本文整理汇总了C#中NPlot.PhysicalAxis类的典型用法代码示例。如果您正苦于以下问题:C# PhysicalAxis类的具体用法?C# PhysicalAxis怎么用?C# PhysicalAxis使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
PhysicalAxis类属于NPlot命名空间,在下文中一共展示了PhysicalAxis类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: InitializeY
public void InitializeY(PhysicalAxis physicalAxis)
{
m_worldMinY = physicalAxis.Axis.WorldMin;
double worldMax = physicalAxis.Axis.WorldMax;
double worldLength = worldMax - m_worldMinY;
m_pMinY = physicalAxis.PhysicalMin.Y;
double pMax = physicalAxis.PhysicalMax.Y;
double pLength = pMax - m_pMinY;
m_divideWorldLengthTimesPLengthY = pLength / worldLength;
}
示例2: ApplyConstraint
public override void ApplyConstraint(PhysicalAxis pXAxis1, PhysicalAxis pYAxis1, PhysicalAxis pXAxis2, PhysicalAxis pYAxis2)
{
double boreYMin, boreYMax, waveYMin, waveYMax;
NPlot.Utils.ArrayMinMax(borePlot.OrdinateData as IList, out boreYMin, out boreYMax);
NPlot.Utils.ArrayMinMax(waveformPlot.OrdinateData as IList, out waveYMin, out waveYMax);
//we calculate the position of the bore plot first, indepedently of the waveform plot
int borePlotHeight = AdjustBorePlot(pXAxis1, pYAxis1, boreYMax);
AdjustWaveformPlot(pYAxis2, borePlotHeight, Math.Max(waveYMax, Math.Abs(waveYMin)));
}
示例3: GetTransformer
/// <summary>
/// Constructs the optimal ITransform2D object for the supplied x and y axes.
/// </summary>
/// <param name="xAxis">The xAxis to use for the world to physical transform.</param>
/// <param name="yAxis">The yAxis to use for the world to physical transform.</param>
/// <returns>An ITransform2D derived object for converting from world to physical coordinates.</returns>
public static ITransform2D GetTransformer(PhysicalAxis xAxis, PhysicalAxis yAxis)
{
ITransform2D ret = null;
// if (xAxis.Axis.IsLinear && yAxis.Axis.IsLinear && !xAxis.Axis.Reversed && !yAxis.Axis.Reversed)
// ret = new FastTransform2D( xAxis, yAxis );
// else
// ret = new DefaultTransform2D( xAxis, yAxis );
ret = new DefaultTransform2D (xAxis, yAxis);
return ret;
}
示例4: AdjustBorePlot
/// <summary>
/// Adjusts the left y axis to ensure that the bore plot is placed at the top of the plot, and has a 1:1
/// aspect ratio
/// </summary>
/// <param name="pXAxis1">The physical bottom x axis</param>
/// <param name="pYAxis1">The physical left y axis</param>
/// <param name="yMax">the actual max Y value of the bore</param>
/// <returns>The physical height of the bore plot</returns>
private int AdjustBorePlot(PhysicalAxis pXAxis1, PhysicalAxis pYAxis1, double yMax)
{
double xDirPixelSize = pXAxis1.PixelWorldLength;
//now calculate the required yWorldRange for a 1:1 aspect ratio
double yWorldRange = xDirPixelSize * pYAxis1.PhysicalLength;
//set the WorldMax of the axis to the top of the bore plot, plus 10 pixels for padding
pYAxis1.Axis.WorldMax = yMax + 15 * xDirPixelSize;
pYAxis1.Axis.WorldMin = pYAxis1.Axis.WorldMax - yWorldRange;
//return the physical height of the bore plot.
//this includes the height of the plot itself, plus 15 pixels padding on the top
//and bottom
return (int)(yMax * 2/xDirPixelSize) + 30;
}
示例5: PageAlignedPhysicalAxis
/// <summary>
/// Construct from a fully-blown physical axis.
