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/*=========================================================================
Program: Visualization Toolkit
Module: vtkLegendScaleActor.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkLegendScaleActor.h"
#include "vtkAxisActor2D.h"
#include "vtkCommand.h"
#include "vtkObjectFactory.h"
#include "vtkMath.h"
#include "vtkCamera.h"
#include "vtkRenderer.h"
#include "vtkEvent.h"
#include "vtkWindow.h"
#include "vtkPolyData.h"
#include "vtkPoints.h"
#include "vtkCellArray.h"
#include "vtkUnsignedCharArray.h"
#include "vtkActor2D.h"
#include "vtkPolyDataMapper2D.h"
#include "vtkTextMapper.h"
#include "vtkTextProperty.h"
#include "vtkCellData.h"
#include "vtkCoordinate.h"
vtkStandardNewMacro(vtkLegendScaleActor);
//----------------------------------------------------------------------
vtkLegendScaleActor::vtkLegendScaleActor()
{
this->LabelMode = DISTANCE;
this->RightBorderOffset = 50;
this->TopBorderOffset = 30;
this->LeftBorderOffset = 50;
this->BottomBorderOffset = 30;
this->CornerOffsetFactor = 2.0;
this->RightAxis = vtkAxisActor2D::New();
this->RightAxis->GetPositionCoordinate()->SetCoordinateSystemToViewport();
this->RightAxis->GetPosition2Coordinate()->SetCoordinateSystemToViewport();
this->RightAxis->GetPositionCoordinate()->SetReferenceCoordinate(NULL);
this->RightAxis->SetFontFactor(0.6);
this->RightAxis->SetNumberOfLabels(5);
this->RightAxis->AdjustLabelsOff();
this->TopAxis = vtkAxisActor2D::New();
this->TopAxis->GetPositionCoordinate()->SetCoordinateSystemToViewport();
this->TopAxis->GetPosition2Coordinate()->SetCoordinateSystemToViewport();
this->TopAxis->GetPositionCoordinate()->SetReferenceCoordinate(NULL);
this->TopAxis->SetFontFactor(0.6);
this->TopAxis->SetNumberOfLabels(5);
this->TopAxis->AdjustLabelsOff();
this->LeftAxis = vtkAxisActor2D::New();
this->LeftAxis->GetPositionCoordinate()->SetCoordinateSystemToViewport();
this->LeftAxis->GetPosition2Coordinate()->SetCoordinateSystemToViewport();
this->LeftAxis->GetPositionCoordinate()->SetReferenceCoordinate(NULL);
this->LeftAxis->SetFontFactor(0.6);
this->LeftAxis->SetNumberOfLabels(5);
this->LeftAxis->AdjustLabelsOff();
this->BottomAxis = vtkAxisActor2D::New();
this->BottomAxis->GetPositionCoordinate()->SetCoordinateSystemToViewport();
this->BottomAxis->GetPosition2Coordinate()->SetCoordinateSystemToViewport();
this->BottomAxis->GetPositionCoordinate()->SetReferenceCoordinate(NULL);
this->BottomAxis->SetFontFactor(0.6);
this->BottomAxis->SetNumberOfLabels(5);
this->BottomAxis->AdjustLabelsOff();
this->RightAxisVisibility = 1;
this->TopAxisVisibility = 1;
this->LeftAxisVisibility = 1;
this->BottomAxisVisibility = 1;
this->LegendVisibility = 1;
this->Legend = vtkPolyData::New();
this->LegendPoints = vtkPoints::New();
this->Legend->SetPoints(this->LegendPoints);
this->LegendMapper = vtkPolyDataMapper2D::New();
this->LegendMapper->SetInput(this->Legend);
this->LegendActor = vtkActor2D::New();
this->LegendActor->SetMapper(this->LegendMapper);
// Create the legend
vtkIdType pts[4];
this->LegendPoints->SetNumberOfPoints(10);
vtkCellArray *legendPolys = vtkCellArray::New();
legendPolys->Allocate(legendPolys->EstimateSize(4,4));
pts[0] = 0; pts[1] = 1; pts[2] = 6; pts[3] = 5;
legendPolys->InsertNextCell(4,pts);
pts[0] = 1; pts[1] = 2; pts[2] = 7; pts[3] = 6;
legendPolys->InsertNextCell(4,pts);
pts[0] = 2; pts[1] = 3; pts[2] = 8; pts[3] = 7;
legendPolys->InsertNextCell(4,pts);
pts[0] = 3; pts[1] = 4; pts[2] = 9; pts[3] = 8;
legendPolys->InsertNextCell(4,pts);
this->Legend->SetPolys(legendPolys);
legendPolys->Delete();
// Create the cell data
vtkUnsignedCharArray *colors = vtkUnsignedCharArray::New();
colors->SetNumberOfComponents(3);
colors->SetNumberOfTuples(4);
colors->SetTuple3(0,0,0,0);
colors->SetTuple3(1,255,255,255);
colors->SetTuple3(2,0,0,0);
colors->SetTuple3(3,255,255,255);
this->Legend->GetCellData()->SetScalars(colors);
colors->Delete();
// Now the text. The first five are for the 0,1/4,1/2,3/4,1 labels.
