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{
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lastPos = thisPos;
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this.DrawTick( g, (double)numbers_[i], 0,
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(string)labels_[i],
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new Point(0,0),
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physicalMin, physicalMax,
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out tLabelOffset, out tBoundingBox );
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Axis.UpdateOffsetAndBounds(
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ref labelOffset, ref boundingBox,
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tLabelOffset, tBoundingBox );
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}
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}
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}
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// now draw the ticks (which might not be aligned with the tick text).
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ArrayList largeTickPositions;
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ArrayList smallTickPositions;
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WorldTickPositions_FirstPass( physicalMin, physicalMax, out largeTickPositions, out smallTickPositions );
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lastPos = WorldToPhysical( (double)largeTickPositions[0], physicalMin, physicalMax, true );
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for (int i=0; i<largeTickPositions.Count; ++i)
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{
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double tickPos = (double)largeTickPositions[i];
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// check to see that labels are far enough appart.
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PointF thisPos = WorldToPhysical( tickPos, physicalMin, physicalMax, true );
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float dist = Utils.Distance( thisPos, lastPos );
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if ( (i==0) || (dist> this.PhysicalSpacingMin) )
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{
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lastPos = thisPos;
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this.DrawTick( g, tickPos, LargeTickSize,
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"",
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new Point(0,0),
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physicalMin, physicalMax,
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out tLabelOffset, out tBoundingBox );
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Axis.UpdateOffsetAndBounds(
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ref labelOffset, ref boundingBox,
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tLabelOffset, tBoundingBox );
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}
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}
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}
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/// <summary>
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/// Determines the positions, in world coordinates, of the large ticks.
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///
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/// Label axes do not have small ticks.
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/// </summary>
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/// <param name="physicalMin">The physical position corresponding to the world minimum of the axis.</param>
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/// <param name="physicalMax">The physical position corresponding to the world maximum of the axis.</param>
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/// <param name="largeTickPositions">ArrayList containing the positions of the large ticks.</param>
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/// <param name="smallTickPositions">null</param>
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internal override void WorldTickPositions_FirstPass(
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Point physicalMin,
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Point physicalMax,
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out ArrayList largeTickPositions,
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out ArrayList smallTickPositions
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)
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{
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smallTickPositions = null;
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largeTickPositions = new ArrayList();
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// if ticks correspond to position of text
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if (!ticksBetweenText_)
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{
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for (int i=0; i<labels_.Count; ++i)
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{
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if ((double)numbers_[i] > WorldMin && (double)numbers_[i] < WorldMax)
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{
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largeTickPositions.Add( numbers_[i] );
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}
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}
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}
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// if ticks correspond to gaps between text
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else
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{
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ArrayList numbers_copy;
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if (sortDataIfNecessary_)
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{
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numbers_copy = (ArrayList)numbers_.Clone(); // shallow copy.
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numbers_copy.Sort();
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}
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else
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{
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numbers_copy = numbers_;
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}
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for (int i=1; i<labels_.Count; ++i)
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{
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double worldPosition = ((double)numbers_copy[i] + (double)numbers_copy[i-1])/2.0;
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if (worldPosition > WorldMin && worldPosition < WorldMax)
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{
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largeTickPositions.Add( worldPosition );
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}
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}
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}
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}
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/// <summary>
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/// If true, large ticks are drawn between the labels, rather
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/// than at the position of the labels.
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/// </summary>
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public bool TicksBetweenText
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{
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get
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{
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return ticksBetweenText_;
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}
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set
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{
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ticksBetweenText_ = value;
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}
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}
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private bool ticksBetweenText_ = false;
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/// <summary>
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/// If your data may be be specified out of order (that is
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/// abscissa values with a higher index may be less than
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/// abscissa values of a lower index), then data sorting
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/// may be necessary to implement some of the functionality
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/// of this object. If you know your data is already
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/// ordered with abscissa values lowest -> highest, then
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/// you may set this to false. It's default is true.
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/// </summary>
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public bool SortDataIfNecessary
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{
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get
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{
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return sortDataIfNecessary_;
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}
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set
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{
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sortDataIfNecessary_ = value;
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}
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}
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private bool sortDataIfNecessary_ = true;
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/// <summary>
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/// If consecutive labels are less than this number of pixels appart,
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/// some of the labels will not be drawn.
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/// </summary>
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public int PhysicalSpacingMin
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{
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get
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{
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return physicalSpacingMin_;
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}
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set
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{
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physicalSpacingMin_ = value;
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}
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}
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private int physicalSpacingMin_ = 0;
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private ArrayList labels_;
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private ArrayList numbers_;
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}
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}
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