Add image to rectangle array - C# - c#

I've got the following code and wanted to know whether there was a way for me to assign the brickImage property to the array featured in my code. If so, how do I achieve this? I basically want to create an array of bricks to be displayed in multiple rows etc.
public class Brick
{
private int x, y, width, height;
private Image brickImage;
private Rectangle brickRec;
private Rectangle[] brickRecs;
public Rectangle BrickRec
{
get { return brickRec; }
}
public Brick()
{
x = 0;
y = 0;
width = 60;
height = 20;
brickImage = Breakout.Properties.Resources.brick_fw;
brickRec = new Rectangle(x, y, width, height);
Rectangle[] brickRecs =
{
new Rectangle(0, 0, 60, 20),
new Rectangle(0, 0, 121, 20),
new Rectangle(0, 0, 242, 20)
};
}
public void drawBrick(Graphics paper)
{
paper.DrawImage(brickImage, brickRec);
//paper.DrawImage(brickImage, brickRecs);
}
}

if you want to attach an image to a rectangle simply create your own class:
public class MyBrick
{
public Image Image {get; set;}
public Point[] Locations {get; set;}
}
then add this somewhere in your code
MyBrick[] brickRecs =
{
new MyBrick()
{
Locations =
{
new Point(60, 20),
new Point(10, 10),
//....
},
Image = ... // ADD IMAGE REFERENCE HERE
},
new MyBrick()
{
Locations =
{
new Point(90, 90),
new Point(5, 5),
//....
},
Image = ...
},
};

Related

How to fix QR code generation using ZXing.Net lib

It is necessary to generate a QR code from the text. I'm using the ZXing.unity.dll library
using ZXing;
using ZXing.QrCode;
Generating QR code
private static Color32[] Encode(string textForEncoding, int width, int height) {
var writer = new BarcodeWriter {
Format = BarcodeFormat.QR_CODE,
Options = new QrCodeEncodingOptions{
Height = height,
Width = width
}
};
return writer.Write(textForEncoding);
}
public Texture2D generateQR(string text) {
var encoded = new Texture2D (256, 256);
var color32 = Encode(text, encoded.width, encoded.height);
encoded.SetPixels32(color32);
encoded.Apply();
return encoded;
}
Applying the generated QR to the RawImage filled in the field
public RawImage RI;
...
RI.texture = generateQR("https://test.link/123");
The output is a picture with large white edges.
QR code preview pic
Q1 - How to remove white edges;
Q2 - How to make a transparent background;
Q3 - How to change black color to any other
Q3: Sample for changing foreground and background color:
private static Color32[] Encode(string textForEncoding, int width, int height)
{
var writer = new BarcodeWriter
{
Format = BarcodeFormat.QR_CODE,
Options = new QrCodeEncodingOptions
{
Height = height,
Width = width
},
Renderer = new Color32Renderer
{
Background = new Color32(255, 0, 0, 0),
Foreground = new Color32(0, 255, 0, 0)
}
};
return writer.Write(textForEncoding);
}
Q2: I' not absolutely sure, but the following sample should create a transparent background:
private static Color32[] Encode(string textForEncoding, int width, int height)
{
var writer = new BarcodeWriter
{
Format = BarcodeFormat.QR_CODE,
Options = new QrCodeEncodingOptions
{
Height = height,
Width = width
},
Renderer = new Color32Renderer
{
Background = new Color32(0, 0, 0, 255)
}
};
return writer.Write(textForEncoding);
}
Q1: create the image as small as possible without a border and resize it manually
private static Color32[] Encode(string textForEncoding, int width, int height)
{
var writer = new BarcodeWriter
{
Format = BarcodeFormat.QR_CODE,
Options = new QrCodeEncodingOptions
{
Height = width,
Width = height,
Margin = 0
}
};
return writer.Write(textForEncoding);
}
public Texture2D generateQR(string text)
{
// create the image as small as possible without a white border by setting width an height to 1
var color32 = Encode(text, 1, 1);
var widthAndHeight = color32.Length / 2;
var encoded = new Texture2D(widthAndHeight, widthAndHeight);
encoded.SetPixels32(color32);
encoded.Apply();
//
// Attention: insert code for resizing to the desired size here
// I didn't try it myself. Not sure if it works.
//
encoded.Resize(256, 256);
return encoded;
}

Why isn't my user control paint event filling my rectangle only on one control?

I can't understand what I'm doing wrong.
For one of the two controls I create (the first one) it works. But for the second one, it doesn't?
