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barcodeManager/LibShapes/Core/UserControlCanvas.cs

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using Io.Github.Kerwinxu.LibShapes.Core.Command;
using Io.Github.Kerwinxu.LibShapes.Core.Event;
using Io.Github.Kerwinxu.LibShapes.Core.Shape;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Linq;
using System.Text;
using System.Windows.Forms;
/**
1.
2. objectSelected
*
* **/
namespace Io.Github.Kerwinxu.LibShapes.Core
{
/// <summary>
/// 画布
/// </summary>
public partial class UserControlCanvas : UserControl
{
#region
public UserControlCanvas()
{
InitializeComponent();
init();
}
private void init()
{
// 这里设置默认颜色
GriddingInterval = 2; // 默认网格2mm
commandRecorder = new CommandRecorder(); // 默认的命令记录器
shapes = new Shapes(); // 默认的形状
state = new State.StateStandby(this); // 默认是待机状态。
// 这里先取得dpi
var g = this.CreateGraphics();
var _dpix = g.DpiX;
var _dpiy = g.DpiY;
g.Dispose();
// 一堆的事件
// 如下的鼠标事件,先将坐标转换成毫米了。
bool isLeftDown = false; // 左键是否按下。移动的时候需要判断是否按下的。
// todo 加入键盘事件的处理,
this.MouseDown += (sender, e) => { if (!IsEdit) return; isLeftDown = true; if (e.Button == MouseButtons.Left) this.state.LeftMouseDown(PointTransform.pixToMM(_dpix, _dpiy, new PointF(e.X, e.Y))); this.Refresh(); };
this.MouseMove += (sender, e) => { if (!IsEdit) return; if (!isLeftDown) return; if (e.Button == MouseButtons.Left) this.state.LeftMouseMove(PointTransform.pixToMM(_dpix, _dpiy, new PointF(e.X, e.Y))); this.Refresh(); };
this.MouseUp += (sender, e) => { if (!IsEdit) return; isLeftDown = false; if (e.Button == MouseButtons.Left) this.state.LeftMouseUp(PointTransform.pixToMM(_dpix, _dpiy, new PointF(e.X, e.Y))); this.Refresh(); };
this.MouseClick += (sender, e) => { if (!IsEdit) return; if (e.Button == MouseButtons.Right) this.state.RightMouseClick(PointTransform.pixToMM(_dpix, _dpiy, new PointF(e.X, e.Y))); this.Refresh(); };
// 双缓冲,这里需要打开。
this.DoubleBuffered = true;
// 说是推荐如上的这个,
//this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.ResizeRedraw | ControlStyles.UserPaint, true);
// 这里有一个特殊的设置,如果偏移为空的话,这里默认的偏移是有这个刻度尺的
if (shapes.pointTransform == null ||
(shapes.pointTransform != null && shapes.pointTransform.OffsetX == 0 && shapes.pointTransform.OffsetY == 0)
)
{
// 稍微多留一点出来。
shapes.pointTransform.OffsetX = scaleWidth * 1.5f;
shapes.pointTransform.OffsetY = scaleWidth * 1.5f;
}
}
#endregion
#region
private float scaleWidth = 6; // 刻度尺的宽度这个是固定的单位是mm
private float scaleLineWidth = 0.1f; // 刻度尺上的刻度线的宽度。
private Font scaleTextFont = new Font("Arial", 6); // 刻度尺上文字的字体。
private float minIntervalpixel = 5; // 比如网格,如果小于这个,就不打印了。
private Color scaleBackColor = Color.Orange;
private float grid_width = 0.25f; // 绘制的网格的宽度
private Brush grid_brush = new SolidBrush(Color.Black); // 网格的
private Pen penSelectShape = new Pen(Color.Pink) { // 选择框的画笔
