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716 lines
21 KiB
716 lines
21 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkLegendBoxActor.cxx,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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#include "vtkLegendBoxActor.h"
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#include "vtkActor.h"
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#include "vtkCellArray.h"
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#include "vtkDoubleArray.h"
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#include "vtkObjectFactory.h"
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#include "vtkPolyData.h"
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#include "vtkPolyDataMapper.h"
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#include "vtkPolyDataMapper2D.h"
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#include "vtkProperty2D.h"
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#include "vtkTextMapper.h"
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#include "vtkTextProperty.h"
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#include "vtkTransform.h"
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#include "vtkTransformPolyDataFilter.h"
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#include "vtkViewport.h"
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vtkCxxRevisionMacro(vtkLegendBoxActor, "$Revision: 1.30 $");
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vtkStandardNewMacro(vtkLegendBoxActor);
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vtkCxxSetObjectMacro(vtkLegendBoxActor,EntryTextProperty,vtkTextProperty);
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//----------------------------------------------------------------------------
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vtkLegendBoxActor::vtkLegendBoxActor()
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{
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// Positioning information
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this->PositionCoordinate->SetCoordinateSystemToNormalizedViewport();
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this->PositionCoordinate->SetValue(0.75, 0.75);
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this->Position2Coordinate->SetValue(0.2, 0.2);
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this->LockBorder = 0;
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this->ScalarVisibility = 1;
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// Control font properties
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this->EntryTextProperty = vtkTextProperty::New();
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this->EntryTextProperty->SetBold(0);
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this->EntryTextProperty->SetItalic(0);
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this->EntryTextProperty->SetShadow(0);
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this->EntryTextProperty->SetFontFamily(VTK_ARIAL);
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this->EntryTextProperty->SetJustification(VTK_TEXT_LEFT);
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this->EntryTextProperty->SetVerticalJustification(VTK_TEXT_CENTERED);
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this->Border = 1;
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this->Box = 0;
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this->Padding = 3;
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// Symbols and text strings
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this->NumberOfEntries = 0;
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this->Size = 0;
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this->Colors = NULL;
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this->Symbol = NULL;
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this->Transform = NULL;
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this->SymbolTransform = NULL;
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this->SymbolMapper = NULL;
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this->SymbolActor = NULL;
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this->TextMapper = NULL;
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this->TextActor = NULL;
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// Construct the border
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this->BorderPolyData = vtkPolyData::New();
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vtkPoints *points = vtkPoints::New();
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points->SetNumberOfPoints(4);
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this->BorderPolyData->SetPoints(points); points->Delete();
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vtkCellArray *lines = vtkCellArray::New();
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lines->InsertNextCell(5); //points will be updated later
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lines->InsertCellPoint(0);
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lines->InsertCellPoint(1);
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lines->InsertCellPoint(2);
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lines->InsertCellPoint(3);
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lines->InsertCellPoint(0);
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this->BorderPolyData->SetLines(lines); lines->Delete();
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this->BorderMapper = vtkPolyDataMapper2D::New();
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this->BorderMapper->SetInput(this->BorderPolyData);
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this->BorderActor = vtkActor2D::New();
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this->BorderActor->SetMapper(this->BorderMapper);
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// Construct the box
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this->BoxPolyData = vtkPolyData::New();
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this->BoxPolyData->SetPoints(this->BorderPolyData->GetPoints());
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vtkCellArray *polys = vtkCellArray::New();
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polys->InsertNextCell(4);
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polys->InsertCellPoint(0);
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polys->InsertCellPoint(1);
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polys->InsertCellPoint(2);
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polys->InsertCellPoint(3);
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this->BoxPolyData->SetPolys(polys); polys->Delete();
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this->BoxMapper = vtkPolyDataMapper2D::New();
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this->BoxMapper->SetInput(this->BoxPolyData);
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this->BoxActor = vtkActor2D::New();
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this->BoxActor->SetMapper(this->BoxMapper);
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}
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//----------------------------------------------------------------------------
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vtkLegendBoxActor::~vtkLegendBoxActor()
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{
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this->InitializeEntries();
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if ( this->BorderActor )
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{
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this->BorderActor->Delete();
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this->BorderMapper->Delete();
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this->BorderPolyData->Delete();
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}
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if ( this->BoxActor )
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{
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this->BoxActor->Delete();
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this->BoxMapper->Delete();
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this->BoxPolyData->Delete();
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}
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this->SetEntryTextProperty(NULL);
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}
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//----------------------------------------------------------------------------
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void vtkLegendBoxActor::InitializeEntries()