I've tried many things to fix this but I haven't come any closer to a solution any ideas?
What happens
Code where they are created:
public MessageLogView()
{
MessageBubble bubble = new MessageBubble("Hey there Steve I love you", DateTime.Today, Color.FromArgb(255,255,255), new Padding(10, 10, 10, 10));
bubble.Location = new Point(5, 5);
this.Controls.Add(bubble);
MessageBubble bubble2 = new MessageBubble("K, good for you", DateTime.Today, Color.FromArgb(220, 248, 198), new Padding(10, 10, 10, 10));
bubble2.Location = new Point(5, 5 + bubble.BubbleHeight + 5);
this.Controls.Add(bubble2);
}
The usercontrol:
public partial class MessageBubble : UserControl
{
private string Text;
private DateTime Date;
private Color BubbleColor = Color.FromArgb(220, 248, 198);
private Size stringSize, datestringSize;
public Font textFont { get; set; } = new Font("Arial", 12, FontStyle.Regular);
public Font dateFont { get; set; } = new Font("Arial", 9, FontStyle.Bold);
public Color textColor { get; set; } = Color.Black;
public Color dateColor { get; set; } = Color.FromArgb(180, 208, 158);
public int cornerRadius { get; set; } = 5;
public int BubbleHeight { get
{
return this.Padding.Top + this.Padding.Bottom + stringSize.Height + 5 + datestringSize.Height;
}
}
public int BubbleWidth
{
get
{
return this.Padding.Left + this.Padding.Right + stringSize.Width;
}
}
public MessageBubble(string text, DateTime date, Color color, Padding padding)
{
InitializeComponent();
Text = text;
this.BubbleColor = color;
Date = date;
stringSize = this.CreateGraphics().MeasureString(Text, this.textFont).ToSize();
datestringSize = this.CreateGraphics().MeasureString(Date.ToString("hh:mm tt"), this.dateFont).ToSize();
this.Padding = padding;
this.Width = this.BubbleWidth;
this.Height = this.BubbleHeight;
}
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.FillRectangle(new SolidBrush(this.BubbleColor), Bounds);
e.Graphics.DrawString(this.Text, this.textFont, new SolidBrush(this.textColor), new Point(this.Padding.Left,this.Padding.Top));
e.Graphics.DrawString(this.Date.ToString("hh:mm tt"), this.dateFont, new SolidBrush(this.dateColor), new Point(this.Width - datestringSize.Width - Padding.Right, this.Padding.Top + stringSize.Height + 5));
Console.WriteLine($"Drawn: {this.Text} - {this.Bounds.X}, {this.Bounds.Y} - {this.BubbleWidth}, {this.BubbleHeight}/{this.Bounds.Width}, {this.Bounds.Height} - {this.BubbleColor.ToString() }");
}
}
The strange behavior is because of using Bounds instead of ClientRectangle. They are different:
Bounds: Size and location of the control relative to the parent control.
ClientRectangle: The rectangle that represents the client area of the control.
Use ClientRectangle when filling rectangle.
When you put a control having (100, 100) as its size on the point (10,10) on the parent, client rectangle will be (0, 0, 100, 100) and Bounds will be (10, 10, 100, 100).
Note: You need to dispose the GDI+ objects, otherwise you will be faced with GDI leak soon. Create and use them in a using:
using (var brush = new SolidBrush(this.BubbleColor))
e.Graphics.FillRectangle(brush, ClientRectangle);
You can set the Usercontrol's BackColor to the BubbleColor in the constructor.
BubbleColor = color;
Now it looks as expected:
But the actual error comes from the Bounds property. It is the rectangle the control is contained in and its location is the controls's location, so, depending on the numbers, you are drawing mostly outside of the bubble.
Instead you could use:
Rectangle rect = new Rectangle(Point.Empty, Bounds.Size);
But the most natural solution is to use the right property, which is ClientRectangle..
And, as Reza's cross-post says: Do make sure to dispose you GDI+ resources, namely the Brushes..

From C# serverside, Is there anyway to generate a treemap and save as an image?

I have been using this javascript library to create treemap on webpages and it works great. The issue now is that I need to include this in a powerpoint presentation that I am generating on the server side (I am generating the powerpoint using aspose.slides for .net)
The easiest thing I thought of was to try to somehow build a treemap on the server and save as an image (as adding an image into the powerpoint presentation is quite simple) but after googling, I don't see any solution that from C# serverside can generate a treemap as an image.
Does something like this exist where I can create a treemap as an image from a server side C# app.