DashStyle=DashStyle.Dash,
Width = 1f
};
#endregion
#region
// 如下的很多设置成属性是因为我方便从别的地方设置这个属性其实是有个set方法的。
/// <summary>
/// 是否可以编辑
/// </summary>
public bool IsEdit { get; set; }
/// <summary>
/// 形状
/// </summary>
public Shapes shapes;
/// <summary>
/// 显示网格
/// </summary>
public bool isDrawDridding { get; set; }
/// <summary>
/// 网格间隔
/// </summary>
public int GriddingInterval { get; set; } // 默认是125mm
/// <summary>
/// 对齐网格,这个在移动和更改尺寸的时候用到。
/// </summary>
public bool isAlignDridding { get; set; }
/// <summary>
/// 命令记录的
/// </summary>
internal ICommandRecorder commandRecorder { get; set; }
/// <summary>
/// 是否安装了shift键
/// </summary>
public bool isShift { get; set; }
private State.State _state;
/// <summary>
/// 现在的状态
/// </summary>
public State.State state { get { return _state; } set { _state = value; onStateChanged(); } }
/// <summary>
/// 当前选择的图形
/// </summary>
public ShapeEle SelectShape { get; set; }
#endregion
#region
#region
// 委托
public delegate void ObjectSelected(object sender, ObjectSelectEventArgs e);
// 事件
public event ObjectSelected objectSelected;
private void onObjectSelected(Object obj)
{
// 首先生成参数
var args = new ObjectSelectEventArgs(obj);
// 然后看看是否有监听的。
if (objectSelected != null)
{
objectSelected(this, args);
}
}
/// <summary>
/// 给外部调用的,可以更改当前的选择。
/// </summary>
/// <param name="obj"></param>
public void changeSelect(Object obj)
{
SelectShape = obj as ShapeEle;
this.oldShapes = this.shapes.DeepClone();
if (SelectShape == null)
{
// 这里是设置纸张。
onObjectSelected(shapes.Paper);
}else
{
onObjectSelected(obj);
}
}
#endregion
#region
// 委托
public delegate void StateChanged(object sender, StateChangedEventArgs e);
// 事件
public event StateChanged stateChanged;
private void onStateChanged()
{
// 首先生成参数
var args = new StateChangedEventArgs(this.state);
// 然后看看是否有监听的。
if (stateChanged != null)
{
stateChanged(this, args);
}
}
#endregion
#region
private Shapes oldShapes;
public void propertyValueChanged(object s, PropertyValueChangedEventArgs e)
{
this.Refresh();
// 这里时在发送给propertyGrid前就有保存。
this.commandRecorder.addCommand(new Command.CommandShapesChanged()
{
canvas =this,
OldShapes = this.oldShapes,
NewShapes = this.shapes.DeepClone(),
}) ;
}
#endregion
#endregion
#region
/// <summary>
/// 绘图
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void UserControlCanvas_Paint(object sender, PaintEventArgs e)
{
if (this.shapes == null) {return; }
// 这里要重新更新一下变量,这样相当于更新一遍。
this.shapes.Vars = this.shapes.Vars;
// 如下的取消了双缓冲,是因为并不能达到预期,反倒是非常闪烁。
// 最简单的方式是设置属性 this.DoubleBuffered = true;
// 这里重新绘图用上了双缓冲
// 1. 首先在内存中建立Graphics对象
//BufferedGraphicsContext currentContext = BufferedGraphicsManager.Current;
//BufferedGraphics myBuffer = currentContext.Allocate(e.Graphics, e.ClipRectangle);
//Graphics g = myBuffer.Graphics;
// 1. 取得Graphics对象