/// </summary>
/// <param name="physicalAxis">the physical axis to get initial values from.</param>
public PageAlignedPhysicalAxis(PhysicalAxis physicalAxis)
{
worldMin_ = physicalAxis.Axis.WorldMin;
worldMax_ = physicalAxis.Axis.WorldMax;
worldLength_ = worldMax_ - worldMin_;
if (physicalAxis.PhysicalMin.X == physicalAxis.PhysicalMax.X) {
pMin_ = physicalAxis.PhysicalMin.Y;
pMax_ = physicalAxis.PhysicalMax.Y;
}
else if (physicalAxis.PhysicalMin.Y == physicalAxis.PhysicalMax.Y) {
pMin_ = physicalAxis.PhysicalMin.X;
pMax_ = physicalAxis.PhysicalMax.X;
}
else {
throw new NPlotException( "Physical axis is not page aligned" );
}
pLength_ = pMax_ - pMin_;
}
示例6: ApplyConstraint
public override void ApplyConstraint(PhysicalAxis pXAxis1, PhysicalAxis pYAxis1, PhysicalAxis pXAxis2, PhysicalAxis pYAxis2)
{
double boreYMin, boreYMax;
NPlot.Utils.ArrayMinMax(borePlot.OrdinateData as IList, out boreYMin, out boreYMax);
double yPhysicalLength = ((boreYMax * 2)/pXAxis1.PixelWorldLength) + 15;
double yWorldLength = yPhysicalLength * pXAxis1.PixelWorldLength;
pYAxis1.Axis.WorldMin = -15 * pXAxis1.PixelWorldLength + boreYMin;
pYAxis1.Axis.WorldMax = pYAxis1.Axis.WorldMin + yWorldLength;
int change = (int)(pYAxis1.PhysicalLength - yPhysicalLength) / 2;
pYAxis1.PhysicalMax = new Point(pYAxis1.PhysicalMax.X, pYAxis1.PhysicalMax.Y + change);
pYAxis1.PhysicalMin = new Point(pYAxis1.PhysicalMin.X, pYAxis1.PhysicalMin.Y - change);
pXAxis1.PhysicalMax = new Point(pXAxis1.PhysicalMax.X, pXAxis1.PhysicalMax.Y - change);
pXAxis1.PhysicalMin = new Point(pXAxis1.PhysicalMin.X, pXAxis1.PhysicalMin.Y - change);
}
示例7: DrawLineOrShadow
/// <summary>
/// Draws the line plot on a GDI+ surface against the provided x and y axes.
/// </summary>
/// <param name="g">The GDI+ 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>
/// <param name="drawShadow">If true draw the shadow for the line. If false, draw line.</param>
public void DrawLineOrShadow( Graphics g, PhysicalAxis xAxis, PhysicalAxis yAxis, bool drawShadow )
{
Pen shadowPen = null;
if (drawShadow)
{
shadowPen = (Pen)this.Pen.Clone();
shadowPen.Color = this.ShadowColor;
}
SequenceAdapter data =
new SequenceAdapter( this.DataSource, this.DataMember, this.OrdinateData, this.AbscissaData );
ITransform2D t = Transform2D.GetTransformer( xAxis, yAxis );
int numberPoints = data.Count;
if (data.Count == 0)
{
return;
}
// clipping is now handled assigning a clip region in the
// graphic object before this call
if (numberPoints == 1)
{
PointF physical = t.Transform( data[0] );
if (drawShadow)
{
g.DrawLine( shadowPen,
physical.X - 0.5f + this.ShadowOffset.X,
physical.Y + this.ShadowOffset.Y,
physical.X + 0.5f + this.ShadowOffset.X,
physical.Y + this.ShadowOffset.Y );
}
else
{
g.DrawLine( Pen, physical.X-0.5f, physical.Y, physical.X+0.5f, physical.Y);
}
}
else
{
// prepare for clipping
double leftCutoff = xAxis.PhysicalToWorld(xAxis.PhysicalMin, false);
double rightCutoff = xAxis.PhysicalToWorld(xAxis.PhysicalMax, false);
if (leftCutoff > rightCutoff)
{
Utils.Swap(ref leftCutoff, ref rightCutoff);
}
if (drawShadow)
{
// correct cut-offs
double shadowCorrection =
xAxis.PhysicalToWorld(ShadowOffset, false) - xAxis.PhysicalToWorld(new Point(0,0), false);
leftCutoff -= shadowCorrection;
rightCutoff -= shadowCorrection;
}
for (int i = 1; i < numberPoints; ++i)
{
// check to see if any values null. If so, then continue.
double dx1 = data[i-1].X;
double dx2 = data[i].X;
double dy1 = data[i-1].Y;
double dy2 = data[i].Y;
if ( Double.IsNaN(dx1) || Double.IsNaN(dy1) ||
Double.IsNaN(dx2) || Double.IsNaN(dy2) )
{
continue;
}
// do horizontal clipping here, to speed up
if ((dx1 < leftCutoff || rightCutoff < dx1) &&
(dx2 < leftCutoff || rightCutoff < dx2))
{
continue;
}
// else draw line.