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{
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int i;
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if ( this->Size > 0 )
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{
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this->Colors->Delete();
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for (i=0; i<this->Size; i++)
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{
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if ( this->Symbol[i] )
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{
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this->Symbol[i]->Delete();
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}
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this->Transform[i]->Delete();
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this->SymbolTransform[i]->Delete();
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this->SymbolMapper[i]->Delete();
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this->SymbolActor[i]->Delete();
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if ( this->TextMapper[i] )
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{
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this->TextMapper[i]->Delete();
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this->TextActor[i]->Delete();
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}
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}//for all entries
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delete [] this->Symbol; this->Symbol = NULL;
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delete [] this->Transform; this->Transform = NULL;
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delete [] this->SymbolTransform; this->SymbolTransform = NULL;
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delete [] this->SymbolMapper; this->SymbolMapper = NULL;
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delete [] this->SymbolActor; this->SymbolActor = NULL;
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delete [] this->TextMapper; this->TextMapper = NULL;
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delete [] this->TextActor; this->TextActor = NULL;
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}//if entries have been defined
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}
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//----------------------------------------------------------------------------
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void vtkLegendBoxActor::SetNumberOfEntries(int num)
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{
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if ( num == this->NumberOfEntries )
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{
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return;
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}
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else if ( num < this->Size )
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{
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this->NumberOfEntries = num;
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}
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else //allocate space
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{
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int i;
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//Create internal actors, etc.
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vtkDoubleArray *colors = vtkDoubleArray::New();
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colors->SetNumberOfComponents(3);
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colors->SetNumberOfTuples(num);
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vtkTextMapper **textMapper= new vtkTextMapper* [num];
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vtkActor2D **textActor = new vtkActor2D* [num];
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vtkPolyData **symbol = new vtkPolyData* [num];
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vtkTransform **transform= new vtkTransform* [num];
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vtkTransformPolyDataFilter **symbolTransform =
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new vtkTransformPolyDataFilter* [num];
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vtkPolyDataMapper2D **symbolMapper = new vtkPolyDataMapper2D* [num];
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vtkActor2D **symbolActor = new vtkActor2D* [num];
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//copy old values
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for (i=0; i<this->NumberOfEntries; i++)
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{
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colors->SetTuple(i,this->Colors->GetTuple(i));
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textMapper[i] = this->TextMapper[i];
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textMapper[i]->Register(this);
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textActor[i] = this->TextActor[i];
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textActor[i]->Register(this);
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symbol[i] = this->Symbol[i];
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if ( symbol[i] )
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{
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symbol[i]->Register(this);
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}
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transform[i] = this->Transform[i];
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transform[i]->Register(this);
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symbolTransform[i] = this->SymbolTransform[i];
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symbolTransform[i]->Register(this);
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symbolMapper[i] = this->SymbolMapper[i];
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symbolMapper[i]->Register(this);
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symbolActor[i] = this->SymbolActor[i];
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symbolActor[i]->Register(this);
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}
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//initialize data values
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static double color[3]={-1.0,-1.0,-1.0};
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for (i=this->NumberOfEntries; i<num; i++) //initialize
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{
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colors->SetTuple(i,color);
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textMapper[i] = vtkTextMapper::New();
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textActor[i] = vtkActor2D::New();
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textActor[i]->SetMapper(textMapper[i]);
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symbol[i] = NULL;
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transform[i] = vtkTransform::New();
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symbolTransform[i] = vtkTransformPolyDataFilter::New();
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symbolTransform[i]->SetTransform(transform[i]);
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symbolMapper[i] = vtkPolyDataMapper2D::New();
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symbolMapper[i]->SetInput(symbolTransform[i]->GetOutput());
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symbolActor[i] = vtkActor2D::New();
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symbolActor[i]->SetMapper(symbolMapper[i]);
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}
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//Clear out the old stuff
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this->InitializeEntries();
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//Bring everything up to date
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this->NumberOfEntries = this->Size = num;
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this->Colors = colors;
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this->TextMapper = textMapper;
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this->TextActor = textActor;
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this->Symbol = symbol;
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this->Transform = transform;
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this->SymbolTransform = symbolTransform;
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this->SymbolMapper = symbolMapper;