Graphics g = e.Graphics;
// 全局的偏移和缩放,全局不涉及旋转,因为刻度尺。
var matrix = shapes.GetMatrix();
// 背景色,默认用这个控件的背景色填充。
g.Clear(this.BackColor);
// 2. 形状绘图
if (this.shapes != null)
{
// 绘图,并且用上了偏移和缩放。
shapes.Draw(g, matrix);
}
// 3. 绘制网格
if (isDrawDridding)
{
drawGrid(g);
}
// 4. 绘制选择框
drawSelectRect(g);
// 5. 绘制刻度尺
drawScale(g);
// 6. 这里绘制虚线,要选择哪些东西的
if (this.state is State.ShapeRectSelect)
{
((State.ShapeRectSelect)this.state).Draw(g);
}
// 7. 刷新双缓冲
//myBuffer.Render(e.Graphics);
//g.Dispose();
//myBuffer.Dispose();//释放资源
}
/// <summary>
/// 绘制网格
/// </summary>
/// <param name="g"></param>
private void drawGrid(Graphics g)
{
// 我的思路是,首先判断是否小于最小
if (GriddingInterval / 25.4 * g.DpiX * shapes.pointTransform.Zoom < minIntervalpixel) return;
// 如下是计算范围
PointF p1 = new PointF(0, 0);
PointF p2 = new PointF(this.Width / g.DpiX * 25.4f, this.Height / g.DpiY * 25.4f);
var point1 = shapes.pointTransform.CanvasToVirtualPoint(p1); // 左上角画布的坐标
var point2 = shapes.pointTransform.CanvasToVirtualPoint(p2); // 右下角的坐标
// 画笔
Pen pen = new Pen(Color.Black);
pen.Width = 0.1f; // 画笔的用很细的。
int x_start = (int)point1.X / GriddingInterval * GriddingInterval;
int y_start = (int)point1.Y / GriddingInterval * GriddingInterval;
int i_count = (int)(point2.X - point1.X) / GriddingInterval;
int j_count = (int)(point2.Y - point1.Y) / GriddingInterval;
// 然后这里绘制
for (int i = 0; i < i_count; i++)
{
for (int j = 0; j < j_count; j++)
{
// 我这里是将坐标转成画布的坐标
var point3 = new PointF(
x_start + i * GriddingInterval,
y_start + j * GriddingInterval);
var point4 = shapes.pointTransform.VirtualToCanvasPoint(point3);
// 这里进行绘制,这里实际上是绘制一个圆
var point5 = new PointF(point4.X - grid_width/2, point4.Y - grid_width/2);
var rect = new RectangleF(point5, new SizeF(grid_width, grid_width));
//
g.FillEllipse(grid_brush, rect);
}
}
}
/// <summary>
/// 绘制选择框
/// </summary>
/// <param name="g"></param>
private void drawSelectRect(Graphics g)
{
if(this.SelectShape != null)
{
// 如果有图形,就取得边框,这个边框的尺寸控件是画布的尺寸控件,已经做过转换了。
var rect = SelectShape.GetBounds(shapes.GetMatrix());
// 然后绘制这个边框就是了。
GraphicsPath path = new GraphicsPath();
path.AddRectangle(rect);
g.DrawPath(penSelectShape, path);
}
}
/// <summary>
/// 绘制刻度。
/// </summary>
/// <param name="g"></param>
private void drawScale(Graphics g)
{
// 这个刻度值是在上边和左边的。
// 1 . 首先绘制刻度的背景
// 如下是计算范围
var point1 = shapes.pointTransform.CanvasToVirtualPoint(new PointF(0, 0)); // 左上角虚拟的坐标
var point2 = shapes.pointTransform.CanvasToVirtualPoint(new PointF(this.Width / g.DpiX * 25.4f, this.Height / g.DpiY * 25.4f)); // 右下角的坐标
// 如下的是计算这个自定义控件的宽度和高度,请注意,这里不算缩放。
float w = this.Width / g.DpiX * 25.4f;
float h = this.Height / g.DpiY * 25.4f ;
// 控件大小不变,这个如下的就是固定的。
g.FillRectangle(
new SolidBrush(this.scaleBackColor),
new RectangleF(0,0, w, scaleWidth)
);
g.FillRectangle(
new SolidBrush(this.scaleBackColor),
