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GDI+ Plot ActiveX Control

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5 Sep 2013LGPL32 min read 91K   12.1K   65  
GDI+ 2D plot ActiveX control
/**************************************************************************\
*
* Copyright (c) 1998-2000, Microsoft Corp.  All Rights Reserved.
*
* Module Name:
*
*   GdiplusTypes.h
*
* Abstract:
*
*   Basic types used by GDI+
*
\**************************************************************************/

#ifndef _GDIPLUSTYPES_H
#define _GDIPLUSTYPES_H

#ifndef DCR_USE_NEW_175866

//--------------------------------------------------------------------------
// LIB version initialization functions
//--------------------------------------------------------------------------

typedef VOID (__cdecl *DEBUGEVENTFUNCTION)(INT level, CHAR *message);

extern "C" BOOL __stdcall InitializeGdiplus(DEBUGEVENTFUNCTION);
extern "C" VOID __stdcall UninitializeGdiplus();

#endif

//--------------------------------------------------------------------------
// Callback functions
//--------------------------------------------------------------------------

extern "C" {
typedef BOOL (CALLBACK * ImageAbort)(VOID *);
typedef ImageAbort DrawImageAbort;
typedef ImageAbort GetThumbnailImageAbort;
}

// Callback for EnumerateMetafile methods.  The parameters are:

//      recordType      WMF, EMF, or EMF+ record type
//      flags           (always 0 for WMF/EMF records)
//      dataSize        size of the record data (in bytes), or 0 if no data
//      data            pointer to the record data, or NULL if no data
//      callbackData    pointer to callbackData, if any

// This method can then call Metafile::PlayRecord to play the
// record that was just enumerated.  If this method  returns
// FALSE, the enumeration process is aborted.  Otherwise, it continues.

extern "C" {
typedef BOOL (CALLBACK * EnumerateMetafileProc)(EmfPlusRecordType,UINT,UINT,const BYTE*,VOID*);
}

//--------------------------------------------------------------------------
// Primitive data types
//
// NOTE:
//  Types already defined in standard header files:
//      INT8
//      UINT8
//      INT16
//      UINT16
//      INT32
//      UINT32
//      INT64
//      UINT64
//
//  Avoid using the following types:
//      LONG - use INT
//      ULONG - use UINT
//      DWORD - use UINT32
//--------------------------------------------------------------------------

typedef float REAL;

#define REAL_MAX            FLT_MAX
#define REAL_MIN            FLT_MIN
#define REAL_TOLERANCE     (FLT_MIN * 100)
#define REAL_EPSILON        1.192092896e-07F        /* FLT_EPSILON */

//--------------------------------------------------------------------------
// Forward declarations of various internal classes
//--------------------------------------------------------------------------

class Size;
class SizeF;
class Point;
class PointF;
class Rect;
class RectF;
class CharacterRange;

//--------------------------------------------------------------------------
// Return values from any GDI+ API
//--------------------------------------------------------------------------

enum Status
{
    Ok = 0,
    GenericError = 1,
    InvalidParameter = 2,
    OutOfMemory = 3,
    ObjectBusy = 4,
    InsufficientBuffer = 5,
    NotImplemented = 6,
    Win32Error = 7,
    WrongState = 8,
    Aborted = 9,
#ifdef DCR_USE_NEW_135429
    FileNotFound = 10,
    ValueOverflow = 11,
    AccessDenied = 12,
    UnknownImageFormat = 13,
    FontFamilyNotFound = 14,
    FontStyleNotFound = 15,
    NotTrueTypeFont = 16,
#else
    NotFound = 10,
    ValueOverflow = 11,
#endif
    UnsupportedGdiplusVersion = 17,
    GdiplusNotInitialized

};

//--------------------------------------------------------------------------
// Represents a dimension in a 2D coordinate system
//  (floating-point coordinates)
//--------------------------------------------------------------------------

class SizeF
{
public:

   // Default constructor
    SizeF()
    {
        Width = Height = 0.0f;
    }

    SizeF(IN const SizeF& size)
    {
        Width = size.Width;
        Height = size.Height;
    }

    SizeF(IN REAL width,
          IN REAL height)
    {
        Width = width;
        Height = height;
    }

    SizeF operator+(IN const SizeF& sz) const
    {
        return SizeF(Width + sz.Width,
                     Height + sz.Height);
    }

    SizeF operator-(IN const SizeF& sz) const
    {
        return SizeF(Width - sz.Width,
                     Height - sz.Height);
    }