PointF p1 = t.Transform( data[i-1] );
PointF p2 = t.Transform( data[i] );
// when very far zoomed in, points can fall ontop of each other,
// and g.DrawLine throws an overflow exception
if (p1.Equals(p2))
continue;
if (drawShadow)
{
g.DrawLine( shadowPen,
p1.X + ShadowOffset.X,
p1.Y + ShadowOffset.Y,
//.........这里部分代码省略.........
示例8: Draw
/// <summary>
/// Draws the vertical line plot on a GDI+ surface against the provided x and y axes.
/// </summary>
/// <param name="g">The GDI+ 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)
{
int yMin = yAxis.PhysicalMin.Y;
int yMax = yAxis.PhysicalMax.Y;
yMin -= pixelIndent_;
yMax += pixelIndent_;
float length = Math.Abs(yMax - yMin);
float lengthDiff = length - length*scale_;
float indentAmount = lengthDiff/2;
yMin -= (int)indentAmount;
yMax += (int)indentAmount;
int xPos = (int)xAxis.WorldToPhysical( value_, false ).X;
g.DrawLine( pen_, new System.Drawing.Point( xPos, yMin ), new System.Drawing.Point( xPos, yMax ) );
// todo: clip and proper logic for flipped axis min max.
}
示例9: Draw
/// <summary>
/// Draw on to the supplied graphics surface against the supplied axes.
/// </summary>
/// <param name="g">The 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>
/// <remarks>TODO: block positions may be off by a pixel or so. maybe. Re-think calculations</remarks>
public void Draw( Graphics g, PhysicalAxis xAxis, PhysicalAxis yAxis )
{
if ( data_==null || data_.GetLength(0) == 0 || data_.GetLength(1) == 0 )
{
return;
}
double worldWidth = xAxis.Axis.WorldMax - xAxis.Axis.WorldMin;
double numBlocksHorizontal = worldWidth / this.xStep_;
double worldHeight = yAxis.Axis.WorldMax - yAxis.Axis.WorldMin;
double numBlocksVertical = worldHeight / this.yStep_;
double physicalWidth = xAxis.PhysicalMax.X - xAxis.PhysicalMin.X;
double blockWidth = physicalWidth / numBlocksHorizontal;
bool wPositive = true;
if (blockWidth < 0.0)
{
wPositive = false;
}
blockWidth = Math.Abs(blockWidth)+1;
double physicalHeight = yAxis.PhysicalMax.Y - yAxis.PhysicalMin.Y;
double blockHeight = physicalHeight / numBlocksVertical;
bool hPositive = true;
if (blockHeight < 0.0)
{
hPositive = false;
}
blockHeight = Math.Abs(blockHeight)+1;
for (int i=0; i<data_.GetLength(0); ++i)
{
for (int j=0; j<data_.GetLength(1); ++j)
{
double wX = (double)j*this.xStep_ + xStart_;
double wY = (double)i*this.yStep_ + yStart_;
if ( !hPositive )
{
wY += yStep_;
}
if (!wPositive )
{
wX += xStep_;
}
if (this.center_)
{
wX -= this.xStep_/2.0;
wY -= this.yStep_/2.0;
}
Pen p = new Pen( this.Gradient.GetColor( (data_[i,j]-this.dataMin_)/(this.dataMax_-this.dataMin_) ) );
int x = (int)xAxis.WorldToPhysical(wX,false).X;
int y = (int)yAxis.WorldToPhysical(wY,false).Y;
g.FillRectangle( p.Brush,
x,
y,
(int)blockWidth,
(int)blockHeight);
//g.DrawRectangle(Pens.White,x,y,(int)blockWidth,(int)blockHeight);
}
}
}
示例10: DrawGridLines
/// <summary>
/// Does all the work in drawing grid lines.