new RectangleF(0, 0, scaleWidth, h)
);
// 2.然后是各个刻度,先水平,后竖直
Pen pen = new Pen(Color.Black);
pen.Width = scaleLineWidth;
// 2.1 水平刻度
horizontal_scale_line(g, pen, point1.X, point2.X, 1, 0.5f);
horizontal_scale_line(g, pen, point1.X, point2.X, 2, 1);
horizontal_scale_line(g, pen, point1.X, point2.X, 5, 2);
horizontal_scale_line(g, pen, point1.X, point2.X, 10, 3);
horizontal_scale_text(g, new SolidBrush(Color.Black), point1.X, point2.X);
// 2.2 垂直刻度
vertical_scale_line(g, pen, point1.Y, point2.Y, 1, 0.5f);
vertical_scale_line(g, pen, point1.Y, point2.Y, 2, 1);
vertical_scale_line(g, pen, point1.Y, point2.Y, 5, 2);
vertical_scale_line(g, pen, point1.Y, point2.Y, 10, 3);
vertical_scale_text(g, new SolidBrush(Color.Black), point1.Y, point2.Y);
// 3. 左上角有重复的,这里直接空白出来
g.FillRectangle(
new SolidBrush(this.scaleBackColor),
new RectangleF(0, 0, scaleWidth, scaleWidth)
);
}
/// <summary>
/// 水平刻度尺
/// </summary>
/// <param name="g"></param>
/// <param name="start_x">开始的x坐标</param>
/// <param name="end_x">结束的x坐标</param>
/// <param name="y">y坐标</param>
/// <param name="intInterval">间隔</param>
/// <param name="line_length">线的长度</param>
private void horizontal_scale_line(Graphics g, Pen pen, float start_x, float end_x, int intInterval, float line_length)
{
// 变量
int x_start = (int)(start_x-1)/ intInterval * intInterval;
int x_end = (int)(end_x+1)/ intInterval * intInterval;
int i_count = (x_end - x_start) / intInterval +1;
// 这里要计算一下是否太密了。
if (intInterval / 25.4 * g.DpiX * shapes.pointTransform.Zoom < minIntervalpixel) return;
if (intInterval / 25.4 * g.DpiY * shapes.pointTransform.Zoom < minIntervalpixel) return;
// 这里是按照画布的坐标绘制的
// 其y坐标为y另外向上有line_length的长度
// 这个首先算出起始的坐标是多少
for (int i = 0; i < i_count; i++)
{
PointF p1 = new PointF(x_start + i * intInterval, 0); // 虚拟的坐标。
// 这里计算在画布中的坐标是多少
var p3 = shapes.pointTransform.VirtualToCanvasPoint(p1);
p3.Y = scaleWidth; // 这个是固定的。
var p4 = new PointF(p3.X, p3.Y - line_length);
g.DrawLine(pen, p3, p4);
}
}
/// <summary>
/// 这个是绘制文本的
/// </summary>
/// <param name="g"></param>
/// <param name="pen"></param>
/// <param name="start_x"></param>
/// <param name="end_x"></param>
private void horizontal_scale_text(Graphics g, Brush brush, float start_x, float end_x)
{
int intInterval = 10;
int x_start = (int)(start_x - 1) / intInterval * intInterval;
int x_end = (int)(end_x + 1) / intInterval * intInterval;
int i_count = (x_end - x_start) / intInterval + 1;
for (int i = 0; i < i_count; i++)
{
// 这里写文字
int j = x_start + i * intInterval ;
string _text = (j/ intInterval).ToString(); // 显示的是cm默认的是毫米
// 然后求x坐标
var p1 = new PointF(j, 0);
var p2 = shapes.pointTransform.VirtualToCanvasPoint(p1);
p2.Y = 0;// 手动更改成0
// 这个p2坐标就是文字中线的位置这里还要往左边移动一些。
var _size = g.MeasureString(_text, scaleTextFont);
// 然后这个转成
p2.X -= _size.Width / 2;