    BOOL Equals(IN const SizeF& sz) const
    {
        return (Width == sz.Width) && (Height == sz.Height);
    }

    BOOL Empty() const
    {
        return (Width == 0.0f && Height == 0.0f);
    }

public:

    REAL Width;
    REAL Height;
};

//--------------------------------------------------------------------------
// Represents a dimension in a 2D coordinate system
//  (integer coordinates)
//--------------------------------------------------------------------------

class Size
{
public:

   // Default constructor
    Size()
    {
        Width = Height = 0;
    }

    Size(IN const Size& size)
    {
        Width = size.Width;
        Height = size.Height;
    }

    Size(IN INT width,
         IN INT height)
    {
        Width = width;
        Height = height;
    }

    Size operator+(IN const Size& sz) const
    {
        return Size(Width + sz.Width,
                    Height + sz.Height);
    }

    Size operator-(IN const Size& sz) const
    {
        return Size(Width - sz.Width,
                    Height - sz.Height);
    }

    BOOL Equals(IN const Size& sz) const
    {
        return (Width == sz.Width) && (Height == sz.Height);
    }

    BOOL Empty() const
    {
        return (Width == 0 && Height == 0);
    }

public:

    INT Width;
    INT Height;
};

//--------------------------------------------------------------------------
// Represents a location in a 2D coordinate system
//  (floating-point coordinates)
//--------------------------------------------------------------------------

class PointF
{
public:
   PointF()
   {
       X = Y = 0.0f;
   }

   PointF(IN const PointF &point)
   {
       X = point.X;
       Y = point.Y;
   }

   PointF(IN const SizeF &size)
   {
       X = size.Width;
       Y = size.Height;
   }

   PointF(IN REAL x,
          IN REAL y)
   {
       X = x;
       Y = y;
   }

   PointF operator+(IN const PointF& point) const
   {
       return PointF(X + point.X,
                     Y + point.Y);
   }

   PointF operator-(IN const PointF& point) const
   {
       return PointF(X - point.X,
                     Y - point.Y);
   }

   BOOL Equals(IN const PointF& point)
   {
       return (X == point.X) && (Y == point.Y);
   }

public:

    REAL X;
    REAL Y;
};

//--------------------------------------------------------------------------
// Represents a location in a 2D coordinate system
//  (integer coordinates)
//--------------------------------------------------------------------------

class Point
{
public:
   Point()
   {
       X = Y = 0;
   }

   Point(IN const Point &point)
   {
       X = point.X;
       Y = point.Y;
   }

   Point(IN const Size &size)
   {
       X = size.Width;
       Y = size.Height;
   }

   Point(IN INT x,
         IN INT y)
   {
       X = x;
       Y = y;
   }

   Point operator+(IN const Point& point) const
   {
       return Point(X + point.X,
                    Y + point.Y);
   }

   Point operator-(IN const Point& point) const
   {
       return Point(X - point.X,
                    Y - point.Y);
   }

   BOOL Equals(IN const Point& point)
   {
       return (X == point.X) && (Y == point.Y);
   }

public:

    INT X;
    INT Y;
};

//--------------------------------------------------------------------------
// Represents a rectangle in a 2D coordinate system
//  (floating-point coordinates)
//--------------------------------------------------------------------------

class RectF
{
public:

    // Default constructor

    RectF()
    {
        X = Y = Width = Height = 0.0f;
    }

    RectF(IN REAL x,
          IN REAL y,
          IN REAL width,
          IN REAL height)
    {
        X = x;
        Y = y;
        Width = width;
        Height = height;
    }

    RectF(IN const PointF& location,
          IN const SizeF& size)
    {
        X = location.X;
        Y = location.Y;
        Width = size.Width;
        Height = size.Height;
    }

    RectF* Clone() const
    {
        return new RectF(X, Y, Width, Height);
    }

    VOID GetLocation(OUT PointF* point) const
    {
        point->X = X;
        point->Y = Y;
    }

    VOID GetSize(OUT SizeF* size) const
    {
        size->Width = Width;
        size->Height = Height;
    }

    VOID GetBounds(OUT RectF* rect) const
    {
        rect->X = X;
        rect->Y = Y;
        rect->Width = Width;
        rect->Height = Height;
    }

    // Return the left, top, right, and bottom
    // coordinates of the rectangle

    REAL GetLeft() const
    {
        return X;
    }

    REAL GetTop() const
    {
        return Y;
    }

    REAL GetRight() const
    {
        return X+Width;
    }

    REAL GetBottom() const
    {
        return Y+Height;
    }

    // Determine if the rectangle is empty
    BOOL IsEmptyArea() const
    {
        return (Width <= REAL_EPSILON) || (Height <= REAL_EPSILON);
    }

