/*========================================================================= 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 "vtkActor2D.h" #include "vtkAxisActor2D.h" #include "vtkCamera.h" #include "vtkCellArray.h" #include "vtkCellData.h" #include "vtkCommand.h" #include "vtkCoordinate.h" #include "vtkMath.h" #include "vtkObjectFactory.h" #include "vtkPoints.h" #include "vtkPolyData.h" #include "vtkPolyDataMapper2D.h" #include "vtkRenderer.h" #include "vtkTextMapper.h" #include "vtkTextProperty.h" #include "vtkUnsignedCharArray.h" #include "vtkWindow.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(nullptr); 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(nullptr); 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(nullptr); 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(nullptr); 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->SetInputData(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->AllocateEstimate(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); this->LegendActor->ReleaseGraphicsResources(w); for (int i = 0; i < 6; i++) { this->LabelActors[i]->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) { // 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. const 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); this->LegendPoints->Modified(); // 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]; snprintf(buf, sizeof(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"; } }