g.DrawString(_text, scaleTextFont, brush, p2);
}
}
/// <summary>
/// 竖直的刻度尺
/// </summary>
/// <param name="g"></param>
/// <param name="start_y">开始的x坐标</param>
/// <param name="end_y">结束的x坐标</param>
/// <param name="y">y坐标</param>
/// <param name="intInterval">间隔</param>
/// <param name="line_length">线的长度</param>
private void vertical_scale_line(Graphics g, Pen pen, float start_y, float end_y, int intInterval, float line_length)
{
// 变量
int y_start = (int)(start_y - 1) / intInterval * intInterval;
int y_end = (int)(end_y + 1) / intInterval * intInterval;
int i_count = (y_end - y_start) / intInterval + 1;
// 这里要计算一下是否太密了。
if (intInterval / 25.4 * g.DpiY * shapes.pointTransform.Zoom < minIntervalpixel) return;
if (intInterval / 25.4 * g.DpiY * shapes.pointTransform.Zoom < minIntervalpixel) return;
// 这里是按照画布的坐标绘制的
// 其y坐标为y另外向上有line_length的长度
// 这个首先算出起始的坐标是多少
for (int i = 0; i < i_count; i++)
{
PointF p1 = new PointF(0, y_start + i * intInterval); // 虚拟的坐标。
// 这里计算在画布中的坐标是多少
var p3 = shapes.pointTransform.VirtualToCanvasPoint(p1);
p3.X = scaleWidth; // 这个是固定的。
var p4 = new PointF(p3.X - line_length, p3.Y);
g.DrawLine(pen, p3, p4);
}
}
/// <summary>
/// 这个是绘制文本的
/// </summary>
/// <param name="g"></param>
/// <param name="pen"></param>
/// <param name="start_y"></param>
/// <param name="end_y"></param>
private void vertical_scale_text(Graphics g, Brush brush, float start_y, float end_y)
{
int intInterval = 10;
int y_start = (int)(start_y - 1) / intInterval * intInterval;
int y_end = (int)(end_y + 1) / intInterval * intInterval;
int i_count = (y_end - y_start) / intInterval + 1;
for (int i = 0; i < i_count; i++)
{
// 这里写文字
int j = y_start + i * intInterval;
string _text = (j / intInterval).ToString(); // 显示的是cm默认的是毫米
// 然后求x坐标
var p1 = new PointF(0, j);
var p2 = shapes.pointTransform.VirtualToCanvasPoint(p1);
p2.X = 0;// 手动更改成0
// 这个p2坐标就是文字中线的位置这里还要往左边移动一些。
var _size = g.MeasureString(_text, scaleTextFont);
// 然后这个转成
p2.Y -= _size.Height / 2;
g.DrawString(_text, scaleTextFont, brush, p2);
}
}
#endregion
#region
/// <summary>
/// 以某个点为中心放大
/// </summary>
/// <param name="point"></param>
public void zoom(PointF point)
{
// 1. 取得这个点在虚拟画布上的地址
var point2 = this.shapes.pointTransform.CanvasToVirtualPoint(point);
// 2. 更新偏移
this.shapes.pointTransform.OffsetX -= point2.X * (this.shapes.pointTransform.Zoom );
this.shapes.pointTransform.OffsetY -= point2.Y * (this.shapes.pointTransform.Zoom );
// 3 放大
this.shapes.pointTransform.Zoom *= 2;
// 4. 刷新
this.Refresh();
}
/// <summary>
/// 以某个点为中心缩小。
/// </summary>
/// <param name="point"></param>
public void reduce(PointF point)
{
// 1. 取得这个点在虚拟画布上的地址
var point2 = this.shapes.pointTransform.CanvasToVirtualPoint(point);
// 2. 更新偏移
this.shapes.pointTransform.OffsetX += point2.X * (this.shapes.pointTransform.Zoom/2);