    BOOL Equals(IN const RectF & rect) const
    {
        return X == rect.X &&
               Y == rect.Y &&
               Width == rect.Width &&
               Height == rect.Height;
    }

    BOOL Contains(IN REAL x,
                  IN REAL y) const
    {
        return x >= X && x < X+Width &&
               y >= Y && y < Y+Height;
    }

    BOOL Contains(IN const PointF& pt) const
    {
        return Contains(pt.X, pt.Y);
    }

    BOOL Contains(IN const RectF& rect) const
    {
        return (X <= rect.X) && (rect.GetRight() <= GetRight()) &&
               (Y <= rect.Y) && (rect.GetBottom() <= GetBottom());
    }

    VOID Inflate(IN REAL dx,
                 IN REAL dy)
    {
        X -= dx;
        Y -= dy;
        Width += 2*dx;
        Height += 2*dy;
    }

    VOID Inflate(IN const PointF& point)
    {
        Inflate(point.X, point.Y);
    }

    // Intersect the current rect with the specified object

    BOOL Intersect(IN const RectF& rect)
    {
        return Intersect(*this, *this, rect);
    }

    // Intersect rect a and b and save the result into c
    // Notice that c may be the same object as a or b.

    static BOOL Intersect(OUT RectF& c,
                          IN const RectF& a,
                          IN const RectF& b)
    {
        REAL right = min(a.GetRight(), b.GetRight());
        REAL bottom = min(a.GetBottom(), b.GetBottom());
        REAL left = max(a.GetLeft(), b.GetLeft());
        REAL top = max(a.GetTop(), b.GetTop());

        c.X = left;
        c.Y = top;
        c.Width = right - left;
        c.Height = bottom - top;
        return !c.IsEmptyArea();
    }

    // Determine if the specified rect intersects with the
    // current rect object.

    BOOL IntersectsWith(IN const RectF& rect) const
    {
        return (GetLeft() < rect.GetRight() &&
                GetTop() < rect.GetTop() &&
                GetRight() > rect.GetLeft() &&
                GetBottom() > rect.GetTop());
    }

    static BOOL Union(OUT RectF& c,
                      IN const RectF& a,
                      IN const RectF& b)
    {
        REAL right = max(a.GetRight(), b.GetRight());
        REAL bottom = max(a.GetBottom(), b.GetBottom());
        REAL left = min(a.GetLeft(), b.GetLeft());
        REAL top = min(a.GetTop(), b.GetTop());

        c.X = left;
        c.Y = top;
        c.Width = right - left;
        c.Height = bottom - top;
        return !c.IsEmptyArea();
    }

    VOID Offset(IN const PointF& point)
    {
        Offset(point.X, point.Y);
    }

    VOID Offset(IN REAL dx,
                IN REAL dy)
    {
        X += dx;
        Y += dy;
    }

public:

    REAL X;
    REAL Y;
    REAL Width;
    REAL Height;
};

//--------------------------------------------------------------------------
// Represents a rectangle in a 2D coordinate system
//  (integer coordinates)
//--------------------------------------------------------------------------

class Rect
{
public:

    // Default constructor

    Rect()
    {
        X = Y = Width = Height = 0;
    }

    Rect(IN INT x,
         IN INT y,
         IN INT width,
         IN INT height)
    {
        X = x;
        Y = y;
        Width = width;
        Height = height;
    }

    Rect(IN const Point& location,
         IN const Size& size)
    {
        X = location.X;
        Y = location.Y;
        Width = size.Width;
        Height = size.Height;
    }

    Rect* Clone() const
    {
        return new Rect(X, Y, Width, Height);
    }

    VOID GetLocation(OUT Point* point) const
    {
        point->X = X;
        point->Y = Y;
    }

    VOID GetSize(OUT Size* size) const
    {
        size->Width = Width;
        size->Height = Height;
    }

    VOID GetBounds(OUT Rect* rect) const
    {
        rect->X = X;
        rect->Y = Y;
        rect->Width = Width;
        rect->Height = Height;
    }

    // Return the left, top, right, and bottom
    // coordinates of the rectangle

    INT GetLeft() const
    {
        return X;
    }

    INT GetTop() const
    {
        return Y;
    }

    INT GetRight() const
    {
        return X+Width;
    }

    INT GetBottom() const
    {
        return Y+Height;
    }

    // Determine if the rectangle is empty
    BOOL IsEmptyArea() const
    {
        return (Width <= 0) || (Height <= 0);
    }