Given that algorithms are known, it's not hard to just draw a bitmap with a treemap. At the moment I don't have enough time to write code myself, but I have enough time to (almost) mindlessly port some existing code to C# :) Let's take this javascript implementation. It uses algorithm described in this paper. I found some problems in that implementation, which are fixed in C# version. Javascript version works with pure arrays (and arrays of arrays of arrays) of integers. We define some class instead:
public class TreemapItem {
private TreemapItem() {
FillBrush = Brushes.White;
BorderBrush = Brushes.Black;
TextBrush = Brushes.Black;
}
public TreemapItem(string label, int area, Brush fillBrush) : this() {
Label = label;
Area = area;
FillBrush = fillBrush;
Children = null;
}
public TreemapItem(params TreemapItem[] children) : this() {
// in this implementation if there are children - all other properies are ignored
// but this can be changed in future
Children = children;
}
// Label to write on rectangle
public string Label { get; set; }
// color to fill rectangle with
public Brush FillBrush { get; set; }
// color to fill rectangle border with
public Brush BorderBrush { get; set; }
// color of label
public Brush TextBrush { get; set; }
// area
public int Area { get; set; }
// children
public TreemapItem[] Children { get; set; }
}
Then starting to port. First Container class:
class Container {
public Container(int x, int y, int width, int height) {
X = x;
Y = y;
Width = width;
Height = height;
}
public int X { get; }
public int Y { get; }
public int Width { get; }
public int Height { get; }
public int ShortestEdge => Math.Min(Width, Height);
public IDictionary<TreemapItem, Rectangle> GetCoordinates(TreemapItem[] row) {
// getCoordinates - for a row of boxes which we've placed
// return an array of their cartesian coordinates
var coordinates = new Dictionary<TreemapItem, Rectangle>();
var subx = this.X;
var suby = this.Y;
var areaWidth = row.Select(c => c.Area).Sum()/(float) Height;
var areaHeight = row.Select(c => c.Area).Sum()/(float) Width;
if (Width >= Height) {
for (int i = 0; i < row.Length; i++) {
var rect = new Rectangle(subx, suby, (int) (areaWidth), (int) (row[i].Area/areaWidth));
coordinates.Add(row[i], rect);
suby += (int) (row[i].Area/areaWidth);
}
}
else {
for (int i = 0; i < row.Length; i++) {
var rect = new Rectangle(subx, suby, (int) (row[i].Area/areaHeight), (int) (areaHeight));
coordinates.Add(row[i], rect);
subx += (int) (row[i].Area/areaHeight);
}
}
return coordinates;
}
public Container CutArea(int area) {
// cutArea - once we've placed some boxes into an row we then need to identify the remaining area,
// this function takes the area of the boxes we've placed and calculates the location and
// dimensions of the remaining space and returns a container box defined by the remaining area
if (Width >= Height) {
var areaWidth = area/(float) Height;
var newWidth = Width - areaWidth;
return new Container((int) (X + areaWidth), Y, (int) newWidth, Height);
}
else {
var areaHeight = area/(float) Width;
var newHeight = Height - areaHeight;
return new Container(X, (int) (Y + areaHeight), Width, (int) newHeight);
}
}
}
Then Treemap class which builds actual Bitmap
public class Treemap {
public Bitmap Build(TreemapItem[] items, int width, int height) {
var map = BuildMultidimensional(items, width, height, 0, 0);
var bmp = new Bitmap(width, height);
var g = Graphics.FromImage(bmp);
g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
foreach (var kv in map) {
var item = kv.Key;
var rect = kv.Value;
// fill rectangle
g.FillRectangle(item.FillBrush, rect);
// draw border
g.DrawRectangle(new Pen(item.BorderBrush, 1), rect);
if (!String.IsNullOrWhiteSpace(item.Label)) {
// draw text
var format = new StringFormat();
format.Alignment = StringAlignment.Center;
format.LineAlignment = StringAlignment.Center;
var font = new Font("Arial", 16);
g.DrawString(item.Label, font, item.TextBrush, new RectangleF(rect.X, rect.Y, rect.Width, rect.Height), format);
}
}
return bmp;
}
private Dictionary<TreemapItem, Rectangle> BuildMultidimensional(TreemapItem[] items, int width, int height, int x, int y) {
var results = new Dictionary<TreemapItem, Rectangle>();
var mergedData = new TreemapItem[items.Length];
