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WPF Chart Control With Pan, Zoom and More

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10 Dec 2012Public Domain10 min read 387.9K   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 "D3D10Resource.h"

namespace  Microsoft { namespace WindowsAPICodePack { namespace DirectX { namespace Direct3D10 {

using namespace System;

    /// <summary>
    /// A 1D texture interface accesses texel data, which is structured memory.
    /// <para>(Also see DirectX SDK: ID3D10Texture1D)</para>
    /// </summary>
    public ref class Texture1D :
        public D3DResource
    {
    public: 
        /// <summary>
        /// Get the properties of the texture resource.
        /// <para>(Also see DirectX SDK: ID3D10Texture1D::GetDesc)</para>
        /// </summary>
        /// <returns>A resource description (see <see cref="Texture1DDescription"/>)<seealso cref="Texture1DDescription"/>.</returns>
        property Texture1DDescription Description
        {
            Texture1DDescription get();
        }

        /// <summary>
        /// Get the data contained in a subresource, and deny the GPU access to that subresource.
        /// <para>(Also see DirectX SDK: ID3D10Texture1D::Map)</para>
        /// </summary>
        /// <param name="subresourceIndex">Index number of the subresource. See D3D10CalcSubresource for more details.</param>
        /// <param name="type">Specifies the CPU's read and write permissions for a resource. For possible values, see Map.</param>
        /// <param name="flags">Flag that specifies what the CPU should do when the GPU is busy. This flag is optional.</param>
        /// <returns>Pointer to the texture resource data.</returns>
        IntPtr Map(UInt32 subresourceIndex, D3D10::Map type, MapFlag flags);

        /// <summary>
        /// Invalidate the resource that was retrieved by Texture1D.Map, and re-enable the GPU's access to that resource.
        /// <para>(Also see DirectX SDK: ID3D10Texture1D::Unmap)</para>
        /// </summary>
        /// <param name="subresourceIndex">Subresource to be unmapped. See D3D10CalcSubresource for more details.</param>
        void Unmap(UInt32 subresourceIndex);
    internal:
        Texture1D()
        { }

        Texture1D(ID3D10Texture1D* pNativeID3D10Texture1D) : D3DResource(pNativeID3D10Texture1D)
        { }

    };
} } } }

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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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