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this->SymbolActor = symbolActor;
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}
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this->Modified();
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return;
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}
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//----------------------------------------------------------------------------
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void vtkLegendBoxActor::SetEntry(int i, vtkPolyData *symbol, const char* string,
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double color[3])
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{
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if ( i >= 0 && i < this->NumberOfEntries )
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{
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this->SetEntrySymbol(i,symbol);
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this->SetEntryString(i,string);
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this->SetEntryColor(i,color);
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}
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return;
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}
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//----------------------------------------------------------------------------
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void vtkLegendBoxActor::SetEntrySymbol(int i, vtkPolyData *symbol)
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{
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if ( i >= 0 && i < this->NumberOfEntries )
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{
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if ( this->Symbol[i] == symbol )
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{
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return;
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}
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if ( this->Symbol[i] )
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{
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this->Symbol[i]->Delete();
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}
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this->Symbol[i] = symbol;
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if ( this->Symbol[i] )
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{
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this->Symbol[i]->Register(this);
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}
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this->Modified();
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}
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}
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//----------------------------------------------------------------------------
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void vtkLegendBoxActor::SetEntryString(int i, const char* string)
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{
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if ( i >= 0 && i < this->NumberOfEntries )
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{
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if ( this->TextMapper[i]->GetInput() && string
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&& (!strcmp(this->TextMapper[i]->GetInput(),string)))
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{
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return;
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}
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this->TextMapper[i]->SetInput(string);
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this->Modified();
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}
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}
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//----------------------------------------------------------------------------
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void vtkLegendBoxActor::SetEntryColor(int i, double color[3])
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{
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if ( i >= 0 && i < this->NumberOfEntries )
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{
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double oldColor[3];
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this->Colors->GetTuple(i, oldColor);
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if ( oldColor[0] != color[0] || oldColor[1] != color[1] ||
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oldColor[2] != color[2] )
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{
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this->Colors->SetTuple3(i,color[0],color[1],color[2]);
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this->Modified();
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}
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}
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}
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//----------------------------------------------------------------------------
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void vtkLegendBoxActor::SetEntryColor(int i, double r, double g, double b)
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{
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double rgb[3];
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rgb[0] = r; rgb[1] = g; rgb[2] = b;
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this->SetEntryColor(i,rgb);
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}
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//----------------------------------------------------------------------------
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vtkPolyData *vtkLegendBoxActor::GetEntrySymbol(int i)
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{
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if ( i < 0 || i >= this->NumberOfEntries )
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{
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return NULL;
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}
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else
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{
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return this->Symbol[i];
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}
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}
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//----------------------------------------------------------------------------
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const char* vtkLegendBoxActor::GetEntryString(int i)
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{
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if ( i < 0 || i >= this->NumberOfEntries )
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{
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return NULL;
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}
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else
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{
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return this->TextMapper[i]->GetInput();
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}
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}
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//----------------------------------------------------------------------------
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double* vtkLegendBoxActor::GetEntryColor(int i)
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{
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if ( i < 0 || i >= this->NumberOfEntries )
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{
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return NULL;
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}
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else
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{
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return vtkDoubleArray::SafeDownCast(this->Colors)->GetPointer(i*3);
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}
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}
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//----------------------------------------------------------------------------
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// Release any graphics resources that are being consumed by this actor.
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// The parameter window could be used to determine which graphic
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// resources to release.