for (int i = 0; i < items.Length; i++) {
// calculate total area of children - current item's area is ignored
mergedData[i] = SumChildren(items[i]);
}
// build a map for this merged items (merged because their area is sum of areas of their children)
var mergedMap = BuildFlat(mergedData, width, height, x, y);
for (int i = 0; i < items.Length; i++) {
var mergedChild = mergedMap[mergedData[i]];
// inspect children of children in the same way
if (items[i].Children != null) {
var headerRect = new Rectangle(mergedChild.X, mergedChild.Y, mergedChild.Width, 20);
results.Add(mergedData[i], headerRect);
// reserve 20 pixels of height for header
foreach (var kv in BuildMultidimensional(items[i].Children, mergedChild.Width, mergedChild.Height - 20, mergedChild.X, mergedChild.Y + 20)) {
results.Add(kv.Key, kv.Value);
}
}
else {
results.Add(mergedData[i], mergedChild);
}
}
return results;
}
private Dictionary<TreemapItem, Rectangle> BuildFlat(TreemapItem[] items, int width, int height, int x, int y) {
// normalize all area values for given width and height
Normalize(items, width*height);
var result = new Dictionary<TreemapItem, Rectangle>();
Squarify(items, new TreemapItem[0], new Container(x, y, width, height), result);
return result;
}
private void Normalize(TreemapItem[] data, int area) {
var sum = data.Select(c => c.Area).Sum();
var multi = area/(float) sum;
foreach (var item in data) {
item.Area = (int) (item.Area*multi);
}
}
private void Squarify(TreemapItem[] data, TreemapItem[] currentRow, Container container, Dictionary<TreemapItem, Rectangle> stack) {
if (data.Length == 0) {
foreach (var kv in container.GetCoordinates(currentRow)) {
stack.Add(kv.Key, kv.Value);
}
return;
}
var length = container.ShortestEdge;
var nextPoint = data[0];
if (ImprovesRatio(currentRow, nextPoint, length)) {
currentRow = currentRow.Concat(new[] {nextPoint}).ToArray();
Squarify(data.Skip(1).ToArray(), currentRow, container, stack);
}
else {
var newContainer = container.CutArea(currentRow.Select(c => c.Area).Sum());
foreach (var kv in container.GetCoordinates(currentRow)) {
stack.Add(kv.Key, kv.Value);
}
Squarify(data, new TreemapItem[0], newContainer, stack);
}
}
private bool ImprovesRatio(TreemapItem[] currentRow, TreemapItem nextNode, int length) {
// if adding nextNode
if (currentRow.Length == 0)
return true;
var newRow = currentRow.Concat(new[] {nextNode}).ToArray();
var currentRatio = CalculateRatio(currentRow, length);
var newRatio = CalculateRatio(newRow, length);
return currentRatio >= newRatio;
}
private int CalculateRatio(TreemapItem[] row, int length) {
var min = row.Select(c => c.Area).Min();
var max = row.Select(c => c.Area).Max();
var sum = row.Select(c => c.Area).Sum();
return (int) Math.Max(Math.Pow(length, 2)*max/Math.Pow(sum, 2), Math.Pow(sum, 2)/(Math.Pow(length, 2)*min));
}
private TreemapItem SumChildren(TreemapItem item) {
int total = 0;
if (item.Children?.Length > 0) {
total += item.Children.Sum(c => c.Area);
foreach (var child in item.Children) {
total += SumChildren(child).Area;
}
}
else {
total = item.Area;
}
return new TreemapItem(item.Label, total, item.FillBrush);
}
}
Now let's try to use and see how it goes:
var map = new[] {
new TreemapItem("ItemA", 0, Brushes.DarkGray) {
Children = new[] {
new TreemapItem("ItemA-1", 200, Brushes.White),
new TreemapItem("ItemA-2", 500, Brushes.BurlyWood),
new TreemapItem("ItemA-3", 600, Brushes.Purple),
}
},
new TreemapItem("ItemB", 1000, Brushes.Yellow) {
},
new TreemapItem("ItemC", 0, Brushes.Red) {
Children = new[] {
new TreemapItem("ItemC-1", 200, Brushes.White),
new TreemapItem("ItemC-2", 500, Brushes.BurlyWood),
new TreemapItem("ItemC-3", 600, Brushes.Purple),
}
},
new TreemapItem("ItemD", 2400, Brushes.Blue) {
},
new TreemapItem("ItemE", 0, Brushes.Cyan) {
Children = new[] {
new TreemapItem("ItemE-1", 200, Brushes.White),
new TreemapItem("ItemE-2", 500, Brushes.BurlyWood),
new TreemapItem("ItemE-3", 600, Brushes.Purple),
}
},
};
using (var bmp = new Treemap().Build(map, 1024, 1024)) {
bmp.Save("output.bmp", ImageFormat.Bmp);
}
Output:
This can be extended in multiple ways, and code quality can certainly be improved significantly. But if you would go this way, it can at least give you a good start. Benefit is that it's fast and no external dependencies involved.
