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1、优化LOG显示与引用
2、添加PMA工具,工具内容待完善 3、修复流程树显示 4、添加开源项目,优化UI空间 5、其他BUG更改
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// ***********************************************************************
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// Assembly : HZH_Controls
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// Created : 2019-09-06
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//
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// ***********************************************************************
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// <copyright file="UCValve.cs">
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// Copyright by Huang Zhenghui(黄正辉) All, QQ group:568015492 QQ:623128629 Email:623128629@qq.com
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// </copyright>
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//
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// Blog: https://www.cnblogs.com/bfyx
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// GitHub:https://github.com/kwwwvagaa/NetWinformControl
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// gitee:https://gitee.com/kwwwvagaa/net_winform_custom_control.git
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//
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// If you use this code, please keep this note.
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// ***********************************************************************
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using HZH_Controls.Controls;
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using System.ComponentModel;
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namespace HZH_Controls.Controls
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{
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/// <summary>
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/// Class UCValve.
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/// Implements the <see cref="System.Windows.Forms.UserControl" />
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/// </summary>
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/// <seealso cref="System.Windows.Forms.UserControl" />
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public class UCValve : UserControl
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{
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/// <summary>
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/// Occurs when [open checked].
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/// </summary>
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[Description("打开状态改变事件"), Category("自定义")]
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public event EventHandler OpenChecked;
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/// <summary>
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/// The valve style
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/// </summary>
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private ValveStyle valveStyle = ValveStyle.Horizontal_Top;
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/// <summary>
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/// Gets or sets the valve style.
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/// </summary>
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/// <value>The valve style.</value>
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[Description("阀门样式"), Category("自定义")]
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public ValveStyle ValveStyle
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{
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get { return valveStyle; }
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set
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{
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valveStyle = value;
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Refresh();
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}
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}
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/// <summary>
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/// The valve color
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/// </summary>
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private Color valveColor = Color.FromArgb(255, 77, 59);
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/// <summary>
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/// Gets or sets the color of the valve.
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/// </summary>
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/// <value>The color of the valve.</value>
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[Description("阀门颜色"), Category("自定义")]
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public Color ValveColor
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{
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get { return valveColor; }
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set
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{
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valveColor = value;
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Refresh();
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}
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}
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/// <summary>
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/// The switch color
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/// </summary>
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private Color switchColor = Color.FromArgb(232, 30, 99);
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/// <summary>
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/// Gets or sets the color of the switch.
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/// </summary>
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/// <value>The color of the switch.</value>
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[Description("开关把手颜色"), Category("自定义")]
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public Color SwitchColor
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{
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get { return switchColor; }
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set
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{
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switchColor = value;
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Refresh();
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}
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}
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/// <summary>
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/// The axis color
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/// </summary>
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private Color axisColor = Color.FromArgb(3, 169, 243);
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/// <summary>
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/// Gets or sets the color of the axis.
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/// </summary>
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/// <value>The color of the axis.</value>
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[Description("轴颜色"), Category("自定义")]
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public Color AxisColor
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{
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get { return axisColor; }
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set
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{
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axisColor = value;
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Refresh();
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}
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}
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/// <summary>
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/// The asis bottom color
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/// </summary>
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private Color asisBottomColor = Color.FromArgb(3, 169, 243);
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/// <summary>
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/// Gets or sets the color of the asis bottom.
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/// </summary>
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/// <value>The color of the asis bottom.</value>
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[Description("轴底座颜色"), Category("自定义")]
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public Color AsisBottomColor
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{
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get { return asisBottomColor; }
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set { asisBottomColor = value; }
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}
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/// <summary>
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/// The opened
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/// </summary>
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private bool opened = true;
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/// <summary>
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/// Gets or sets a value indicating whether this <see cref="UCValve" /> is opened.
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/// </summary>
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/// <value><c>true</c> if opened; otherwise, <c>false</c>.</value>
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[Description("是否打开"), Category("自定义")]
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public bool Opened
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{
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get { return opened; }
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set
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{
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opened = value;
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Refresh();
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if (OpenChecked != null)
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{
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OpenChecked(this, null);
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}
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}
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}
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/// <summary>
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/// The liquid direction
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/// </summary>
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private LiquidDirection liquidDirection = LiquidDirection.Forward;
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/// <summary>
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/// Gets or sets the liquid direction.
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/// </summary>
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/// <value>The liquid direction.</value>
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[Description("液体流动方向"), Category("自定义")]
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public LiquidDirection LiquidDirection
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{
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get { return liquidDirection; }
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set
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{
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liquidDirection = value;
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if (value == LiquidDirection.None)
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m_timer.Enabled = false;
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else
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m_timer.Enabled = true;
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Refresh();
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}
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}
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/// <summary>
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/// The liquid speed
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/// </summary>
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private int liquidSpeed = 100;
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/// <summary>
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/// 液体流速,越小,速度越快Gets or sets the liquid speed.
