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📄 xtube.cpp

📁 一款改进了的查询系统----北京公交车查询系统
💻 CPP
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#include "Stdafx.h"

#include "XTube.h"

#include <math.h>
const float pi = 3.1415926535f;

XTube::XTube (REAL width, Color lColor, Color oColor)
{
	lineWidth = width;

	outlineColor = oColor;
	lineColor = lColor;

	defLeftColor = lineColor;
	defRightColor = lineColor;
	defStartColor = lineColor;
	defEndColor = lineColor;

	defCircleOutlineColor = Color (255, 0, 0, 0);
	defCircleFillColor = Color (255, 255, 255, 255);

	defFontColor = Color (255, 255, 0, 0);
	defFontFace = "Arial";
	defFontHeight = 6;
	defFontStyle = FontStyleRegular;

	defFont = NULL;
}

XTube::~XTube ()
{
	delete defFont;
}

XTube::XTube (const XTube& obj)
{
	*this = obj;
}

XTube& XTube::operator = (const XTube& obj)
{
	if (this == &obj)
		return *this;

	lineWidth = obj.lineWidth;
	outlineColor = obj.outlineColor;
	lineColor = obj.lineColor;

	defLeftColor = obj.defLeftColor;
	defRightColor = obj.defRightColor;
	defStartColor = obj.defStartColor;
	defEndColor = obj.defEndColor;

	defCircleOutlineColor = obj.defCircleOutlineColor;
	defCircleFillColor = obj.defCircleFillColor;

	defFontColor = obj.defFontColor;
	defFontFace = obj.defFontFace;
	defFontHeight = obj.defFontHeight;
	defFontStyle = obj.defFontStyle;

	defFont = new Font (CStringW(defFontFace).GetBuffer(), defFontHeight, defFontStyle);

	spots = obj.spots;
	for (size_t i = 0; i < spots.size (); i ++)
		spots[i].SetParent (this);

	return *this;
}

int XTube::Append (XSpot& spot)
{
	spot.SetParent (this);

	if (spots.size () > 0 && spots[spots.size()-1].GetType () == STE_END)
		spots[spots.size()-1].SetType (STE_AUTO);

	spots.push_back(spot);

	return (int) spots.size ();
}

int XTube::Move (float x, float y)
{
	for (size_t i = 0; i < spots.size (); i ++)
		spots[i].Move (x, y);

	return 0;
}

int XTube::Recalculate ()
{
	if (spots.size () < 2) return -1;

	float radius = lineWidth*2; //拐弯半径

	//计算left, right
	//计算每个点的斜率,用角度表达
	for (size_t i = 1; i < spots.size (); i ++)
	{
		float dx = spots[i].position.X - spots[i-1].position.X;
		float dy = spots[i].position.Y - spots[i-1].position.Y;

		if (dx*dx + dy*dy < 4*radius*radius) //距离太短,不足以拐弯
			continue;

		if (fabs(dx) == 0) //垂直
		{
			spots[i-1].right = PointF (spots[i-1].position.X, dy > 0 ? spots[i-1].position.Y+radius : spots[i-1].position.Y-radius);
			spots[i].left = PointF (spots[i].position.X, dy > 0 ? spots[i].position.Y-radius : spots[i].position.Y+radius);
		}
		else if (fabs(dy) == 0) //水平
		{
			spots[i-1].right = PointF (dx > 0 ? spots[i-1].position.X+radius : spots[i-1].position.X-radius, spots[i-1].position.Y);
			spots[i].left = PointF (dx > 0 ? spots[i].position.X-radius : spots[i].position.X+radius, spots[i].position.Y);
		}
		else //斜线
		{
			float k = dy/dx;

			float x = sqrtf (radius*radius/(1+k*k));
			if (dx < 0) x = -x;

			float y = k*x;

			spots[i-1].right = PointF (spots[i-1].position.X+x, spots[i-1].position.Y+y);
			spots[i].left = PointF (spots[i].position.X-x, spots[i].position.Y-y);
		}

		spots[i-1].angle = atan2f (dy, dx) * 360 / (2*pi);
		if (spots[i-1].angle < 0) spots[i-1].angle += 360; //保证在0-360之间
	}
	spots[spots.size()-1].left = spots[spots.size()-1].position;
	spots[spots.size()-1].right = spots[spots.size()-1].position;
	spots[spots.size()-1].angle = spots[spots.size()-2].angle;

	//计算拐弯的中心点,半径,角度
	for (size_t i = 1; i < spots.size ()-1; i ++)
	{
		REAL angle1 = spots[i-1].angle + 180;
		REAL angle2 = spots[i].angle;
		if (angle1 > 360) angle1 -= 360;