this->LegendTitleProperty = vtkTextProperty::New();
this->LegendTitleProperty->SetJustificationToCentered();
this->LegendTitleProperty->SetVerticalJustificationToBottom();
this->LegendTitleProperty->SetBold(1);
this->LegendTitleProperty->SetItalic(1);
this->LegendTitleProperty->SetShadow(1);
this->LegendTitleProperty->SetFontFamilyToArial();
this->LegendTitleProperty->SetFontSize(10);
this->LegendLabelProperty = vtkTextProperty::New();
this->LegendLabelProperty->SetJustificationToCentered();
this->LegendLabelProperty->SetVerticalJustificationToTop();
this->LegendLabelProperty->SetBold(1);
this->LegendLabelProperty->SetItalic(1);
this->LegendLabelProperty->SetShadow(1);
this->LegendLabelProperty->SetFontFamilyToArial();
this->LegendLabelProperty->SetFontSize(8);
for (int i=0; i<6; i++)
{
this->LabelMappers[i] = vtkTextMapper::New();
this->LabelMappers[i]->SetTextProperty(this->LegendLabelProperty);
this->LabelActors[i] = vtkActor2D::New();
this->LabelActors[i]->SetMapper(this->LabelMappers[i]);
}
this->LabelMappers[5]->SetTextProperty(this->LegendTitleProperty);
this->LabelMappers[0]->SetInput("0");
this->LabelMappers[1]->SetInput("1/4");
this->LabelMappers[2]->SetInput("1/2");
this->LabelMappers[3]->SetInput("3/4");
this->LabelMappers[4]->SetInput("1");
this->Coordinate = vtkCoordinate::New();
this->Coordinate->SetCoordinateSystemToDisplay();
}
//----------------------------------------------------------------------
vtkLegendScaleActor::~vtkLegendScaleActor()
{
this->RightAxis->Delete();
this->TopAxis->Delete();
this->LeftAxis->Delete();
this->BottomAxis->Delete();
this->Legend->Delete();
this->LegendPoints->Delete();
this->LegendMapper->Delete();
this->LegendActor->Delete();
for (int i=0; i<6; i++)
{
this->LabelMappers[i]->Delete();
this->LabelActors[i]->Delete();
}
this->LegendTitleProperty->Delete();
this->LegendLabelProperty->Delete();
this->Coordinate->Delete();
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::GetActors2D(vtkPropCollection *pc)
{
pc->AddItem(this->RightAxis);
pc->AddItem(this->TopAxis);
pc->AddItem(this->LeftAxis);
pc->AddItem(this->BottomAxis);
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::ReleaseGraphicsResources(vtkWindow *w)
{
this->RightAxis->ReleaseGraphicsResources(w);
this->TopAxis->ReleaseGraphicsResources(w);
this->LeftAxis->ReleaseGraphicsResources(w);
this->BottomAxis->ReleaseGraphicsResources(w);
}
//----------------------------------------------------------------------
int vtkLegendScaleActor::RenderOpaqueGeometry(vtkViewport *viewport)
{
this->BuildRepresentation(viewport);
int renderedSomething=0;
if ( this->RightAxisVisibility )
{
renderedSomething = this->RightAxis->RenderOpaqueGeometry(viewport);
}
if ( this->TopAxisVisibility )
{
renderedSomething += this->TopAxis->RenderOpaqueGeometry(viewport);
}
if ( this->LeftAxisVisibility )
{
renderedSomething += this->LeftAxis->RenderOpaqueGeometry(viewport);
}
if ( this->BottomAxisVisibility )
{
renderedSomething += this->BottomAxis->RenderOpaqueGeometry(viewport);
}
if ( this->LegendVisibility )
{
renderedSomething += this->LegendActor->RenderOpaqueGeometry(viewport);
renderedSomething += this->LabelActors[0]->RenderOpaqueGeometry(viewport);
renderedSomething += this->LabelActors[1]->RenderOpaqueGeometry(viewport);
renderedSomething += this->LabelActors[2]->RenderOpaqueGeometry(viewport);
renderedSomething += this->LabelActors[3]->RenderOpaqueGeometry(viewport);