If you would want to use it and find some issues or it does not match some of your requirements - feel free to ask and I will improve it when will have more time.
Using the GDI+ api may be your only choice, with good support cross platform. However, there are several potential issues you need to be aware of when doing anything with GDI+ on the server side. It's worth reading this as it explains the current state of drawing Graphics in DotNet and has a point on Server-side processing:
https://github.com/imazen/Graphics-vNext
Having said that; there's this article that deals with what you're asking for:
OutOfMemory Exception when recursively drawing rectangles in GDI+ (It's specifically talking about generating a TreeMap with GDI+ and if you read the comments and answer you'll avoid a lot of the pitfalls)
Once you've generated your image, it's a trivial process to save it to disk somewhere and then, hopefully, embed it within your presentation; you have options to write to streams as well, so it may be possible to directly embed it in the powerpoint file without first saving it to disk.
You can use WPF rendering: http://lordzoltan.blogspot.co.uk/2010/09/using-wpf-to-render-bitmaps.html but it's not without its drawbacks.
(That's a link to my own old blog - but if you search for 'using wpf to generate images' you'll get lots of other examples - many of which are better than mine!)
Generating a tree in WPF is going to be, well, challenging, though - although it can be done, since the WPF drawing primitives are hierarchical in nature.
It might not be suitable, bou could also consider GraphViz - https://github.com/JamieDixon/GraphViz-C-Sharp-Wrapper however I don't know how much luck you'll have executing the command line in a web server.
There are - I expect - bound to be paid-for libraries to do this, as well, as it's a common need.
The Eindhoven University of Technology has published a paper on the algorithm of squarified treemaps. Pascal Laurin has turned this into C#. There is also a Code Project article that has a section about treemaps.
Of course there are also commercial solutions like the one from .NET Charting, Infragistics or Telerik. The downside of those is probably that they are designed as Controls which need to be painted, so you might need some sort of UI thread.
There is also a question here on Stack Overflow that already asked for treemap implementations in C#. Just in case you don't remember.
Since you are already generating the JS and the HTML version of everything, one thing you might want to check out is :
http://www.nrecosite.com/html_to_image_generator_net.aspx
I use this to generate high res-graphic reports straight from my generated pages. It used WKHTML to render it and you can pass a ton of parameters to it to really fine tune it. Its free to most things and it works great. Multi-threading is kind of a pain in the butt with it but I haven't run into to many issues. If you use the NRECO PDf library you can even do batches of stuff also.
With this all you would have to do is render the page like you already are, pipe it through the library and insert into your PPT and all should be good.
Since all you need to do is to extract a screenshot of the web page, it would be more convenient to capture the web page as an Image.
This free library is capable of extracting screenshot from your web page, and it supports Javascript / CSS.
I'm basing the following solution in this project about treemaps in WPF.
Using the data in your link, you can define your model (only with necesary data) like this:
class Data
{
[JsonProperty("$area")]
public float Area { get; set; }
[JsonProperty("$color")]
public Color Color { get; set; }
}
class Item
{
public string Name { get; set; }
public Data Data { get; set; }
public IEnumerable<Item> Children { get; set; }
internal TreeMapData TMData { get; set; }
internal int GetDepth()
{
return Children.Select(c => c.GetDepth()).DefaultIfEmpty().Max() + 1;
}
}
Adding an extra property TreeMapData with some values used in the solution:
class TreeMapData
{
public float Area { get; set; }
public SizeF Size { get; set; }
public PointF Location { get; set; }
}
Now, defining a TreeMap class with the following public members:
class TreeMap
{
public IEnumerable<Item> Items { get; private set; }
public TreeMap(params Item[] items) :
this(items.AsEnumerable()) { }
public TreeMap(IEnumerable<Item> items)