/// </summary>
/// <param name="g">The graphics surface on which to render.</param>
/// <param name="axis">TODO</param>
/// <param name="orthogonalAxis">TODO</param>
/// <param name="a">the list of world values to draw grid lines at.</param>
/// <param name="horizontal">true if want horizontal lines, false otherwise.</param>
/// <param name="p">the pen to use to draw the grid lines.</param>
private void DrawGridLines(
Graphics g, PhysicalAxis axis, PhysicalAxis orthogonalAxis,
List<double> a, bool horizontal, Pen p)
{
for (int i = 0; i < a.Count; ++i)
{
PointF p1 = axis.WorldToPhysical((double)a[i], true);
PointF p2 = p1;
PointF p3 = orthogonalAxis.PhysicalMax;
PointF p4 = orthogonalAxis.PhysicalMin;
if (horizontal)
{
p1.Y = p4.Y;
p2.Y = p3.Y;
}
else
{
p1.X = p4.X;
p2.X = p3.X;
}
// note: casting all drawing was necessary for sane display. why?
g.DrawLine(p, (int)p1.X, (int)p1.Y, (int)p2.X, (int)p2.Y);
}
}
示例11: DrawLineOrShadow
/// <summary>
/// Draws the line plot using the Context and Physical Axes provided
/// </summary>
/// <param name="ctx">The Drawing Context with which to draw.</param>
/// <param name="xAxis">The X-Axis to draw against.</param>
/// <param name="yAxis">The Y-Axis to draw against.</param>
/// <param name="drawShadow">If true draw the shadow for the line. If false, draw line.</param>
public void DrawLineOrShadow(Context ctx, PhysicalAxis xAxis, PhysicalAxis yAxis, bool drawShadow)
{
SequenceAdapter data = new SequenceAdapter (DataSource, DataMember, OrdinateData, AbscissaData);
ITransform2D t = Transform2D.GetTransformer (xAxis, yAxis);
int numberPoints = data.Count;
if (data.Count == 0) {
return;
}
ctx.Save ();
ctx.SetLineWidth (lineWidth_);
// clipping is now handled assigning a clip region in the
// graphic object before this call
if (numberPoints == 1) {
Point physical = t.Transform (data[0]);
if (drawShadow) {
ctx.SetColor (shadowColor_);
ctx.MoveTo (physical.X - 0.5 + ShadowOffset.X, physical.Y + ShadowOffset.Y);
ctx.LineTo (physical.X + 0.5 + ShadowOffset.X, physical.Y + ShadowOffset.Y);
ctx.Stroke ();
}
else {
ctx.SetColor (lineColor_);
ctx.MoveTo (physical.X-0.5, physical.Y);
ctx.LineTo (physical.X+0.5, physical.Y);
ctx.Stroke ();
}
}
else {
// prepare for clipping
double leftCutoff = xAxis.PhysicalToWorld (xAxis.PhysicalMin, false);
double rightCutoff = xAxis.PhysicalToWorld (xAxis.PhysicalMax, false);
if (leftCutoff > rightCutoff) {
Utils.Swap (ref leftCutoff, ref rightCutoff);
}
if (drawShadow) {
// correct cut-offs
double shadowCorrection =
xAxis.PhysicalToWorld (ShadowOffset, false) - xAxis.PhysicalToWorld (new Point(0,0), false);
leftCutoff -= shadowCorrection;
rightCutoff -= shadowCorrection;
}
for (int i = 1; i < numberPoints; ++i) {
// check to see if any values null. If so, then continue.
double dx1 = data[i-1].X;
double dx2 = data[i].X;
double dy1 = data[i-1].Y;
double dy2 = data[i].Y;
if (Double.IsNaN(dx1) || Double.IsNaN(dy1) || Double.IsNaN(dx2) || Double.IsNaN(dy2)) {
continue;
}
// do horizontal clipping here, to speed up
if ((dx1 < leftCutoff && dx2 < leftCutoff) || (rightCutoff < dx1 && rightCutoff < dx2)) {
continue;
}
// else draw line.