renderedSomething += this->LabelActors[4]->RenderOpaqueGeometry(viewport);
renderedSomething += this->LabelActors[5]->RenderOpaqueGeometry(viewport);
}
return renderedSomething;
}
//----------------------------------------------------------------------
int vtkLegendScaleActor::RenderOverlay(vtkViewport *viewport)
{
int renderedSomething=0;
if ( this->RightAxisVisibility )
{
renderedSomething = this->RightAxis->RenderOverlay(viewport);
}
if ( this->TopAxisVisibility )
{
renderedSomething += this->TopAxis->RenderOverlay(viewport);
}
if ( this->LeftAxisVisibility )
{
renderedSomething += this->LeftAxis->RenderOverlay(viewport);
}
if ( this->BottomAxisVisibility )
{
renderedSomething += this->BottomAxis->RenderOverlay(viewport);
}
if ( this->LegendVisibility )
{
renderedSomething += this->LegendActor->RenderOverlay(viewport);
renderedSomething += this->LabelActors[0]->RenderOverlay(viewport);
renderedSomething += this->LabelActors[1]->RenderOverlay(viewport);
renderedSomething += this->LabelActors[2]->RenderOverlay(viewport);
renderedSomething += this->LabelActors[3]->RenderOverlay(viewport);
renderedSomething += this->LabelActors[4]->RenderOverlay(viewport);
renderedSomething += this->LabelActors[5]->RenderOverlay(viewport);
}
return renderedSomething;
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::BuildRepresentation(vtkViewport *viewport)
{
if ( 1 ) //it's probably best just to rerender every time
// if ( this->GetMTime() > this->BuildTime ||
// (this->Renderer && this->Renderer->GetVTKWindow() &&
// this->Renderer->GetVTKWindow()->GetMTime() > this->BuildTime) )
{
// Specify the locations of the axes.
int *size = viewport->GetSize();
this->RightAxis->GetPositionCoordinate()->
SetValue(size[0]-this->RightBorderOffset,
this->CornerOffsetFactor*this->BottomBorderOffset,0.0);
this->RightAxis->GetPosition2Coordinate()->
SetValue(size[0]-this->RightBorderOffset,
size[1]-this->CornerOffsetFactor*this->TopBorderOffset,0.0);
this->TopAxis->GetPositionCoordinate()->
SetValue(size[0]-this->CornerOffsetFactor*this->RightBorderOffset,
size[1]-this->TopBorderOffset,0.0);
this->TopAxis->GetPosition2Coordinate()->
SetValue(this->CornerOffsetFactor*this->LeftBorderOffset,
size[1]-this->TopBorderOffset,0.0);
this->LeftAxis->GetPositionCoordinate()->
SetValue(this->LeftBorderOffset,
size[1]-this->CornerOffsetFactor*this->TopBorderOffset,0.0);
this->LeftAxis->GetPosition2Coordinate()->
SetValue(this->LeftBorderOffset,
this->CornerOffsetFactor*this->BottomBorderOffset,0.0);
if ( this->LegendVisibility )
{
this->BottomAxis->GetPositionCoordinate()->
SetValue(this->CornerOffsetFactor*this->LeftBorderOffset,
2*this->BottomBorderOffset,0.0);
this->BottomAxis->GetPosition2Coordinate()->
SetValue(size[0]-this->CornerOffsetFactor*this->RightBorderOffset,
2*this->BottomBorderOffset,0.0);
}
else
{
this->BottomAxis->GetPositionCoordinate()->
SetValue(this->CornerOffsetFactor*this->LeftBorderOffset,
this->BottomBorderOffset,0.0);
this->BottomAxis->GetPosition2Coordinate()->
SetValue(size[0]-this->CornerOffsetFactor*this->RightBorderOffset,
this->BottomBorderOffset,0.0);
}
// Now specify the axis values
if ( this->LabelMode == XY_COORDINATES )
{
double *xL = this->RightAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
double *xR = this->RightAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
this->RightAxis->SetRange(xL[1],xR[1]);
xL = this->TopAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