this.shapes.pointTransform.OffsetY += point2.Y * (this.shapes.pointTransform.Zoom/2);
// 3 放大
this.shapes.pointTransform.Zoom /= 2;
// 4. 刷新
this.Refresh();
}
/// <summary>
/// 放大到屏幕
/// </summary>
public void zoomToScreen()
{
if (shapes != null)
{
var g = this.CreateGraphics();
shapes.zoomTo(
g.DpiX,
g.DpiY,
this.Width,
this.Height,
scaleWidth/25.4f*g.DpiX* 1.5f // scaleWidth/25.4f*g.DpiX表示刻度尺实际的像素宽度
// 而*1.5表示两边流出1.5倍数的距离,这样,图形也不会太靠近边界。
);
this.Refresh();
}
}
/// <summary>
/// 添加一个新的形状
/// </summary>
/// <param name="shape"></param>
public void addShape(ShapeEle shape)
{
// 只是在顶层添加。
shapes.lstShapes.Add(shape);
changeSelect(shape); // 添加后是当作当前选择的。
}
/// <summary>
/// 删除,
/// </summary>
public void deleteShapes(ShapeEle shape)
{
//返回的是第几个项目删除的。
if (shape is ShapeMultiSelect) // 这里表示选择了多个。
{
// 这里说明是选择的一堆,这里一个一个的删除
foreach (var item in ((ShapeMultiSelect)shape).shapes)
{
deleteShapes(item);
}
}
else
{
// 这里说明可能是一个形状。
var index = shapes.lstShapes.IndexOf(shape);
if (index == -1) return;
var oldShapes = this.shapes.DeepClone();
shapes.lstShapes.Remove(shape);// 请注意,这里只是删除顶层的。
// 这里添加command
commandRecorder.addCommand(new Command.CommandShapesChanged() {
canvas=this,
OldShapes = oldShapes,
NewShapes = this.shapes.DeepClone()
});
}
this.Refresh();// 刷新。
}
/// <summary>
/// 删除已经选中的形状
/// </summary>
public void deleteShapes()
{
// 这里要判断一下是否是群组
if (SelectShape != null)
{
deleteShapes(SelectShape);
}
}
// todo 请注意,如下的几个全部要添加命令
public void forward(int id)
{
// todo 添加命令。
var shape = shapes.getShape(id);
int index = shapes.lstShapes.IndexOf(shape);// 取得下标
if (index > 0)
{
// 如果不是最前面的
shapes.lstShapes.Remove(shape);
shapes.lstShapes.Insert(index - 1, shape);
}
}
public void forwardToFront(int id)
{
// todo 添加命令。
var shape = shapes.getShape(id);
int index = shapes.lstShapes.IndexOf(shape);// 取得下标
if (index > 0)
{
// 如果不是最前面的
shapes.lstShapes.Remove(shape);
shapes.lstShapes.Insert(0, shape);
}
}
public void backward(int id)
{
// todo 添加命令。
var shape = shapes.getShape(id);
int index = shapes.lstShapes.IndexOf(shape);// 取得下标
if (index >= 0 && index < shapes.lstShapes.Count-1)
{
// 如果不是最前面的
shapes.lstShapes.Remove(shape);
shapes.lstShapes.Insert(index + 1, shape);
}
}
public void backwardToEnd(int id)
{
// todo 添加命令。
var shape = shapes.getShape(id);
int index = shapes.lstShapes.IndexOf(shape);// 取得下标
if (index >= 0 && index < shapes.lstShapes.Count - 1)
{
// 如果不是最前面的
shapes.lstShapes.Remove(shape);
shapes.lstShapes.Insert(shapes.lstShapes.Count-1, shape);
}
}
public void forward()
{
//这里用当前的
if (SelectShape != null)
{
forward(SelectShape.ID);
}
}
public void forwardToFront()
{
if (SelectShape != null)
{
forwardToFront(SelectShape.ID);
}
}
public void backward()
{
//这里用当前的
if (SelectShape != null)
{
backward(SelectShape.ID);
}
}
public void backwardToEnd()
{
//这里用当前的
if (SelectShape != null)
{