    BOOL Equals(IN const Rect & rect) const
    {
        return X == rect.X &&
               Y == rect.Y &&
               Width == rect.Width &&
               Height == rect.Height;
    }

    BOOL Contains(IN INT x,
                  IN INT y) const
    {
        return x >= X && x < X+Width &&
               y >= Y && y < Y+Height;
    }

    BOOL Contains(IN const Point& pt) const
    {
        return Contains(pt.X, pt.Y);
    }

    BOOL Contains(IN Rect& rect) const
    {
        return (X <= rect.X) && (rect.GetRight() <= GetRight()) &&
               (Y <= rect.Y) && (rect.GetBottom() <= GetBottom());
    }

    VOID Inflate(IN INT dx,
                 IN INT dy)
    {
        X -= dx;
        Y -= dy;
        Width += 2*dx;
        Height += 2*dy;
    }

    VOID Inflate(IN const Point& point)
    {
        Inflate(point.X, point.Y);
    }

    // Intersect the current rect with the specified object

    BOOL Intersect(IN const Rect& rect)
    {
        return Intersect(*this, *this, rect);
    }

    // Intersect rect a and b and save the result into c
    // Notice that c may be the same object as a or b.

    static BOOL Intersect(OUT Rect& c,
                          IN const Rect& a,
                          IN const Rect& b)
    {
        INT right = min(a.GetRight(), b.GetRight());
        INT bottom = min(a.GetBottom(), b.GetBottom());
        INT left = max(a.GetLeft(), b.GetLeft());
        INT top = max(a.GetTop(), b.GetTop());

        c.X = left;
        c.Y = top;
        c.Width = right - left;
        c.Height = bottom - top;
        return !c.IsEmptyArea();
    }

    // Determine if the specified rect intersects with the
    // current rect object.

    BOOL IntersectsWith(IN const Rect& rect) const
    {
        return (GetLeft() < rect.GetRight() &&
                GetTop() < rect.GetTop() &&
                GetRight() > rect.GetLeft() &&
                GetBottom() > rect.GetTop());
    }

    static BOOL Union(OUT Rect& c,
                      IN const Rect& a,
                      IN const Rect& b)
    {
        INT right = max(a.GetRight(), b.GetRight());
        INT bottom = max(a.GetBottom(), b.GetBottom());
        INT left = min(a.GetLeft(), b.GetLeft());
        INT top = min(a.GetTop(), b.GetTop());

        c.X = left;
        c.Y = top;
        c.Width = right - left;
        c.Height = bottom - top;
        return !c.IsEmptyArea();
    }

    VOID Offset(IN const Point& point)
    {
        Offset(point.X, point.Y);
    }

    VOID Offset(IN INT dx,
                IN INT dy)
    {
        X += dx;
        Y += dy;
    }

public:

    INT X;
    INT Y;
    INT Width;
    INT Height;
};

// A user must mange memory for PathData.

class PathData
{
public:
    PathData()
    {
        Count = 0;
        Points = NULL;
        Types = NULL;
    }

    ~PathData()
    {
        if (Points != NULL)
        {
            delete Points;
        }

        if (Types != NULL)
        {
            delete Types;
        }
    }

#ifdef DCR_USE_NEW_250932

private:
    PathData(const PathData &);
    PathData& operator=(const PathData &);

#endif

public:
    INT Count;
    PointF* Points;
    BYTE* Types;
};


//-----------------------------
// text character range
//-----------------------------

class CharacterRange
{
public:
    CharacterRange(
        INT first,
        INT length
    ) :
        First   (first),
        Length  (length)
    {}

    CharacterRange() : First(0), Length(0)
    {}

    CharacterRange & operator = (const CharacterRange &rhs)
    {
        First  = rhs.First;
        Length = rhs.Length;
        return *this;
    }

    INT First;
    INT Length;
};

#endif // !_GDIPLUSTYPES_HPP

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This article, along with any associated source code and files, is licensed under The GNU Lesser General Public License (LGPLv3)


Written By
Engineer
China China
An individual human existence should be like a river - small at first, narrowly contained within its banks, and rushing passionately past boulders and over waterfalls. Gradually the river grows wider, the banks recede, the waters flow more quietly, and in the end, without any visible break, they become merged in the sea, and painlessly lose their individual being.

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