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void vtkLegendBoxActor::ReleaseGraphicsResources(vtkWindow *win)
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{
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if ( this->BorderActor )
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{
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this->BorderActor->ReleaseGraphicsResources(win);
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}
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if ( this->BoxActor )
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{
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this->BoxActor->ReleaseGraphicsResources(win);
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}
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for (int i=0; i < this->Size; i++)
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{
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this->TextActor[i]->ReleaseGraphicsResources(win);
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this->SymbolActor[i]->ReleaseGraphicsResources(win);
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}
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}
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//----------------------------------------------------------------------------
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int vtkLegendBoxActor::RenderOverlay(vtkViewport *viewport)
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{
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if ( this->NumberOfEntries <= 0 )
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{
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return 0;
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}
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int renderedSomething = 0;
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if ( this->Border )
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{
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renderedSomething += this->BorderActor->RenderOverlay(viewport);
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}
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if ( this->Box )
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{
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renderedSomething += this->BoxActor->RenderOverlay(viewport);
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}
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if ( this->LegendEntriesVisible )
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{
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for (int i=0; i<this->NumberOfEntries; i++)
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{
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if ( this->Symbol[i] )
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{
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renderedSomething += this->SymbolActor[i]->RenderOverlay(viewport);
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}
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renderedSomething += this->TextActor[i]->RenderOverlay(viewport);
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}
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}
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return renderedSomething;
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}
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//----------------------------------------------------------------------------
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int vtkLegendBoxActor::RenderOpaqueGeometry(vtkViewport *viewport)
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{
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int i;
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double symbolSize;
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if ( this->NumberOfEntries <= 0 )
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{
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return 0;
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}
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if (!this->EntryTextProperty)
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{
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vtkErrorMacro(<<"Need entry text property to render legend box actor");
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return 0;
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}
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// Check to see whether we have to rebuild everything
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int *vsize = viewport->GetSize();
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if (this->GetMTime() > this->BuildTime ||
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this->EntryTextProperty->GetMTime() > this->BuildTime ||
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vsize[0] != this->CachedSize[0] || vsize[1] != this->CachedSize[1] )
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{
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vtkDebugMacro(<<"Rebuilding text");
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this->CachedSize[0] = vsize[0];
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this->CachedSize[1] = vsize[1];
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// If text prop has changed, recopy it to all mappers
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// We have to use shallow copy since the color of each text prop
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// can be overriden
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if (this->EntryTextProperty->GetMTime() > this->BuildTime)