Point p1 = t.Transform (data[i-1]);
Point p2 = t.Transform (data[i]);
// when very far zoomed in, points can fall ontop of each other,
// and g.DrawLine throws an overflow exception
if (p1.Equals(p2)) {
continue;
}
if (drawShadow) {
ctx.SetColor (shadowColor_);
ctx.MoveTo (p1.X + ShadowOffset.X, p1.Y + ShadowOffset.Y);
ctx.LineTo (p2.X + ShadowOffset.X, p2.Y + ShadowOffset.Y);
ctx.Stroke ();
}
else {
ctx.SetColor (lineColor_);
ctx.MoveTo (p1.X, p1.Y);
ctx.LineTo (p2.X, p2.Y);
ctx.Stroke ();
}
}
}
ctx.Restore ();
}
示例12: Draw
/// <summary>
/// Renders the histogram.
/// </summary>
/// <param name="g">The 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 )
{
SequenceAdapter data =
new SequenceAdapter( this.DataSource, this.DataMember, this.OrdinateData, this.AbscissaData );
float yoff;
for ( int i=0; i<data.Count; ++i )
{
// (1) determine the top left hand point of the bar (assuming not centered)
PointD p1 = data[i];
if ( double.IsNaN(p1.X) || double.IsNaN(p1.Y) )
continue;
// (2) determine the top right hand point of the bar (assuming not centered)
PointD p2;
if (i+1 != data.Count)
{
p2 = data[i+1];
if ( double.IsNaN(p2.X) || double.IsNaN(p2.Y) )
continue;
p2.Y = p1.Y;
}
else if (i != 0)
{
p2 = data[i-1];
if ( double.IsNaN(p2.X) || double.IsNaN(p2.Y) )
continue;
double offset = p1.X - p2.X;
p2.X = p1.X + offset;
p2.Y = p1.Y;
}
else
{
double offset = 1.0f;
p2.X = p1.X + offset;
p2.Y = p1.Y;
}
// (3) now account for plots this may be stacked on top of.
HistogramPlot currentPlot = this;
yoff = 0.0f;
double yval = 0.0f;
while (currentPlot.isStacked_)
{
SequenceAdapter stackedToData = new SequenceAdapter(
currentPlot.stackedTo_.DataSource,
currentPlot.stackedTo_.DataMember,
currentPlot.stackedTo_.OrdinateData,
currentPlot.stackedTo_.AbscissaData );
yval += stackedToData[i].Y;
yoff = yAxis.WorldToPhysical( yval, false ).Y;
p1.Y += stackedToData[i].Y;
p2.Y += stackedToData[i].Y;
currentPlot = currentPlot.stackedTo_;
}
// (4) now account for centering
if ( center_ )
{
double offset = ( p2.X - p1.X ) / 2.0f;
p1.X -= offset;
p2.X -= offset;
}
// (5) now account for BaseOffset (shift of bar sideways).
p1.X += baseOffset_;
p2.X += baseOffset_;
// (6) now get physical coordinates of top two points.
PointF xPos1 = xAxis.WorldToPhysical( p1.X, false );
PointF yPos1 = yAxis.WorldToPhysical( p1.Y, false );
PointF xPos2 = xAxis.WorldToPhysical( p2.X, false );
PointF yPos2 = yAxis.WorldToPhysical( p2.Y, false );
if (isStacked_)
{
currentPlot = this;
while (currentPlot.isStacked_)
{
currentPlot = currentPlot.stackedTo_;
}
this.baseWidth_ = currentPlot.baseWidth_;
}
float width = xPos2.X - xPos1.X;
float height;
if (isStacked_)
{
height = -yPos1.Y+yoff;
}
else
//.........这里部分代码省略.........
示例13: Draw
/// <summary>
/// Draws the arrow on a plot surface.
/// </summary>
/// <param name="ctx">the Drawing Context with 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(Context ctx, PhysicalAxis xAxis, PhysicalAxis yAxis )
{
if (To.X > xAxis.Axis.WorldMax || To.X < xAxis.Axis.WorldMin) {
return;
}
if (To.Y > yAxis.Axis.WorldMax || To.Y < yAxis.Axis.WorldMin) {
return;
}
ctx.Save ();
TextLayout layout = new TextLayout ();
layout.Font = textFont_;
layout.Text = text_;
double angle = angle_;
if (angle_ < 0.0) {
int mul = -(int)(angle_ / 360.0) + 2;
angle = angle_ + 360.0 * (double)mul;
}
double normAngle = (double)angle % 360.0; // angle in range 0 -> 360.
