如果还有不懂的请去资源区下载控件包含所有源码
http://download.csdn.net/download/koloumi/9947692
接下来将代码上的。
界面调整部分的代码函数
还有一个重要的函数就是控件的MyChart_SizeChanged事件。
///
/// 尺寸改变
///
///
///
private void MyChart_SizeChanged(object sender, SizeChangedEventArgs e)
{
Size newsize = e.NewSize;
if(!e.WidthChanged)
{
this.Width = newsize.Width;
}
if(!e.HeightChanged)
{
this.Height = newsize.Height;
}
AdjustSize();
AdjustScale();
AdjustLines();
AdjustLinesAndPoints();
}
接下来是先看下定义的属性:
///
/// 数据集
///
private Dictionary<string, DrawData> _data = new Dictionary<string, DrawData>();
///
/// 坐标原点
///
private Point _origPoint = new Point();
///
/// X轴上的文字
///
private List _xTip = new List();
///
/// Y轴上的文字
///
private List _yTip = new List();
///
/// X轴的区间
///
private VectorChart2 _xLimt = new VectorChart2(double.MaxValue, double.MinValue);
///
/// Y轴的区间
///
private VectorChart2 _yLimt = new VectorChart2(double.MaxValue, double.MinValue);
///
/// 每个像素映射为多少距离
///
private VectorChart2 _everyDisForPiexl = new VectorChart2();
///
/// 缩放中心点的偏移
///
private VectorChart2 _centerOffect = new VectorChart2(0, 0);
///
/// 当前线的缩放比例
///
private Vector4 _currentLinesScale = new Vector4(1, 1, 1, 1);
///
/// 每个刻度之间的间隔
///
private static double _everyDis = 30;
在这个控件上我们将每个刻度的间隔直接定死,这样有需要的时候直接修改刻度上的数值,而不用去移动刻度。如果尺寸变大只要增加刻度线,减少反之。
在控件中用到的数据结构
///
/// 向量
///
public struct VectorChart2
{
public double Vec1;
public double Vec2;
public VectorChart2(double v1, double v2)
{
this.Vec1 = v1;
this.Vec2 = v2;
}
///
/// Point 转换VectorChart2
///
///
public static implicit operator VectorChart2(Point p)
{
return new VectorChart2(p.X, p.Y);
}
///
/// 乘法
///
///
///
///
public static VectorChart2 operator * (VectorChart2 v1, double ratio)
{
return new VectorChart2(v1.Vec1 * ratio, v1.Vec2 * ratio);
}
}
///
/// 4维向量
///
public struct Vector4
{
///
/// 空
///
public static Vector4 Empty = new Vector4() { _isEmpty = true };
public double Vec1;
public double Vec2;
public double Vec3;
public double Vec4;
///
/// 是否为空数据
///
private bool _isEmpty;
public Vector4(double Vec1, double Vec2, double Vec3, double Vec4)
{
this.Vec1 = Vec1;
this.Vec2 = Vec2;
this.Vec3 = Vec3;
this.Vec4 = Vec4;
_isEmpty = false;
}
///
/// 重载等号运算符
///
///
///
///
public static bool operator ==(Vector4 v1, Vector4 v2)
{
if (v1.Vec1 == v2.Vec1 && v1.Vec2 == v2.Vec2 && v1.Vec3 == v2.Vec3 && v1.Vec4 == v2.Vec4 && v1._isEmpty == v2._isEmpty)
{
return true;
}
else
{
return false;
}
}
///
/// 重载
///
///
///
///
public static bool operator !=(Vector4 v1, Vector4 v2)
{
return !(v1 == v2);
}
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public override int GetHashCode()
{
return base.GetHashCode();
}
}
///
/// 绘图数据
///
public class DrawData : IDisposable
{
///
/// 线
///
public Polyline Line;
///
/// 线的标记点
///
public List Points = new List();
///
/// 源数据集合
///
public ObservableCollection Ps = null;
///
/// 极值
///
public Vector4 Vec4 = Vector4.Empty;
///
/// 提示
///
public LineTitle LineTitle = new LineTitle();
public DrawData()
{
}
~DrawData()
{
this.Dispose();
}
#region IDisposable Support
private bool disposedValue = false; // 要检测冗余调用
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// TODO: 释放托管状态(托管对象)。
Line = null;
Ps = null;
Points = null;
LineTitle = null;
}
// TODO: 释放未托管的资源(未托管的对象)并在以下内容中替代终结器。
// TODO: 将大型字段设置为 null。
disposedValue = true;
}
}
// TODO: 仅当以上 Dispose(bool disposing) 拥有用于释放未托管资源的代码时才替代终结器。
// ~DrawData() {
// // 请勿更改此代码。将清理代码放入以上 Dispose(bool disposing) 中。
// Dispose(false);
// }
// 添加此代码以正确实现可处置模式。
public void Dispose()
{
// 请勿更改此代码。将清理代码放入以上 Dispose(bool disposing) 中。
Dispose(true);
// TODO: 如果在以上内容中替代了终结器,则取消注释以下行。
GC.SuppressFinalize(this);
}
#endregion
}
调整曲线 刻度(直接修改)部分:
然后是调整所有绘图区的尺寸:
极值的调整 这里乘以0.15 是为了扩大上限 让初始曲线能够包括在视图中。
还有曲线刻度的添加式修改:(因为增加删除速度比较慢,所以只在有必要的时候调用这个,比如尺寸改变的时候,平时直接修改刻度即可)
///
/// 调整刻度\网格线(删除重新添加)
///
protected void AdjustScale()
{
//if (!IsHaveLine) return;
if (X_Axis.Width == 0 || X_Axis.Height == 0 || X_Axis.Width == double.NaN || X_Axis.Height == double.NaN) return;
//if (GridLines.Width == 0 || GridLines.Height == 0 || GridLines.Width == double.NaN || double.IsNaN(GridLines.Height)) return;
///清除X轴的刻度
if (X_Axis.Children.Count > 1)
{
X_Axis.Children.RemoveRange(1, X_Axis.Children.Count - 1);
}
///清除Y轴的刻度
if (Y_Axis.Children.Count > 1)
{
Y_Axis.Children.RemoveRange(1, Y_Axis.Children.Count - 1);
}
///清除网格线
GridLines.Children.Clear();
///清除刻度线的提示文字
_xTip.Clear();
_yTip.Clear();
///添加X轴的
for (double i = _origPoint.X; i < X_Axis.Width; i += _everyDis)
{
Line x_scale = new Line();
x_scale.StrokeThickness = 2;
x_scale.Stroke = new SolidColorBrush(Colors.Black);
x_scale.StrokeStartLineCap = PenLineCap.Round;
x_scale.StrokeEndLineCap = PenLineCap.Round;
x_scale.Width = 4;
x_scale.Height = 20;
x_scale.X1 = 2;
x_scale.Y1 = 4;
x_scale.X2 = 2;
x_scale.Y2 = x_scale.Height;
Canvas.SetLeft(x_scale, i);
Canvas.SetTop(x_scale, 0);
X_Axis.Children.Add(x_scale);
///网格线
GridLines.Children.Add(GetGridLine(new Point(i - 2, 0), false, GridLinesArea.Vec2));
//double.IsNaN(GridLines.Height) ? GridLines.ActualHeight : GridLines.Height
///添加提示文字
TextBlock block = new TextBlock();
block.FontSize = 10;
block.Text = i.ToString();
Canvas.SetLeft(block, i);
Canvas.SetTop(block, 25);
_xTip.Add(block);
X_Axis.Children.Add(block);
}
///添加Y轴的
for (double i = _origPoint.Y; i < Y_Axis.Height; i += _everyDis)
{
Line y_scale = new Line();
y_scale.StrokeThickness = 2;
y_scale.Stroke = new SolidColorBrush(Colors.Black);
y_scale.StrokeStartLineCap = PenLineCap.Round;
y_scale.StrokeEndLineCap = PenLineCap.Round;
y_scale.Width = 20;
y_scale.Height = 4;
y_scale.X1 = 4;
y_scale.Y1 = 2;
y_scale.X2 = y_scale.Width;
y_scale.Y2 = 2;
Canvas.SetBottom(y_scale, i + 1);
Canvas.SetRight(y_scale, 2);
Y_Axis.Children.Add(y_scale);
///网格线
GridLines.Children.Add(GetGridLine(new Point(i - 2, 0), true, GridLinesArea.Vec1));
//double.IsNaN(GridLines.Width) ? GridLines.ActualWidth : GridLines.Width)
///添加提示文字
TextBlock block = new TextBlock();
block.FontSize = 10;
block.Text = i.ToString();
Canvas.SetBottom(block, i);
Canvas.SetRight(block, 10);
_yTip.Add(block);
Y_Axis.Children.Add(block);
}
}
调整线和点:(主要是,缩放和拖动)
调整线和点的大小比例AdjustLinesAndPointsSize 这个函数可以删掉,后来发现没有用。
鼠标滚轮事件:
///
/// 鼠标滚轮事件
///
///
protected override void OnMouseWheel(MouseWheelEventArgs e)
{
base.OnMouseWheel(e);
VectorChart2 curPDraw = (VectorChart2)e.GetPosition(Draw);
VectorChart2 curPLinesAndPoint = (VectorChart2)e.GetPosition(DrawLineAndPoint);
double delta = 1;
if(e.Delta >= 120)
{
delta = 1.2;
}
else if(e.Delta <= -120)
{
delta = (double)5 / (double)6;
}
if (IsXZoom)
{
DrawLineAndPoint.Width *= delta;
curPDraw.Vec1 *= delta;
curPLinesAndPoint.Vec1 *= delta;
}
if (IsYZoom)
{
DrawLineAndPoint.Height *= delta;
curPDraw.Vec2 *= delta;
curPLinesAndPoint.Vec2 *= delta;
}
_currentLinesScale.Vec4 *= delta;
//Canvas.SetLeft(DrawLineAndPoint, curPDraw.Vec1 - curPLinesAndPoint.Vec1);
//Canvas.SetBottom(DrawLineAndPoint, -(DrawArea.Vec2 - (curPLinesAndPoint.Vec2 - curPDraw.Vec2)));
///调整刻度
AdjustLines();
AdjustLinesAndPoints();
}
重置按钮:
鼠标移动的时候计算移动的差值然后调用该函数:
获取偏移量函数:
///
/// 获取偏移量
///
///
protected VectorChart2 GetOffectValue(VectorChart2 offectValue)
{
return new VectorChart2( -offectValue.Vec1 * _everyDisForPiexl.Vec1, offectValue.Vec2 * _everyDisForPiexl.Vec2);
}
至此全部结束 如果还有不懂的请去资源区下载控件包含所有源码
http://download.csdn.net/download/koloumi/9947692