		//<<
		//如果角度太小
		//如果长度太短
		//不拐弯
		//if (fabs(180 - fabs(angle2 - angle1)) < 15)
		//	continue;

		if (spots[i].left.X == spots[i].position.X && spots[i].left.Y == spots[i].position.Y)
			continue;

		if (spots[i].right.X == spots[i].position.X && spots[i].right.Y == spots[i].position.Y)
			continue;
		//>>

		bool clockwise = false;
		if (angle1 < 180)
		{
			if (angle2 > angle1 && angle2 < angle1+180) //顺时针
				clockwise = true;
			else //逆时针
				clockwise = false;
		}
		else //angle1 >= 180
		{
			if (angle2 > angle1-180 && angle2 < angle1) //逆时针
				clockwise = false;
			else //顺时针
				clockwise = true;
		}

		//<<计算拐弯的起始角,角度大小
		spots[i].sweepAngle = fabsf (angle2 - angle1);
		if (spots[i].sweepAngle > 180)
			spots[i].sweepAngle = 360 - spots[i].sweepAngle;
		spots[i].sweepAngle = 180 - spots[i].sweepAngle;

		if (clockwise)
		{
			spots[i].startAngle = (angle1 + 270) > 360 ?  (angle1 + 270) - 360 : (angle1 + 270);
			spots[i].sweepAngle = - spots[i].sweepAngle;
		}
		else
		{
			spots[i].startAngle = (angle1 + 90) > 360 ? (angle1 + 90) - 360 : (angle1 + 90);
		}
		//>>

		//TRACE3 ("clockWise=%d, startAngle=%d, sweepAngle=%d\n", clockwise, spots[i].startAngle, spots[i].sweepAngle);

		//<<计算半径和中心点
		float dx1 = spots[i].position.X - spots[i].left.X;
		float dy1 = spots[i].position.Y - spots[i].left.Y;
		float dx2 = spots[i].position.X - spots[i].right.X;
		float dy2 = spots[i].position.Y - spots[i].right.Y;

		if (fabsf (dy1) == 0) //
		{
			//y = kx + b, k = - dx2/dy2
			float b2 = spots[i].right.Y + spots[i].right.X * dx2 / dy2;

			spots[i].center.X = spots[i].left.X;
			spots[i].center.Y = b2 - spots[i].center.X * dx2 / dy2;

			spots[i].radius = fabsf (spots[i].center.Y - spots[i].left.Y);
		}
		else if (fabsf (dy2) == 0)
		{
			float b1 = spots[i].left.Y + spots[i].left.X * dx1 / dy1;

			spots[i].center.X = spots[i].right.X;
			spots[i].center.Y = b1 - spots[i].center.X * dx1 / dy1;

			spots[i].radius = fabsf (spots[i].center.Y - spots[i].right.Y);
		}
		else //都是斜线
		{
			float b1 = spots[i].left.Y + spots[i].left.X * dx1 / dy1;
			float b2 = spots[i].right.Y + spots[i].right.X * dx2 / dy2;

			spots[i].center.X = (b2 - b1) / (dx2/dy2 - dx1/dy1);
			spots[i].center.Y = b1 - spots[i].center.X * dx1/dy1;

			float r1 = sqrtf ((spots[i].center.X - spots[i].right.X)*(spots[i].center.X - spots[i].right.X)
				+ (spots[i].center.Y - spots[i].right.Y)*(spots[i].center.Y - spots[i].right.Y));
			float r2 = sqrtf ((spots[i].center.X - spots[i].left.X)*(spots[i].center.X - spots[i].left.X)
				+ (spots[i].center.Y - spots[i].left.Y)*(spots[i].center.Y - spots[i].left.Y));

			spots[i].radius = (r1+r2)/2;
		}

		//TRACE ("i=%d, x=%f, y=%f, radius=%f\n", i, spots[i].center.X, spots[i].center.Y, spots[i].radius);
	}
	spots[0].center = spots[0].position;
	spots[0].radius = 0;
	spots[0].startAngle = 0;
	spots[0].sweepAngle = 0;

	spots[spots.size()-1].center = spots[spots.size()-1].position;
	spots[spots.size()-1].radius = 0;
	spots[spots.size()-1].startAngle = 0;
	spots[spots.size()-1].sweepAngle = 0;

	//计算中心点的有关参数
	for (size_t i = 0; i < spots.size (); i ++)
	{
		REAL angle1 = i > 0 ? spots[i-1].angle + 180 : spots[0].angle;
		REAL angle2 = spots[i].angle;
		if (angle1 > 360) angle1 -= 360;

		//从拐弯中心点到曲线中心点的角度
		if (i == 0)
			spots[i].ANGLE = spots[0].angle + 270;
		else if (i == spots.size () -1)
			spots[i].ANGLE = spots[spots.size () -1].angle + 270;
		else
			spots[i].ANGLE = (angle1 + angle2)/2;

		//<<判断方向
		int kx = 1;
		int ky = 1;
		if (spots[i].center.X > spots[i].position.X) kx = -1;
		if (spots[i].center.Y > spots[i].position.Y) ky = -1;
		//>>

		if (spots[i].ANGLE > 360) spots[i].ANGLE -= 360;

		float K = fabsf (tanf (spots[i].ANGLE*2*pi/360));
		float dx = sqrtf (spots[i].radius*spots[i].radius/(1+K*K));
		float dy = dx*K;