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{
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for (i = 0; i < this->NumberOfEntries; i++)
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{
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this->TextMapper[i]->GetTextProperty()->ShallowCopy(
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this->EntryTextProperty);
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}
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}
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//Get position information
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int *x1, *x2;
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double p1[3], p2[3];
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x1 = this->PositionCoordinate->GetComputedViewportValue(viewport);
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x2 = this->Position2Coordinate->GetComputedViewportValue(viewport);
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p1[0] = (double)x1[0]; p1[1] = (double)x1[1]; p1[2] = 0.0;
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p2[0] = (double)x2[0]; p2[1] = (double)x2[1]; p2[2] = 0.0;
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//Compute spacing...trying to keep things proportional
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//
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//Find the longest string and symbol width ratio
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int length, maxLength;
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int maxTextMapper = 0;
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char *str;
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int tempi[2], fontSize;
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double sf, twr, swr;
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double *bounds;
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for (swr=0.0, maxLength=i=0; i<this->NumberOfEntries; i++)
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{
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str = this->TextMapper[i]->GetInput();
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if ( str ) //if there is a string
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{
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length = static_cast<int>(strlen(str));
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if ( length > maxLength )
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{
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maxLength = length;
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maxTextMapper = i;
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}
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}//if string
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if ( this->Symbol[i] ) //if there is a symbol
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{
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this->Symbol[i]->Update();
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bounds = this->Symbol[i]->GetBounds();
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if ( (bounds[3]-bounds[2]) == 0.0 )
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{
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sf = 1.0;
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}
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else
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{
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sf = (bounds[1]-bounds[0]) / (bounds[3]-bounds[2]);
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}
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if ( sf > swr )
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{
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swr = sf;
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}
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}//if symbol defined
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}
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//Compute the final proportion (symbol width to text width)
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fontSize = 12;
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this->TextMapper[maxTextMapper]->GetTextProperty()->SetFontSize(fontSize);
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this->TextMapper[maxTextMapper]->GetSize(viewport,tempi);
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twr = (double)tempi[0]/tempi[1];
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symbolSize = swr / (swr + twr);
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//Okay, now that the proportions are okay, let's size everything
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//First the text
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int size[2];
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size[0] = (int)((1.0-symbolSize)*(p2[0] - p1[0] - 2.0*this->Padding));
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size[1] = (int)((p2[1] - p1[1] - 2.0*this->Padding)/this->NumberOfEntries);
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fontSize = this->TextMapper[maxTextMapper]->SetConstrainedFontSize(
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viewport, size[0], size[1]);
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this->TextMapper[maxTextMapper]->GetSize(viewport,tempi);
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// don't draw anything if it's too small
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if ( size[1] > 0 && fontSize > 0)