Point toPoint = new Point (
xAxis.WorldToPhysical (to_.X, true).X,
yAxis.WorldToPhysical (to_.Y, true).Y);
double xDir = Math.Cos (normAngle * 2.0 * Math.PI / 360.0);
double yDir = Math.Sin (normAngle * 2.0 * Math.PI / 360.0);
toPoint.X += xDir*headOffset_;
toPoint.Y += yDir*headOffset_;
double xOff = physicalLength_ * xDir;
double yOff = physicalLength_ * yDir;
Point fromPoint = new Point(
(int)(toPoint.X + xOff),
(int)(toPoint.Y + yOff) );
ctx.SetLineWidth (1);
ctx.SetColor (arrowColor_);
ctx.MoveTo (fromPoint);
ctx.LineTo (toPoint);
ctx.Stroke ();
xOff = headSize_ * Math.Cos ((normAngle-headAngle_/2) * 2.0 * Math.PI / 360.0);
yOff = headSize_ * Math.Sin ((normAngle-headAngle_/2) * 2.0 * Math.PI / 360.0);
ctx.LineTo (toPoint.X + xOff, toPoint.Y + yOff);
double xOff2 = headSize_ * Math.Cos ((normAngle+headAngle_/2) * 2.0 * Math.PI / 360.0);
double yOff2 = headSize_ * Math.Sin ((normAngle+headAngle_/2) * 2.0 * Math.PI / 360.0);
ctx.LineTo (toPoint.X + xOff2, toPoint.Y + yOff2);
ctx.LineTo (toPoint);
ctx.ClosePath ();
ctx.SetColor (arrowColor_);
ctx.Fill ();
Size textSize = layout.GetSize ();
Size halfSize = new Size (textSize.Width/2, textSize.Height/2);
double quadrantSlideLength = halfSize.Width + halfSize.Height;
double quadrantD = normAngle / 90.0; // integer part gives quadrant.
int quadrant = (int)quadrantD; // quadrant in.
double prop = quadrantD - (double)quadrant; // proportion of way through this qadrant.
double 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.
Point offsetFromMiddle = new Point (0, 0);
switch (quadrant) {
case 0:
if (dist > halfSize.Height) {
dist -= halfSize.Height;
offsetFromMiddle = new Point ( -halfSize.Width + dist, halfSize.Height );
}
else {
offsetFromMiddle = new Point ( -halfSize.Width, - dist );
}
break;
case 1:
if (dist > halfSize.Width) {
dist -= halfSize.Width;
offsetFromMiddle = new Point ( halfSize.Width, halfSize.Height - dist );
}
//.........这里部分代码省略.........
示例14: CalculatePhysicalSeparation
/// <summary>
/// Calculates the physical (not world) separation between abscissa values.
/// </summary>
/// <param name="cd">Candle adapter containing data</param>
/// <param name="xAxis">Physical x axis the data is plotted against.</param>
/// <returns>physical separation between abscissa values.</returns>
private static float CalculatePhysicalSeparation( CandleDataAdapter cd, PhysicalAxis xAxis )
{
if (cd.Count > 1)
{
int xPos1 = (int)(xAxis.WorldToPhysical( ((PointOLHC)cd[0]).X, false )).X;
int xPos2 = (int)(xAxis.WorldToPhysical( ((PointOLHC)cd[1]).X, false )).X;
int minDist = xPos2 - xPos1;
if (cd.Count > 2)
{ // to be pretty sure we get the smallest gap.
int xPos3 = (int)(xAxis.WorldToPhysical(((PointOLHC)cd[2]).X, false)).X;
if (xPos3 - xPos2 < minDist)
{
minDist = xPos3 - xPos2;
}
if (cd.Count > 3)
{
int xPos4 = (int)(xAxis.WorldToPhysical(((PointOLHC)cd[3]).X, false)).X;
if (xPos4 - xPos3 < minDist)
{
minDist = xPos4 - xPos3;
}
}
}
return minDist;
}
return 0.0f;
}
示例15: Draw
/// <summary>
/// Draws the line plot using the Context and Physical Axes provided
/// </summary>
/// <param name="ctx">The Drawing Context with 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(Context ctx, PhysicalAxis xAxis, PhysicalAxis yAxis)
{
if (shadow_) {
DrawLineOrShadow (ctx, xAxis, yAxis, true);
}
DrawLineOrShadow (ctx, xAxis, yAxis, false);
}