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/// </summary>
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/// <value>The liquid speed.</value>
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[Description("液体流速,越小,速度越快"), Category("自定义")]
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public int LiquidSpeed
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{
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get { return liquidSpeed; }
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set
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{
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if (value <= 0)
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return;
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liquidSpeed = value;
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m_timer.Interval = value;
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}
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}
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/// <summary>
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/// The liquid color
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/// </summary>
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private Color liquidColor = Color.FromArgb(3, 169, 243);
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/// <summary>
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/// Gets or sets the color of the liquid.
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/// </summary>
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/// <value>The color of the liquid.</value>
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[Description("液体颜色"), Category("自定义")]
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public Color LiquidColor
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{
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get { return liquidColor; }
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set
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{
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liquidColor = value;
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if (liquidDirection != LiquidDirection.None)
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Refresh();
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}
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}
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/// <summary>
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/// The m timer
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/// </summary>
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Timer m_timer;
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/// <summary>
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/// The int line left
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/// </summary>
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int intLineLeft = 0;
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/// <summary>
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/// Initializes a new instance of the <see cref="UCValve" /> class.
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/// </summary>
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public UCValve()
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{
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this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
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this.SetStyle(ControlStyles.DoubleBuffer, true);
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this.SetStyle(ControlStyles.ResizeRedraw, true);
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this.SetStyle(ControlStyles.Selectable, true);
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this.SetStyle(ControlStyles.SupportsTransparentBackColor, true);
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this.SetStyle(ControlStyles.UserPaint, true);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.None;
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this.Size = new Size(120, 100);
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m_timer = new Timer();
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m_timer.Interval = 100;
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m_timer.Tick += timer_Tick;
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m_timer.Enabled = true;
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}
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/// <summary>
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/// Handles the Tick event of the timer control.
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/// </summary>
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/// <param name="sender">The source of the event.</param>
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/// <param name="e">The <see cref="EventArgs" /> instance containing the event data.</param>
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void timer_Tick(object sender, EventArgs e)
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{
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intLineLeft += 2;
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if (intLineLeft > 12)
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intLineLeft = 0;
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Refresh();
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}
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/// <summary>
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/// 引发 <see cref="E:System.Windows.Forms.Control.Paint" /> 事件。
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/// </summary>
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/// <param name="e">包含事件数据的 <see cref="T:System.Windows.Forms.PaintEventArgs" />。</param>
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protected override void OnPaint(PaintEventArgs e)
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{
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base.OnPaint(e);
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var g = e.Graphics;
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Rectangle rectGuan = Rectangle.Empty;//管道
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Rectangle rectJK1 = Rectangle.Empty;//接口1
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Rectangle rectJK2 = Rectangle.Empty;//接口2
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Rectangle rectZ = Rectangle.Empty;//轴
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GraphicsPath linePath = new GraphicsPath();//管道中心线
