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WPF Chart Control With Pan, Zoom and More

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10 Dec 2012Public Domain10 min read 387.2K   10.9K   174  
Chart Control for Microsoft .NET 3.0/WPF with pan, zoom, and offline rendering to the clipboard for custom sizes.
//Copyright (c) Microsoft Corporation.  All rights reserved.

#pragma once
#include "D3D11DeviceChild.h"

namespace  Microsoft { namespace WindowsAPICodePack { namespace DirectX { namespace Direct3D11 {

using namespace System;
ref class ClassInstance;

    /// <summary>
    /// This class encapsulates an HLSL dynamic linkage.
    /// <para>(Also see DirectX SDK: ID3D11ClassLinkage)</para>
    /// </summary>
    public ref class ClassLinkage :
        public Microsoft::WindowsAPICodePack::DirectX::Direct3D11::DeviceChild
    {
    public: 
        /// <summary>
        /// Initializes a class-instance object that represents an HLSL class instance.
        /// <para>(Also see DirectX SDK: ID3D11ClassLinkage::CreateClassInstance)</para>
        /// </summary>
        /// <param name="classTypeName">The type name of a class to initialize.</param>
        /// <param name="constantBufferOffset">Identifies the constant buffer that contains the class data.</param>
        /// <param name="constantVectorOffset">The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset.</param>
        /// <param name="textureOffset">The texture slot for the first texture; there may be multiple textures following the offset.</param>
        /// <param name="samplerOffset">The sampler slot for the first sampler; there may be multiple samplers following the offset.</param>
        /// <returns>A ClassInstance interface to initialize.</returns>
        ClassInstance^ CreateClassInstance(String^ classTypeName, UInt32 constantBufferOffset, UInt32 constantVectorOffset, UInt32 textureOffset, UInt32 samplerOffset);

        /// <summary>
        /// Gets the class-instance object that represents the specified HLSL class.
        /// <para>(Also see DirectX SDK: ID3D11ClassLinkage::GetClassInstance)</para>
        /// </summary>
        /// <param name="classInstanceName">The name of a class for which to get the class instance.</param>
        /// <param name="instanceIndex">The index of the class instance.</param>
        /// <returns>The ClassInstance to initialize.</returns>
        ClassInstance^ GetClassInstance(String^ classInstanceName, UInt32 instanceIndex);

    internal:
        ClassLinkage()
        {
        }
    internal:

        ClassLinkage(ID3D11ClassLinkage* pNativeID3D11ClassLinkage)
        {
            Attach(pNativeID3D11ClassLinkage);
        }

    };
} } } }

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This article, along with any associated source code and files, is licensed under A Public Domain dedication


Written By
Founder Cheesy Design
Taiwan Taiwan
John graduated from the University of South Australia in 1997 with a Bachelor of Electronic Engineering Degree, and since then he has worked on hardware and software in many fields including Aerospace, Defence, and Medical giving him over 10 of years experience in C++ and C# programming. In 2009 John Started his own contracting company doing business between Taiwan and Australia.

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