		//<<计算A点
		if (fabs(spots[i].sweepAngle) >= 15) //判断是否拐弯,如果不拐弯,不用计算A点
		{
			spots[i].A.X = spots[i].center.X + dx*kx;
			spots[i].A.Y = spots[i].center.Y + dy*ky;
		}
		//>>

		dx = sqrtf (lineWidth*lineWidth/(1+K*K));
		dy = dx*K;

		//<<
		float sweep = angle2 - angle1;
		if (angle2 < angle1) sweep += 360;
		if (sweep < 180)
		{
			kx = -kx;
			ky = -ky;
		}
		//>>

		//计算B1, B2
		spots[i].B1.X = spots[i].A.X + dx*kx*1.5f;
		spots[i].B1.Y = spots[i].A.Y + dy*ky*1.5f;
		spots[i].B2.X = spots[i].A.X - dx*kx*1.5f;
		spots[i].B2.Y = spots[i].A.Y - dy*ky*1.5f;

		//计算C1, C2
		if (i == 0)
		{
			kx = spots[0].position.X > spots[1].position.X ? 1 : -1;
			ky = spots[0].position.Y > spots[1].position.Y ? 1 : -1;

			spots[i].C1.X = spots[i].A.X + 2*dy*kx;
			spots[i].C1.Y = spots[i].A.Y + 2*dx*ky;

			spots[i].C2.X = spots[i].A.X - 2*dy*kx;
			spots[i].C2.Y = spots[i].A.Y - 2*dx*ky;
		}
		else if (i == spots.size () -1 )
		{
			kx = spots[spots.size()-1].position.X > spots[spots.size()-2].position.X ? 1 : -1;
			ky = spots[spots.size()-1].position.Y > spots[spots.size()-2].position.Y ? 1 : -1;

			spots[i].C1.X = spots[i].A.X + 2*dy*kx;
			spots[i].C1.Y = spots[i].A.Y + 2*dx*ky;

			spots[i].C2.X = spots[i].A.X - 2*dy*kx;
			spots[i].C2.Y = spots[i].A.Y - 2*dx*ky;
		}
		else
		{
			spots[i].C1.X = spots[i].A.X + 3*dx*kx;
			spots[i].C1.Y = spots[i].A.Y + 3*dy*ky;
			spots[i].C2.X = spots[i].A.X - 3*dx*kx;
			spots[i].C2.Y = spots[i].A.Y - 3*dy*ky;
		}
		//TRACE ("i=%d, A.X=%f, A.Y=%f\n", i, spots[i].A.X, spots[i].A.Y);
	}

	return 0;
}

int XTube::Draw (Graphics* g)
{
	DrawLines (g);
	DrawSpots (g);

	return 0;
}

int XTube::DrawLines (Graphics* g)
{
	if (spots.size () < 2) return 0;

	Pen linePen (lineColor, lineWidth);
	linePen.SetLineJoin (LineJoinRound);

	if (lineWidth > 2)
	{
		GraphicsPath path;

		PointF lastPoint = spots[0].position;
		for (size_t i = 1; i < spots.size (); i ++)
		{
			//如果角度基本相同,画直线
			if (fabs(spots[i].sweepAngle) >= 15) //角度太小
			{
				path.AddLine (lastPoint, spots[i].left);

				path.AddArc (spots[i].center.X - spots[i].radius, spots[i].center.Y - spots[i].radius,
					spots[i].radius*2, spots[i].radius*2, spots[i].startAngle, spots[i].sweepAngle);
				lastPoint = spots[i].right;
			}
			else
			{
				path.AddLine (lastPoint, spots[i].position);
				lastPoint = spots[i].position;
			}
		}

		path.Widen (&linePen);
		path.Outline ();

		g->SetSmoothingMode(SmoothingModeAntiAlias);

		SolidBrush lineBrush (lineColor);
		g->FillPath (&lineBrush, &path);
	}
	else
	{
		PointF lastPoint = spots[0].position;
		for (size_t i = 1; i < spots.size (); i ++)
		{
/*
			//如果角度基本相同,画直线
			if (fabs(spots[i].sweepAngle) >= 15) //角度太小
			{
				g->DrawLine (&linePen, lastPoint, spots[i].left);

				g->DrawArc (&linePen, spots[i].center.X - spots[i].radius, spots[i].center.Y - spots[i].radius,
					spots[i].radius*2, spots[i].radius*2, spots[i].startAngle, spots[i].sweepAngle);
				lastPoint = spots[i].right;
			}
			else
*/
			{
				g->DrawLine (&linePen, lastPoint, spots[i].position);
				lastPoint = spots[i].position;
			}
		}
	}

	return 0;
}

int XTube::DrawSpots (Graphics* g, map<CString, PointF>* spotMap)
{
	delete defFont;
	defFont = new Font (CStringW(defFontFace).GetBuffer(), defFontHeight, defFontStyle);

	for (size_t i = 0; i < spots.size (); i ++)
		spots[i].Draw (g, spotMap);

	return 0;
}

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