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{
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this->LegendEntriesVisible = 1;
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}
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else
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{
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this->LegendEntriesVisible = 0;
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}
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//Border and box - may adjust spacing based on font size relationship
|
|
//to the proportions relative to the border
|
|
//
|
|
if (this->Border || this->Box)
|
|
{
|
|
//adjust the border/box placement if too much whitespace
|
|
if ( !this->LockBorder && tempi[0] < size[0] )
|
|
{
|
|
p2[0] = p1[0] + 2.0*this->Padding +
|
|
symbolSize*(p2[0] - p1[0] - 2.0*this->Padding) + tempi[0];
|
|
}
|
|
vtkPoints *pts = this->BorderPolyData->GetPoints();
|
|
pts->SetPoint(0, p1);
|
|
pts->SetPoint(1, p2[0],p1[1],0.0);
|
|
pts->SetPoint(2, p2[0],p2[1],0.0);
|
|
pts->SetPoint(3, p1[0],p2[1],0.0);
|
|
}
|
|
|
|
if (this->Border)
|
|
{
|
|
this->BorderActor->SetProperty(this->GetProperty());
|
|
}
|
|
|
|
//Place text strings
|
|
double color[3];
|
|
double posY;
|
|
double posX = p1[0] + this->Padding +
|
|
symbolSize*(p2[0] - p1[0] - 2.0*this->Padding);
|
|
for (i=0; i<this->NumberOfEntries; i++)
|
|
{
|
|
posY = p2[1] - this->Padding - (double)i*size[1] - 0.5*size[1];
|
|
this->TextActor[i]->SetPosition(posX,posY);
|
|
this->TextMapper[i]->GetTextProperty()->SetFontSize(fontSize);
|
|
this->TextActor[i]->GetProperty()->DeepCopy(this->GetProperty());
|
|
this->Colors->GetTuple(i, color);
|
|
if ( color[0] >= 0.0 && color[1] >= 0.0 && color[2] >= 0.0 )
|
|
{
|
|
this->TextMapper[i]->GetTextProperty()->SetColor(color[0],
|
|
color[1],
|
|
color[2]);
|
|
}
|
|
}
|
|
|
|
//Place symbols
|
|
//
|
|
//Find the x-y bounds of the symbols...we'll be scaling these as well
|
|
size[0] = (int)(symbolSize*(p2[0] - p1[0] - 2.0*this->Padding));
|
|
posX = p1[0] + this->Padding +
|
|
0.5*symbolSize*(p2[0] - p1[0] - 2.0*this->Padding);
|
|
for (i=0; i<this->NumberOfEntries; i++)
|
|
{
|
|
if ( this->Symbol[i] )
|
|
{
|
|
this->SymbolTransform[i]->SetInput(this->Symbol[i]);
|
|
bounds = this->Symbol[i]->GetBounds();
|
|
|
|
if ( (bounds[1]-bounds[0]) == 0.0 )
|
|
{
|
|
sf = VTK_DOUBLE_MAX;
|
|
}
|
|
else
|
|
{
|
|
sf = size[0]/(bounds[1]-bounds[0]);
|
|
}
|
|
|
|
if ( (bounds[3]-bounds[2]) == 0.0 )
|
|
{
|
|
if ( sf >= VTK_DOUBLE_MAX )
|
|
{
|
|
sf = 1.0;
|
|
}
|
|
}
|
|
else if ( (size[1]/(bounds[3]-bounds[2])) < sf )
|
|
{
|
|
sf = size[1]/(bounds[3]-bounds[2]);
|
|
}
|
|
|
|
posY = p2[1] - this->Padding - (double)i*size[1] - 0.5*size[1] -
|
|
0.25*tempi[1];
|
|
this->Transform[i]->Identity();
|
|
this->Transform[i]->Translate(posX, posY, 0.0);
|
|
this->Transform[i]->Scale(0.5*sf, 0.5*sf, 1);
|
|
this->SymbolMapper[i]->SetScalarVisibility(this->ScalarVisibility);
|
|
this->SymbolActor[i]->GetProperty()->DeepCopy(this->GetProperty());
|
|
this->Colors->GetTuple(i, color);
|
|
if ( color[0] >= 0.0 && color[1] >= 0.0 && color[2] >= 0.0 )
|
|
{
|
|
this->SymbolActor[i]->GetProperty()->SetColor(color[0],
|
|
color[1],
|
|
color[2]);
|
|
}
|
|
}//if symbol defined
|
|
}//for all entries
|
|
|
|
this->BuildTime.Modified();
|
|
}//rebuild legend box
|
|
|
|
//Okay, now we're ready to render something
|
|
//Border
|
|
int renderedSomething = 0;
|
|
if ( this->Border )
|
|
{
|
|
renderedSomething += this->BorderActor->RenderOpaqueGeometry(viewport);
|
|
}
|
|
|
|
if ( this->Box )
|
|
{
|
|
renderedSomething += this->BoxActor->RenderOpaqueGeometry(viewport);
|
|
}
|
|
|
|
if ( this->LegendEntriesVisible )
|
|
{
|
|
for (i=0; i<this->NumberOfEntries; i++)
|
|
{
|
|
if ( this->Symbol[i] )
|
|
{
|
|
renderedSomething += this->SymbolActor[i]->RenderOpaqueGeometry(viewport);
|
|
}
|
|
renderedSomething += this->TextActor[i]->RenderOpaqueGeometry(viewport);
|
|
}
|
|
}
|
|
|
|
return renderedSomething;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
void vtkLegendBoxActor::PrintSelf(ostream& os, vtkIndent indent)
|
|
{
|
|
this->Superclass::PrintSelf(os,indent);
|
|
|
|
if (this->EntryTextProperty)
|
|
{
|
|
os << indent << "Entry Text Property:\n";
|
|
this->EntryTextProperty->PrintSelf(os,indent.GetNextIndent());
|
|
}
|
|
else
|
|
{
|
|
os << indent << "Entry Text Property: (none)\n";
|
|
}
|
|
|
|
os << indent << "Number Of Entries: " << this->NumberOfEntries << "\n";
|
|
|
|
os << indent << "Scalar Visibility: "
|
|
<< (this->ScalarVisibility ? "On\n" : "Off\n");
|
|
os << indent << "Padding: " << this->Padding << "\n";
|
|
os << indent << "Border: " << (this->Border ? "On\n" : "Off\n");
|
|
os << indent << "Box: " << (this->Box ? "On\n" : "Off\n");
|
|
os << indent << "LockBorder: " << (this->LockBorder ? "On\n" : "Off\n");
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
void vtkLegendBoxActor::ShallowCopy(vtkProp *prop)
|
|
{
|
|
vtkLegendBoxActor *a = vtkLegendBoxActor::SafeDownCast(prop);
|
|
if ( a != NULL )
|
|
{
|
|
this->SetPosition2(a->GetPosition2());
|
|
this->SetEntryTextProperty(a->GetEntryTextProperty());
|
|
this->SetBorder(a->GetBorder());
|
|
this->SetLockBorder(a->GetLockBorder());
|
|
this->SetPadding(a->GetPadding());
|
|
this->SetScalarVisibility(a->GetScalarVisibility());
|
|
this->SetNumberOfEntries(a->GetNumberOfEntries());
|
|
for (int i=0; i<this->NumberOfEntries; i++)
|
|
{
|
|
this->SetEntrySymbol(i,a->GetEntrySymbol(i));
|
|
this->SetEntryString(i,a->GetEntryString(i));
|
|
this->SetEntryColor(i,a->GetEntryColor(i));
|
|
}
|
|
}
|
|
|
|
// Now do superclass
|
|
this->vtkActor2D::ShallowCopy(prop);
|
|
}
|
|
|