{
Items = items.OrderByDescending(t => t.Data.Area).ThenByDescending(t => t.Children.Count());
}
public Bitmap Draw(int width, int height)
{
var bmp = new Bitmap(width + 1, height + 1);
using (var g = Graphics.FromImage(bmp))
{
DrawIn(g, 0, 0, width, height);
g.Flush();
}
return bmp;
}
//Private members
}
So, you can use it like this:
var treeMap = new TreeMap(items);
var bmp = treeMap.Draw(1366, 768);
And the private/helper members:
private RectangleF emptyArea;
private void DrawIn(Graphics g, float x, float y, float width, float height)
{
Measure(width, height);
foreach (var item in Items)
{
var sFormat = new StringFormat
{
Alignment = StringAlignment.Center,
LineAlignment = StringAlignment.Center
};
if (item.Children.Count() > 0)
{
g.FillRectangle(Brushes.DimGray, x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, 15);
g.DrawString(item.Name, SystemFonts.DefaultFont, Brushes.LightGray, new RectangleF(x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, 15), sFormat);
var treeMap = new TreeMap(item.Children);
treeMap.DrawIn(g, x + item.TMData.Location.X, y + item.TMData.Location.Y + 15, item.TMData.Size.Width, item.TMData.Size.Height - 15);
}
else
{
g.FillRectangle(new SolidBrush(item.Data.Color), x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, item.TMData.Size.Height);
g.DrawString(item.Name, SystemFonts.DefaultFont, Brushes.Black, new RectangleF(x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, item.TMData.Size.Height), sFormat);
}
var pen = new Pen(Color.Black, item.GetDepth() * 1.5f);
g.DrawRectangle(pen, x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, item.TMData.Size.Height);
}
g.Flush();
}
private void Measure(float width, float height)
{
emptyArea = new RectangleF(0, 0, width, height);
var area = width * height;
var sum = Items.Sum(t => t.Data.Area + 1);
foreach (var item in Items)
{
item.TMData = new TreeMapData();
item.TMData.Area = area * (item.Data.Area + 1) / sum;
}
Squarify(Items, new List<Item>(), ShortestSide());
foreach (var child in Items)
if (!IsValidSize(child.TMData.Size))
child.TMData.Size = new Size(0, 0);
}
private void Squarify(IEnumerable<Item> items, IEnumerable<Item> row, float sideLength)
{
if (items.Count() == 0)
{
ComputeTreeMaps(row);
return;
}
var item = items.First();
List<Item> row2 = new List<Item>(row);
row2.Add(item);
List<Item> items2 = new List<Item>(items);
items2.RemoveAt(0);
float worst1 = Worst(row, sideLength);
float worst2 = Worst(row2, sideLength);
if (row.Count() == 0 || worst1 > worst2)
Squarify(items2, row2, sideLength);
else
{
ComputeTreeMaps(row);
Squarify(items, new List<Item>(), ShortestSide());
}
}
private void ComputeTreeMaps(IEnumerable<Item> items)
{
var orientation = this.GetOrientation();
float areaSum = 0;
foreach (var item in items)
areaSum += item.TMData.Area;
RectangleF currentRow;
if (orientation == RowOrientation.Horizontal)
{
currentRow = new RectangleF(emptyArea.X, emptyArea.Y, areaSum / emptyArea.Height, emptyArea.Height);
emptyArea = new RectangleF(emptyArea.X + currentRow.Width, emptyArea.Y, Math.Max(0, emptyArea.Width - currentRow.Width), emptyArea.Height);
}
else
{
currentRow = new RectangleF(emptyArea.X, emptyArea.Y, emptyArea.Width, areaSum / emptyArea.Width);
emptyArea = new RectangleF(emptyArea.X, emptyArea.Y + currentRow.Height, emptyArea.Width, Math.Max(0, emptyArea.Height - currentRow.Height));
}
float prevX = currentRow.X;
float prevY = currentRow.Y;
foreach (var item in items)
{
var rect = GetRectangle(orientation, item, prevX, prevY, currentRow.Width, currentRow.Height);
item.TMData.Size = rect.Size;
item.TMData.Location = rect.Location;
ComputeNextPosition(orientation, ref prevX, ref prevY, rect.Width, rect.Height);
}
}
private RectangleF GetRectangle(RowOrientation orientation, Item item, float x, float y, float width, float height)
{
if (orientation == RowOrientation.Horizontal)
return new RectangleF(x, y, width, item.TMData.Area / width);
else
return new RectangleF(x, y, item.TMData.Area / height, height);
}
private void ComputeNextPosition(RowOrientation orientation, ref float xPos, ref float yPos, float width, float height)
{
if (orientation == RowOrientation.Horizontal)
yPos += height;
else
xPos += width;
}
private RowOrientation GetOrientation()
{
return emptyArea.Width > emptyArea.Height ? RowOrientation.Horizontal : RowOrientation.Vertical;
}