xR = this->TopAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
this->TopAxis->SetRange(xL[0],xR[0]);
xL = this->LeftAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
xR = this->LeftAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
this->LeftAxis->SetRange(xL[1],xR[1]);
xL = this->BottomAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
xR = this->BottomAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
this->BottomAxis->SetRange(xL[0],xR[0]);
}
else //distance between points
{
double d;
double *xL = this->RightAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
double *xR = this->RightAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
d = sqrt (vtkMath::Distance2BetweenPoints(xL,xR));
this->RightAxis->SetRange(-d/2.0,d/2.0);
xL = this->TopAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
xR = this->TopAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
d = sqrt (vtkMath::Distance2BetweenPoints(xL,xR));
this->TopAxis->SetRange(d/2.0,-d/2.0);
xL = this->LeftAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
xR = this->LeftAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
d = sqrt (vtkMath::Distance2BetweenPoints(xL,xR));
this->LeftAxis->SetRange(d/2.0,-d/2.0);
xL = this->BottomAxis->GetPositionCoordinate()->
GetComputedWorldValue(viewport);
xR = this->BottomAxis->GetPosition2Coordinate()->
GetComputedWorldValue(viewport);
d = sqrt (vtkMath::Distance2BetweenPoints(xL,xR));
this->BottomAxis->SetRange(-d/2.0,d/2.0);
}
if ( this->LegendVisibility )
{
// Update the position
double x1 = 0.33333*size[0];
double delX = x1/4.0;
this->LegendPoints->SetPoint(0, x1,10,0);
this->LegendPoints->SetPoint(1, x1+delX,10,0);
this->LegendPoints->SetPoint(2, x1+2*delX,10,0);
this->LegendPoints->SetPoint(3, x1+3*delX,10,0);
this->LegendPoints->SetPoint(4, x1+4*delX,10,0);
this->LegendPoints->SetPoint(5, x1,20,0);
this->LegendPoints->SetPoint(6, x1+delX,20,0);
this->LegendPoints->SetPoint(7, x1+2*delX,20,0);
this->LegendPoints->SetPoint(8, x1+3*delX,20,0);
this->LegendPoints->SetPoint(9, x1+4*delX,20,0);
// Specify the position of the legend title
this->LabelActors[5]->SetPosition(0.5*size[0],22);
this->Coordinate->SetValue(0.33333*size[0],15,0.0);
double *x = this->Coordinate->GetComputedWorldValue(viewport);
double xL[3]; xL[0]=x[0];xL[1]=x[1];xL[2]=x[2];
this->Coordinate->SetValue(0.66667*size[0],15,0.0);
x = this->Coordinate->GetComputedWorldValue(viewport);
double xR[3]; xR[0]=x[0];xR[1]=x[1];xR[2]=x[2];
double len = sqrt(vtkMath::Distance2BetweenPoints(xL,xR));
char buf[256];
sprintf(buf,"Scale 1 : %g",len);
this->LabelMappers[5]->SetInput(buf);
// Now specify the position of the legend labels
x = this->LegendPoints->GetPoint(0);
this->LabelActors[0]->SetPosition(x[0],x[1]-1);
x = this->LegendPoints->GetPoint(1);
this->LabelActors[1]->SetPosition(x[0],x[1]-1);
x = this->LegendPoints->GetPoint(2);
this->LabelActors[2]->SetPosition(x[0],x[1]-1);
x = this->LegendPoints->GetPoint(3);
this->LabelActors[3]->SetPosition(x[0],x[1]-1);
x = this->LegendPoints->GetPoint(4);
this->LabelActors[4]->SetPosition(x[0],x[1]-1);
}
this->BuildTime.Modified();
}
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::AllAnnotationsOn()
{
if ( this->RightAxisVisibility && this->TopAxisVisibility &&
this->LeftAxisVisibility && this->BottomAxisVisibility &&
this->LegendVisibility )
{
return;
}
// If here, we are modified and something gets turned on