backwardToEnd(SelectShape.ID);
}
}
/// <summary>
/// 组成群组
/// </summary>
/// <param name="shapes"></param>
public ShapeGroup mergeGroup(List<ShapeEle> shapes)
{
// todo 添加命令。
ShapeGroup group = new ShapeGroup();
group.shapes.AddRange(shapes);
group.ID = this.shapes.getNextId();
foreach (var item in shapes)
{
this.shapes.lstShapes.Remove(item); // 从旧的里边删除。
}
addShape(group);
return group;
}
/// <summary>
/// 取消这个群组
/// </summary>
/// <param name="group"></param>
public void cancelGroup(ShapeGroup group)
{
this.shapes.lstShapes.Remove(group);
foreach (var item in group.shapes)
{
this.shapes.lstShapes.Add(item);
}
}
/// <summary>
/// 将选择的组成群组
/// </summary>
public void mergeGroup()
{
if (SelectShape is ShapeGroup)
{
var group = mergeGroup(((ShapeGroup)SelectShape).shapes);
changeSelect(group);
}
}
/// <summary>
/// 将选择的取消群组
/// </summary>
public void cancelGroup()
{
// 得判断
if (SelectShape is ShapeGroup)
{
cancelGroup((ShapeGroup)SelectShape);
changeSelect(null);// 取消选择
}
}
#region
/// <summary>
/// 上对齐
/// </summary>
public void align_top() {
if (this.SelectShape is Shape.ShapeMultiSelect)
{
//
float _y = ((Shape.ShapeMultiSelect)this.SelectShape).shapes[0].Y;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
item.Y = _y;
}
this.Refresh();
}
}
/// <summary>
/// 下对齐
/// </summary>
public void align_bottom() {
if (this.SelectShape is Shape.ShapeMultiSelect)
{
//
float _y = ((Shape.ShapeMultiSelect)this.SelectShape).shapes[0].Y;
float _height = ((Shape.ShapeMultiSelect)this.SelectShape).shapes[0].Height;
float _y_height = _y + _height;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
item.Y = _y_height - item.Height; // 减去高度得到新的y
}
this.Refresh();
}
}
/// <summary>
/// 左对齐
/// </summary>
public void align_left() {
if (this.SelectShape is Shape.ShapeMultiSelect)
{
//
float _x = ((Shape.ShapeMultiSelect)this.SelectShape).shapes[0].X;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
item.X = _x;
}
this.Refresh();
}
}
/// <summary>
/// 右对齐
/// </summary>
public void align_right()
{
if (this.SelectShape is Shape.ShapeMultiSelect)
{
float _x = ((Shape.ShapeMultiSelect)this.SelectShape).shapes[0].X;
float _width = ((Shape.ShapeMultiSelect)this.SelectShape).shapes[0].Width;
float _y_width = _x + _width;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
item.X = _y_width - item.Width; // 减去高度得到新的y
}
this.Refresh();
}
}
/// <summary>
/// 水平居中。
/// </summary>
public void align_center() {
if (this.SelectShape is ShapeMultiSelect)
{
// 首先取得哪个的宽度是最宽的
float _x=0, _width=0;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
if (item.Width > _width)
{
_x = item.X;
_width = item.Width;
}
}
// 然后所有的都超这个对齐
float _center = _x + _width / 2;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
item.X = _center - item.Width / 2;
}
this.Refresh();
}
}
/// <summary>
/// 垂直居中。
/// </summary>
