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/*
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* NPlot - A charting library for .NET
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*
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* Legend.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.Drawing;
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using System.Drawing.Drawing2D;
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using System.Collections;
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namespace NPlot
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{
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/// <summary>
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/// Legend functionality specific to Legends associated with a PlotSurface2D.
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/// </summary>
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public class Legend : LegendBase
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{
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/// <summary>
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/// Enumeration of possible Legend placements.
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/// </summary>
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public enum Placement
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{
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/// <summary>
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/// Inside the plot area.
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/// </summary>
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Inside = 0,
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/// <summary>
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/// Outside the plot area.
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/// </summary>
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Outside = 1
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}
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private int xOffset_;
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private int yOffset_;
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private PlotSurface2D.XAxisPosition xAttach_;
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private PlotSurface2D.YAxisPosition yAttach_;
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private Placement horizontalEdgePlacement_;
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private Placement verticalEdgePlacement_;
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private bool neverShiftAxes_;
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/// <summary>
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/// Whether or not the positions of the Axes may be shifted to make
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/// room for the Legend.
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/// </summary>
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public bool NeverShiftAxes
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{
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get
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{
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return neverShiftAxes_;
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}
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set
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{
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neverShiftAxes_ = value;
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}
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}
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/// <summary>
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/// Offset from the chosen Y-Axis. TODO: better description.
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/// </summary>
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public int XOffset
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{
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get
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{
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return xOffset_;
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}
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set
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{
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xOffset_ = value;
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}
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}
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/// <summary>
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/// Offset from the X-Axis. TODO: better description.
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/// </summary>
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public int YOffset
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{
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get
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{
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return yOffset_;
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}
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set
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{
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yOffset_ = value;
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}
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}
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/// <summary>
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/// Whether or not to attach the legend on the inside of the top
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/// or bottom axis (which, is specified using the AttachTo method) or the
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/// outside.
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/// </summary>
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public Legend.Placement VerticalEdgePlacement
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{
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get
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{
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return verticalEdgePlacement_;
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}
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set
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{
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verticalEdgePlacement_ = value;
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}
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}
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/// <summary>
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/// Whether or not to attach the legend on the inside of the
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/// left or right axis (which, is specified using the AttachTo method)
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/// or the outside.
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/// </summary>
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public Legend.Placement HorizontalEdgePlacement
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{
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get
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{
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return horizontalEdgePlacement_;
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}
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set
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{
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horizontalEdgePlacement_ = value;
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}
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}
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/// <summary>
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/// Specify the Axes to attach the legend to.
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/// </summary>
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/// <param name="xa">Specify which horizontal axis the legend should be attached to.</param>
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/// <param name="ya">Specify which vertical axis the legend should be attached to.</param>
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public void AttachTo( PlotSurface2D.XAxisPosition xa, PlotSurface2D.YAxisPosition ya )
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{
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xAttach_ = xa;
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yAttach_ = ya;
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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 Legend()
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{
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xAttach_ = PlotSurface2D.XAxisPosition.Top;
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yAttach_ = PlotSurface2D.YAxisPosition.Right;
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xOffset_ = 10;
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yOffset_ = 1;
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verticalEdgePlacement_ = Placement.Outside;
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horizontalEdgePlacement_ = Placement.Inside;
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neverShiftAxes_ = false;
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}
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/// <summary>
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/// Updates the PlotSurface2D axes to compensate for the legend.
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/// </summary>
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/// <param name="pXAxis1">the bottom x axis</param>
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/// <param name="pYAxis1">the left y axis</param>
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/// <param name="pXAxis2">the top x axis</param>
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/// <param name="pYAxis2">the right y axis</param>
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/// <param name="plots">list of plots.</param>
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/// <param name="scale">scale parameter (for text and other)</param>
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/// <param name="padding">padding around plot within bounds.</param>
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/// <param name="bounds">graphics surface bounds</param>
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/// <param name="position">legend position</param>
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public void UpdateAxesPositions(
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PhysicalAxis pXAxis1,
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PhysicalAxis pYAxis1,
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PhysicalAxis pXAxis2,
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PhysicalAxis pYAxis2,
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ArrayList plots,
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float scale, int padding, Rectangle bounds,
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out Point position )
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{
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int leftIndent = 0;
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int rightIndent = 0;
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int bottomIndent = 0;
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int topIndent = 0;
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position = new Point(0,0);
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// now determine if legend should change any of these (legend should be fully
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// visible at all times), and draw legend.