this->RightAxisVisibility = 1;
this->TopAxisVisibility = 1;
this->LeftAxisVisibility = 1;
this->BottomAxisVisibility = 1;
this->LegendVisibility = 1;
this->Modified();
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::AllAnnotationsOff()
{
if ( !this->RightAxisVisibility && !this->TopAxisVisibility &&
!this->LeftAxisVisibility && !this->BottomAxisVisibility &&
!this->LegendVisibility )
{
return;
}
// If here, we are modified and something gets turned off
this->RightAxisVisibility = 0;
this->TopAxisVisibility = 0;
this->LeftAxisVisibility = 0;
this->BottomAxisVisibility = 0;
this->LegendVisibility = 0;
this->Modified();
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::AllAxesOn()
{
if ( this->RightAxisVisibility && this->TopAxisVisibility &&
this->LeftAxisVisibility && this->BottomAxisVisibility )
{
return;
}
// If here, we are modified and something gets turned on
this->RightAxisVisibility = 1;
this->TopAxisVisibility = 1;
this->LeftAxisVisibility = 1;
this->BottomAxisVisibility = 1;
this->Modified();
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::AllAxesOff()
{
if ( !this->RightAxisVisibility && !this->TopAxisVisibility &&
!this->LeftAxisVisibility && !this->BottomAxisVisibility )
{
return;
}
// If here, we are modified and something gets turned off
this->RightAxisVisibility = 0;
this->TopAxisVisibility = 0;
this->LeftAxisVisibility = 0;
this->BottomAxisVisibility = 0;
this->Modified();
}
//----------------------------------------------------------------------
void vtkLegendScaleActor::PrintSelf(ostream& os, vtkIndent indent)
{
//Superclass typedef defined in vtkTypeMacro() found in vtkSetGet.h
this->Superclass::PrintSelf(os,indent);
os << indent << "Label Mode: ";
if ( this->LabelMode == DISTANCE )
{
os << "Distance\n";
}
else //if ( this->LabelMode == DISTANCE )
{
os << "XY_Coordinates\n";
}
os << indent << "Right Axis Visibility: "
<< (this->RightAxisVisibility ? "On\n" : "Off\n");
os << indent << "Top Axis Visibility: "
<< (this->TopAxisVisibility ? "On\n" : "Off\n");
os << indent << "Left Axis Visibility: "
<< (this->LeftAxisVisibility ? "On\n" : "Off\n");
os << indent << "Bottom Axis Visibility: "
<< (this->BottomAxisVisibility ? "On\n" : "Off\n");
os << indent << "Legend Visibility: "
<< (this->LegendVisibility ? "On\n" : "Off\n");
os << indent << "Corner Offset Factor: " << this->CornerOffsetFactor << "\n";
os << indent << "Right Border Offset: " << this->RightBorderOffset << "\n";
os << indent << "Top Border Offset: " << this->TopBorderOffset << "\n";
os << indent << "Left Border Offset: " << this->LeftBorderOffset << "\n";
os << indent << "Bottom Border Offset: " << this->BottomBorderOffset << "\n";
os << indent << "Legend Title Property: ";
if ( this->LegendTitleProperty )
{
os << this->LegendTitleProperty << "\n";
}
else
{
os << "(none)\n";
}
os << indent << "Legend Label Property: ";
if ( this->LegendLabelProperty )
{
os << this->LegendLabelProperty << "\n";
}
else
{
os << "(none)\n";
}
os << indent << "Right Axis: ";
if ( this->RightAxis )
{
os << this->RightAxis << "\n";
}
else
{
os << "(none)\n";
}
os << indent << "Top Axis: ";
if ( this->TopAxis )
{
os << this->TopAxis << "\n";
}
else
{
os << "(none)\n";
}
os << indent << "Left Axis: ";
if ( this->LeftAxis )
{
os << this->LeftAxis << "\n";
}
else
{
os << "(none)\n";
}
os << indent << "Bottom Axis: ";
if ( this->BottomAxis )
{
os << this->BottomAxis << "\n";
}
else
{
os << "(none)\n";
}
}