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GraphicsPath dzPath = new GraphicsPath();//轴底座
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GraphicsPath bsPath = new GraphicsPath();//开关把手
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switch (valveStyle)
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{
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case ValveStyle.Horizontal_Top:
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rectGuan = new Rectangle(0, this.Height / 2, this.Width, this.Height / 2 - this.Height / 8);
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rectJK1 = new Rectangle(this.Height / 8, rectGuan.Top - this.Height / 8, rectGuan.Height / 2, rectGuan.Height + this.Height / 4);
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rectJK2 = new Rectangle(rectGuan.Right - this.Height / 8 - rectGuan.Height / 2, rectGuan.Top - this.Height / 8, rectGuan.Height / 2, rectGuan.Height + this.Height / 4);
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linePath.AddLine(new Point(rectGuan.Left - 10, rectGuan.Top + rectGuan.Height / 2), new Point(rectGuan.Right + 10, rectGuan.Top + rectGuan.Height / 2));
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rectZ = new Rectangle(rectGuan.Left + (rectGuan.Width - rectGuan.Height / 4) / 2, 10, rectGuan.Height / 4, rectGuan.Top - 10);
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Point[] psTop = new Point[]
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{
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new Point(rectGuan.Left+(rectGuan.Width-rectGuan.Height/2)/2,rectGuan.Top- this.Height / 8- 5 ),
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new Point(rectGuan.Right-(rectGuan.Width-rectGuan.Height/2)/2,rectGuan.Top- this.Height / 8- 5 ),
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new Point(rectGuan.Right-(rectGuan.Width-rectGuan.Height)/2,rectGuan.Top+2 ),
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new Point(rectGuan.Left+(rectGuan.Width-rectGuan.Height)/2,rectGuan.Top +2),
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};
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dzPath.AddLines(psTop);
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dzPath.CloseAllFigures();
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if (opened)
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{
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bsPath.AddLine(rectGuan.Left + (rectGuan.Width - rectGuan.Height - 10) / 2, 10 + (rectGuan.Height / 3) / 2, rectGuan.Left + (rectGuan.Width - rectGuan.Height - 10) / 2 + rectGuan.Height + 10, 10 + (rectGuan.Height / 3) / 2);
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}
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else
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{
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bsPath.AddLine(new Point(rectGuan.Left + rectGuan.Width / 2 - 3, 1), new Point(rectGuan.Left + rectGuan.Width / 2 + 4, rectGuan.Height + 10));
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}
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break;
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case ValveStyle.Horizontal_Bottom:
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rectGuan = new Rectangle(0, this.Height / 8, this.Width, this.Height / 2 - this.Height / 8);
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rectJK1 = new Rectangle(this.Height / 8, rectGuan.Top - this.Height / 8, rectGuan.Height / 2, rectGuan.Height + this.Height / 4);
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rectJK2 = new Rectangle(rectGuan.Right - this.Height / 8 - rectGuan.Height / 2, rectGuan.Top - this.Height / 8, rectGuan.Height / 2, rectGuan.Height + this.Height / 4);
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linePath.AddLine(new Point(rectGuan.Left - 10, rectGuan.Top + rectGuan.Height / 2), new Point(rectGuan.Right + 10, rectGuan.Top + rectGuan.Height / 2));
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rectZ = new Rectangle(rectGuan.Left + (rectGuan.Width - rectGuan.Height / 4) / 2, rectGuan.Bottom + 10, rectGuan.Height / 4, this.Height - 10 - (rectGuan.Bottom + 10));
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Point[] psBottom = new Point[]
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{
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new Point(rectGuan.Left+(rectGuan.Width-rectGuan.Height/2)/2,rectGuan.Bottom+ this.Height / 8+ 5 ),
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new Point(rectGuan.Right-(rectGuan.Width-rectGuan.Height/2)/2,rectGuan.Bottom+ this.Height / 8+ 5 ),
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new Point(rectGuan.Right-(rectGuan.Width-rectGuan.Height)/2,rectGuan.Bottom-2 ),
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new Point(rectGuan.Left+(rectGuan.Width-rectGuan.Height)/2,rectGuan.Bottom-2),
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};
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dzPath.AddLines(psBottom);
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dzPath.CloseAllFigures();
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if (opened)
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{
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bsPath.AddLine(rectGuan.Left + (rectGuan.Width - rectGuan.Height - 10) / 2, this.Height - (10 + (rectGuan.Height / 3) / 2), rectGuan.Left + (rectGuan.Width - rectGuan.Height - 10) / 2 + rectGuan.Height + 10, this.Height - (10 + (rectGuan.Height / 3) / 2));
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}
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else
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{
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bsPath.AddLine(new Point(rectGuan.Left + rectGuan.Width / 2 - 3, this.Height - 1), new Point(rectGuan.Left + rectGuan.Width / 2 + 4, this.Height - (rectGuan.Height + 10)));
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}
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break;
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case ValveStyle.Vertical_Left:
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rectGuan = new Rectangle(this.Width / 8, 0, this.Width / 2 - this.Width / 8, this.Height);
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rectJK1 = new Rectangle(0, this.Width / 8, rectGuan.Width + this.Width / 4, rectGuan.Width / 2);
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rectJK2 = new Rectangle(0, this.Height - this.Width / 8 - rectGuan.Width / 2, rectGuan.Width + this.Width / 4, rectGuan.Width / 2);
