Quadrilateral.cs
Description du code
Quadrilateral.cs est un fichier du projet BrolDev.Ce fichier est situé dans /var/www/bin/sniplets/bibliobrol/broldev/src/.
Projet BrolDev : Librairie de composants réutilisables pour les applications BrolDev en CSharp.
Code source ou contenu du fichier
Code c# (Quadrilateral.cs) (175 lignes)
using System; using System.Drawing; using System.Drawing.Drawing2D; namespace be.gaudry.model.drawing.chart { /// <summary> /// Quadrilateral object. /// </summary> public class Quadrilateral : IDisposable { /// <summary> /// Creates empty <c>Quadrilateral</c> object /// </summary> protected Quadrilateral() { } /// <summary> /// Initilizes <c>Quadrilateral</c> object with given corner points. /// </summary> /// <param name="point1"> /// First <c>PointF</c>. /// </param> /// <param name="point2"> /// Second <c>PointF</c>. /// </param> /// <param name="point3"> /// Third <c>PointF</c>. /// </param> /// <param name="point4"> /// Fourth <c>PointF</c>. /// </param> /// <param name="toClose"> /// Indicator should the quadrilateral be closed by the line. /// </param> public Quadrilateral(PointF point1, PointF point2, PointF point3, PointF point4, bool toClose) { byte[] pointTypes = (byte[])s_quadrilateralPointTypes.Clone(); if (toClose) pointTypes[3] |= (byte)PathPointType.CloseSubpath; } /// <summary> /// <c>Finalize</c> method. /// </summary> ~Quadrilateral() { Dispose(false); } /// <summary> /// Implementation of <c>IDisposable</c> interface. /// </summary> public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } /// <summary> /// Disposes of all pie slices. /// </summary> protected virtual void Dispose(bool disposing) { if (!m_disposed) { if (disposing) { m_path.Dispose(); } m_disposed = true; } } /// <summary> /// Draws the <c>Quadrilateral</c> with <c>Graphics</c> provided. /// </summary> /// <param name="graphics"> /// <c>Graphics</c> used to draw. /// </param> /// <param name="pen"> /// <c>Pen</c> used to draw outline. /// </param> /// <param name="brush"> /// <c>Brush</c> used to fill the inside. /// </param> public void Draw(Graphics graphics, Pen pen, Brush brush) { graphics.FillPath(brush, m_path); graphics.DrawPath(pen, m_path); } /// <summary> /// Checks if the given <c>PointF</c> is contained within the /// quadrilateral. /// </summary> /// <param name="point"> /// <c>PointF</c> structure to check for. /// </param> /// <returns> /// <c>true</c> if the point is contained within the quadrilateral. /// </returns> public bool Contains(PointF point) { if (m_path.PointCount == 0 || m_path.PathPoints.Length == 0) return false; return Contains(point, m_path.PathPoints); } /// <summary> /// Checks if given <c>PointF</c> is contained within quadrilateral /// defined by <c>cornerPoints</c> provided. /// </summary> /// <param name="point"> /// <c>PointF</c> to check. /// </param> /// <param name="cornerPoints"> /// Array of <c>PointF</c> structures defining corners of the /// quadrilateral. /// </param> /// <returns> /// <c>true</c> if the point is contained within the quadrilateral. /// </returns> public static bool Contains(PointF point, PointF[] cornerPoints) { int intersections = 0; for (int i = 1; i < cornerPoints.Length; ++i) { if (DoesIntersect(point, cornerPoints[i], cornerPoints[i - 1])) ++intersections; } if (DoesIntersect(point, cornerPoints[cornerPoints.Length - 1], cornerPoints[0])) ++intersections; return (intersections % 2 != 0); } /// <summary> /// Checks if the line coming out of the <c>point</c> downwards /// intersects with a line through <c>point1</c> and <c>point2</c>. /// </summary> /// <param name="point"> /// <c>PointF</c> from which vertical line is drawn downwards. /// </param> /// <param name="point1"> /// First <c>PointF</c> through which line is drawn. /// </param> /// <param name="point2"> /// Second <c>PointF</c> through which line is drawn. /// </param> /// <returns> /// <c>true</c> if lines intersect. /// </returns> private static bool DoesIntersect(PointF point, PointF point1, PointF point2) { float x2 = point2.X; float y2 = point2.Y; float x1 = point1.X; float y1 = point1.Y; if ((x2 < point.X && x1 >= point.X) || (x2 >= point.X && x1 < point.X)) { float y = (y2 - y1) / (x2 - x1) * (point.X - x1) + y1; return y > point.Y; } return false; } /// <summary> /// <c>GraphicsPath</c> representing the quadrilateral. /// </summary> private bool m_disposed = false; /// <summary> /// <c>PathPointType</c>s decribing the <c>GraphicsPath</c> points. /// </summary> (byte)PathPointType.Start, (byte)PathPointType.Line, (byte)PathPointType.Line, (byte)PathPointType.Line | (byte)PathPointType.CloseSubpath }; } }
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English translation
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Document created the 16/10/2009, last modified the 26/10/2018
Source of the printed document:https://www.gaudry.be/en/cs-broldev-source-rf-model/drawing/chart//Quadrilateral.cs.html
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