private float Worst(IEnumerable<Item> row, float sideLength)
{
if (row.Count() == 0) return 0;
float maxArea = 0;
float minArea = float.MaxValue;
float totalArea = 0;
foreach (var item in row)
{
maxArea = Math.Max(maxArea, item.TMData.Area);
minArea = Math.Min(minArea, item.TMData.Area);
totalArea += item.TMData.Area;
}
if (minArea == float.MaxValue) minArea = 0;
float val1 = (sideLength * sideLength * maxArea) / (totalArea * totalArea);
float val2 = (totalArea * totalArea) / (sideLength * sideLength * minArea);
return Math.Max(val1, val2);
}
private float ShortestSide()
{
return Math.Min(emptyArea.Width, emptyArea.Height);
}
private bool IsValidSize(SizeF size)
{
return (!size.IsEmpty && size.Width > 0 && size.Width != float.NaN && size.Height > 0 && size.Height != float.NaN);
}
private enum RowOrientation
{
Horizontal,
Vertical
}
Finally, to parse and draw the json in the example I'm doing this:
var json = File.ReadAllText(#"treemap.json");
var items = JsonConvert.DeserializeObject<Item>(json);
var treeMap = new TreeMap(items);
var bmp = treeMap.Draw(1366, 768);
bmp.Save("treemap.png", ImageFormat.Png);
And the resulting image:
Actually I don't know if the following can help you or not since you aren't using vsto, AND AS SAID IN THE COMMENTS PROBABLY IS A BAD IDEA.
Starting in Office 2016, treemaps are incorporated as charts. You can read this to see how create treemaps from datasets in Excel.
So, you can generate the chart in Excel and pass it to PowerPoint:
//Start an hidden excel application
var appExcel = new Excel.Application { Visible = false };
var workbook = appExcel.Workbooks.Add();
var sheet = workbook.ActiveSheet;
//Generate some random data
Random r = new Random();
for (int i = 1; i <= 10; i++)
{
sheet.Cells[i, 1].Value2 = ((char)('A' + i - 1)).ToString();
sheet.Cells[i, 2].Value2 = r.Next(1, 20);
}
//Select the data to use in the treemap
var range = sheet.Cells.Range["A1", "B10"];
range.Select();
range.Activate();
//Generate the chart
var shape = sheet.Shapes.AddChart2(-1, (Office.XlChartType)117, 200, 25, 300, 300, null);
shape.Chart.ChartTitle.Caption = "Generated TreeMap Chart";
//Copy the chart
shape.Copy();
appExcel.Quit();
//Start a Powerpoint application
var appPpoint = new Point.Application { Visible = Office.MsoTriState.msoTrue };
var presentation = appPpoint.Presentations.Add();
//Add a blank slide
var master = presentation.SlideMaster;
var slide = presentation.Slides.AddSlide(1, master.CustomLayouts[7]);
//Paste the treemap
slide.Shapes.Paste();
Treemap chart in the slide:
Probably you can generate the treemap using the first part (Excel part) and paste the chart using the tool you said, or save the Powerpoint file with the chart generated in VSTO and open it with the tool.
The benefits are that these objects are real charts not just images, so you can change or add colors, styles, effects easily.

C# Draw multiple Lines

I'm drawing multiple lines by using this code, but I feel there is a better way of doing this.
E.g. by using a multidimensional array? or a list?
private void drawLines()
{
int[] x1 = { 0, 0, 112, 222, 0, 333, 0, 1};
int[] x2 = { 334, 334, 112, 222, 334, 333, 334, 1 };
int[] y1 = { 100, 200, 300, 300, 1, 300, 300, 300 };
int[] y2 = { 100, 200, 0, 0, 1, 0, 300, 0 };
for (int i = 0; i < x1.Length; i++)
{
Line line = new Line();
Grid myGrid = gg;
line.Stroke = Brushes.Black;
line.X1 = x1[i];
line.X2 = x2[i];
line.Y1 = y1[i];
line.Y2 = y2[i];
line.StrokeThickness = 2;
myGrid.Children.Add(line);
}
}
I would make a Line class having start and end point of the line in struct Point and make list of that class instead of having four arrays.
public class MyLine
{
public Point StartPoint {get; set;}
public Point EndPoint {get; set;}
public void DrawLine()
{
//Draw line code goes here
}
}
Now you have line class with required field and method to draw line. You drawLines method that might be in some other class will create list of MyLine class and can draw that list of Lines using Line class method DrawLine
private void DrawLines()
{
List<MyLine> listMyLines = new List<MyLine>();
listMyLines.Add(new MyLine{StartPoint = new Point(0, 100), EndPoint = new Point(334, 100)});
for (int i = 0; i < listMyLines.Count; i++)
{
listMyLines[i].DrawLine();
}
}
This might be better.
private void drawLInes()
{
drawLines(
new int[] { 0, 334, 100, 100 },
new int[] { 0, 334, 200, 200 },
new int[] { 112, 112, 300, 0 }
// ...