public void align_midele() {
if (this.SelectShape is ShapeMultiSelect)
{
// 首先取得哪个的宽度是最宽的
float _y = 0, _height = 0;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
if (item.Height > _height)
{
_y = item.Y;
_height = item.Height;
}
}
// 然后所有的都超这个对齐
float _midele = _y + _height / 2;
foreach (var item in ((Shape.ShapeMultiSelect)this.SelectShape).shapes)
{
item.Y = _midele - item.Height / 2;
}
this.Refresh();
}
}
#endregion
#region
/// <summary>
/// 撤销
/// </summary>
public void undo()
{
this.commandRecorder.Undo();
this.Refresh();
}
public void redo()
{
this.commandRecorder.Redo();
this.Refresh();
}
#endregion
#region
/// <summary>
/// 复制的保存在这里
/// </summary>
private ShapeEle _copy_shape;
/// <summary>
/// 剪切
/// </summary>
public void cut()
{
//
if (SelectShape != null)
{
_copy_shape = SelectShape.DeepClone();// 先保存
deleteShapes(SelectShape);// 删除
}
}
/// <summary>
/// 复制
/// </summary>
public void copy()
{
if (SelectShape != null)
{
_copy_shape = SelectShape.DeepClone();// 跟剪切的区别是这里不删除。
}
}
/// <summary>
/// 粘贴
/// </summary>
public void paste()
{
// 我这里先思考一下思路,这个本质上是复制,
// 首先要判断一下是否是ShapeMultiSelect如果是表示要复制内部的而如果不是那么只是复制这一个。
if (_copy_shape is Shape.ShapeMultiSelect)
{
ShapeMultiSelect shapeMultiSelect = new ShapeMultiSelect();
// 这个里边所有的形状都复制
foreach (var item in ((ShapeMultiSelect)_copy_shape).shapes)
{
// 说明这里就一个形状
addShape(item);
currectIdAndYadd(item, 5); // 这个会更新id以及向下移动
shapeMultiSelect.shapes.Add(item);
}
//
changeSelect(shapeMultiSelect);
}
else
{
// 说明这里就一个形状
addShape(_copy_shape);
currectIdAndYadd(_copy_shape, 5); // 这个会更新id以及向下移动
changeSelect(_copy_shape); // 这个是当前的id
}
// 设置新的。
_copy_shape = _copy_shape.DeepClone();
this.Refresh();
}
/// <summary>
/// 矫正id的并且矫正的需要y加上一个指定的数字的。
/// </summary>
/// <param name="shape"></param>
/// <param name="y_add"></param>
private void currectIdAndYadd(ShapeEle shape, float y_add)
{
if (shape is ShapeMulti)
{
foreach (var item in ((ShapeMultiSelect)shape).shapes)
{
currectIdAndYadd(item, y_add);
}
}
else
{
shape.ID = shapes.getNextId();
shape.Y += y_add;
}
}
#endregion
public void selectAll()
{
// todo 全选
}
#endregion
public void setVars(Dictionary<string , string> dict)
{
this.shapes.Vars = dict;
this.Refresh();
}
#region
/// <summary>
/// 对齐网格后的坐标,这个主要是提供给更改尺寸的。
/// </summary>
/// <param name="point"></param>
/// <returns></returns>
public PointF gridAlign(PointF point)
{
// 这里首先判断是否需要对齐网格
if (isAlignDridding)
{
// 这里需要转换坐标
var p1 = this.shapes.pointTransform.CanvasToVirtualPoint(point); // 先转成虚拟的坐标
var p2 = new PointF()
{
X = ((int)Math.Round(p1.X / GriddingInterval, 0)) * GriddingInterval, // 对齐,四舍五入五
Y = ((int)Math.Round(p1.Y / GriddingInterval, 0)) * GriddingInterval,
};
return this.shapes.pointTransform.VirtualToCanvasPoint(p2); // 转成画布的坐标
}
else
{
return point; // 不用对齐,直接返回原先的。
}
}
#endregion
}
}