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Rectangle legendWidthHeight = this.GetBoundingBox( new Point(0,0), plots, scale );
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if (legendWidthHeight.Width > bounds.Width)
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{
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legendWidthHeight.Width = bounds.Width;
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}
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// (1) calculate legend position.
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// y
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position.Y = this.yOffset_;
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if ( this.xAttach_ == PlotSurface2D.XAxisPosition.Bottom )
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{
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position.Y += pYAxis1.PhysicalMin.Y;
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if ( this.horizontalEdgePlacement_ == Legend.Placement.Inside )
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{
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position.Y -= legendWidthHeight.Height;
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}
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}
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else
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{
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position.Y += pYAxis1.PhysicalMax.Y;
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if ( this.horizontalEdgePlacement_ == Legend.Placement.Outside )
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{
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position.Y -= legendWidthHeight.Height;
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}
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}
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// x
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position.X = this.xOffset_;
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if ( this.yAttach_ == PlotSurface2D.YAxisPosition.Left )
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{
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if ( this.verticalEdgePlacement_ == Legend.Placement.Outside )
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{
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position.X -= legendWidthHeight.Width;
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}
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position.X += pXAxis1.PhysicalMin.X;
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}
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else
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{
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if ( this.verticalEdgePlacement_ == Legend.Placement.Inside )
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{
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position.X -= legendWidthHeight.Width;
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}
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position.X += pXAxis1.PhysicalMax.X;
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}
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// determine update amounts for axes
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if ( !this.neverShiftAxes_ )
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{
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if ( position.X < padding )
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{
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int changeAmount = -position.X + padding;
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// only allow axes to move away from bounds.
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if ( changeAmount > 0 )
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{
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leftIndent = changeAmount;
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}
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position.X += changeAmount;
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}
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if ( position.X + legendWidthHeight.Width > bounds.Right - padding )
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{
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int changeAmount = (position.X - bounds.Right + legendWidthHeight.Width + padding );
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// only allow axes to move away from bounds.
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if ( changeAmount > 0.0f )
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{
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rightIndent = changeAmount;
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}
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position.X -= changeAmount;
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}
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if ( position.Y < padding )
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{
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int changeAmount = -position.Y + padding;
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// only allow axes to move away from bounds.
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if ( changeAmount > 0.0f )
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{
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topIndent = changeAmount;
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}
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position.Y += changeAmount;
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}
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if ( position.Y + legendWidthHeight.Height > bounds.Bottom - padding )
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{
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int changeAmount = (position.Y - bounds.Bottom + legendWidthHeight.Height + padding );
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// only allow axes to move away from bounds.
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if ( changeAmount > 0.0f )
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{
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bottomIndent = changeAmount;
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}
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position.Y -= changeAmount;
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}
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// update axes.
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pXAxis1.PhysicalMin = new Point( pXAxis1.PhysicalMin.X + leftIndent, pXAxis1.PhysicalMin.Y - bottomIndent );
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pXAxis1.PhysicalMax = new Point( pXAxis1.PhysicalMax.X - rightIndent, pXAxis1.PhysicalMax.Y - bottomIndent );
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pYAxis1.PhysicalMin = new Point( pYAxis1.PhysicalMin.X + leftIndent, pYAxis1.PhysicalMin.Y - bottomIndent );
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pYAxis1.PhysicalMax = new Point( pYAxis1.PhysicalMax.X + leftIndent, pYAxis1.PhysicalMax.Y + topIndent );
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pXAxis2.PhysicalMin = new Point( pXAxis2.PhysicalMin.X + leftIndent, pXAxis2.PhysicalMin.Y + topIndent );
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pXAxis2.PhysicalMax = new Point( pXAxis2.PhysicalMax.X - rightIndent, pXAxis2.PhysicalMax.Y + topIndent );
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pYAxis2.PhysicalMin = new Point( pYAxis2.PhysicalMin.X - rightIndent, pYAxis2.PhysicalMin.Y - bottomIndent );
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pYAxis2.PhysicalMax = new Point( pYAxis2.PhysicalMax.X - rightIndent, pYAxis2.PhysicalMax.Y + topIndent );
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}
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}
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}
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}
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