);
}
private void drawLines(params int[][] lines)
{
for (int i = 0; i < lines.Length; i++)
{
Line line = new Line();
Grid myGrid = gg;
line.Stroke = Brushes.Black;
line.X1 = lines[i][0];
line.X2 = lines[i][1];
line.Y1 = lines[i][2];
line.Y2 = lines[i][3];
line.StrokeThickness = 2;
myGrid.Children.Add(line);
}
}

HelixVisual3D not updating after creation on helix-toolki

I'm need to show a circular torus in a helix-toolkit viewport. The closest option I found was the HelixVisual3D, but it has open ends. So I tried to create my own class to draw it, with a HelixVisual3D and two thin cones to close the ends. I used the classes from their Building Demo as reference, so I came up with this:
public class TorusVisual3D : UIElement3D
{
public static readonly DependencyProperty AngleProperty = DependencyPropertyEx.Register("Angle", 90, (s, e) => s.AppearanceChanged());
public static readonly DependencyProperty RadiusProperty = DependencyPropertyEx.Register("Radius", 0.35, (s, e) => s.AppearanceChanged());
public static readonly DependencyProperty DiameterProperty = DependencyPropertyEx.Register("Diameter", 0.1, (s, e) => s.AppearanceChanged());
private GeometryModel3D torus = new GeometryModel3D();
private GeometryModel3D cap1 = new GeometryModel3D();
private GeometryModel3D cap2 = new GeometryModel3D();
public TorusVisual3D()
{
AppearanceChanged();
Model3DGroup model = new Model3DGroup();
model.Children.Add(this.torus);
model.Children.Add(this.cap1);
model.Children.Add(this.cap2);
this.Visual3DModel = model;
}
public double Angle
{
get
{
return (double)this.GetValue(AngleProperty);
}
set
{
this.SetValue(AngleProperty, value);
}
}
public double Radius
{
get
{
return (double)this.GetValue(RadiusProperty);
}
set
{
this.SetValue(RadiusProperty, value);
}
}
public double Diameter
{
get
{
return (double)this.GetValue(DiameterProperty);
}
set
{
this.SetValue(DiameterProperty, value);
}
}
private void AppearanceChanged()
{
Material mat = MaterialHelper.CreateMaterial(Utils.GetRandomColor());
HelixVisual3D h = new HelixVisual3D();
h.Origin = new Point3D(0, 0, 0);
h.Diameter = Diameter;
h.Turns = Angle / 360.0;
h.Radius = Radius;
h.Length = 0;
h.BackMaterial = mat;
h.Material = mat;
h.UpdateModel();
this.torus = h.Model;
MeshBuilder cap1Builder = new MeshBuilder(false, false);
Point3D p1 = new Point3D(0, Radius, 0);
cap1Builder.AddCone(p1, new Vector3D(0, 1, 0), h.Diameter / 2, h.Diameter / 2, 0.0001, true, true, 40);
this.cap1.Material = MaterialHelper.CreateMaterial(Colors.Yellow);
this.cap1.Geometry = cap1Builder.ToMesh();
MeshBuilder cap2Builder = new MeshBuilder(false, false);
Point3D p2 = new Point3D(-1, 0, 0);
cap2Builder.AddCone(p2, new Vector3D(1, 0, 0), h.Diameter / 2, h.Diameter / 2, 0.0001, true, true, 40);
this.cap2.Material = MaterialHelper.CreateMaterial(Colors.Red);
this.cap2.Geometry = cap2Builder.ToMesh();
}
}
To draw it I'm using the following code:
TorusVisual3D t = new TorusVisual3D();
t.Angle = m_angle;
t.Radius = m_radius1;
t.Diameter = m_radius2 * 2.0;
t.Transform = new TranslateTransform3D(0, 0, 0);
ModelVisual3D model = new ModelVisual3D();
model.Children.Add(t);
var container = new ContainerUIElement3D();
container.Children.Add(model);
viewport.Children.Add(container);
The problem is that the Helix is drawn with the default values (Radius=0.35, Diameter=0.1 and Angle=90) and is never updated again. No matter what values I set on the Properties, it stays the same. The both cylinder are updated correctly, just the Helix isn't.
What am I'm doing wrong?

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