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linePath.AddLine(new Point(rectGuan.Left + rectGuan.Width / 2, rectGuan.Top - 10), new Point(rectGuan.Left + rectGuan.Width / 2, rectGuan.Bottom + 10));
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rectZ = new Rectangle(rectGuan.Right, rectGuan.Top + (rectGuan.Height - rectGuan.Width / 4) / 2, rectGuan.Right - 10, rectGuan.Width / 4);
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Point[] psLeft = new Point[]
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{
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new Point(rectGuan.Right+ this.Width / 8+ 5 ,rectGuan.Top + (rectGuan.Height - rectGuan.Width / 2) / 2),
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new Point(rectGuan.Right+ this.Width / 8+ 5 ,rectGuan.Top + (rectGuan.Height - rectGuan.Width / 2) / 2+rectGuan.Width / 2),
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new Point(rectGuan.Right-2, rectGuan.Top +(rectGuan.Height-rectGuan.Width)/2+rectGuan.Width),
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new Point(rectGuan.Right-2, rectGuan.Top +(rectGuan.Height-rectGuan.Width)/2),
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};
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dzPath.AddLines(psLeft);
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dzPath.CloseAllFigures();
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if (opened)
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{
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bsPath.AddLine(this.Width - (10 + (rectGuan.Width / 3) / 2), rectGuan.Top + (rectGuan.Height - rectGuan.Width - 10) / 2, this.Width - (10 + (rectGuan.Width / 3) / 2), rectGuan.Top + (rectGuan.Height - rectGuan.Width - 10) / 2 + rectGuan.Width + 10);
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}
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else
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{
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bsPath.AddLine(new Point(this.Width - 1, rectGuan.Top + rectGuan.Height / 2 - 3), new Point(this.Width - (rectGuan.Width + 10), rectGuan.Top + rectGuan.Height / 2 + 4));
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}
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break;
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case ValveStyle.Vertical_Right:
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rectGuan = new Rectangle(this.Width - this.Width / 8 - (this.Width / 2 - this.Width / 8), 0, this.Width / 2 - this.Width / 8, this.Height);
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rectJK1 = new Rectangle(this.Width - (rectGuan.Width + this.Width / 4), this.Width / 8, rectGuan.Width + this.Width / 4, rectGuan.Width / 2);
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rectJK2 = new Rectangle(this.Width - (rectGuan.Width + this.Width / 4), this.Height - this.Width / 8 - rectGuan.Width / 2, rectGuan.Width + this.Width / 4, rectGuan.Width / 2);
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linePath.AddLine(new Point(rectGuan.Left + rectGuan.Width / 2, rectGuan.Top - 10), new Point(rectGuan.Left + rectGuan.Width / 2, rectGuan.Bottom + 10));
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rectZ = new Rectangle(10, rectGuan.Top + (rectGuan.Height - rectGuan.Width / 4) / 2, rectGuan.Left - 10, rectGuan.Width / 4);
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Point[] psRight = new Point[]
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{
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new Point(rectGuan.Left- (this.Width / 8+ 5) ,rectGuan.Top + (rectGuan.Height - rectGuan.Width / 2) / 2),
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new Point(rectGuan.Left-( this.Width / 8+ 5) ,rectGuan.Top + (rectGuan.Height - rectGuan.Width / 2) / 2+rectGuan.Width / 2),
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new Point(rectGuan.Left+2, rectGuan.Top +(rectGuan.Height-rectGuan.Width)/2+rectGuan.Width),
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new Point(rectGuan.Left+2, rectGuan.Top +(rectGuan.Height-rectGuan.Width)/2),
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};
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dzPath.AddLines(psRight);
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dzPath.CloseAllFigures();
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if (opened)
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||||
{
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bsPath.AddLine((10 + (rectGuan.Width / 3) / 2), rectGuan.Top + (rectGuan.Height - rectGuan.Width - 10) / 2, (10 + (rectGuan.Width / 3) / 2), rectGuan.Top + (rectGuan.Height - rectGuan.Width - 10) / 2 + rectGuan.Width + 10);
|
||||
}
|
||||
else
|
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{
|
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bsPath.AddLine(new Point(1, rectGuan.Top + rectGuan.Height / 2 - 3), new Point((rectGuan.Width + 10), rectGuan.Top + rectGuan.Height / 2 + 4));
|
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}
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break;
|
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}
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//管道
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g.FillRectangle(new SolidBrush(valveColor), rectGuan);
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//接口
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g.FillRectangle(new SolidBrush(valveColor), rectJK1);
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g.FillRectangle(new SolidBrush(Color.FromArgb(40, Color.White)), rectJK1);
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g.FillRectangle(new SolidBrush(valveColor), rectJK2);
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g.FillRectangle(new SolidBrush(Color.FromArgb(40, Color.White)), rectJK2);
|
||||
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||||
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||||
//高亮
|
||||
int intCount = (valveStyle.ToString().StartsWith("H") ? rectGuan.Height : rectGuan.Width) / 2 / 4;
|
||||
for (int i = 0; i < intCount; i++)
|
||||
{
|
||||
int _penWidth = (valveStyle.ToString().StartsWith("H") ? rectGuan.Height : rectGuan.Width) / 2 - 4 * i;
|
||||
if (_penWidth <= 0)
|
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_penWidth = 1;
|
||||
g.DrawPath(new Pen(new SolidBrush(Color.FromArgb(40, Color.White.R, Color.White.G, Color.White.B)), _penWidth), linePath);
|
||||
if (_penWidth == 1)
|
||||
break;
|
||||
}
|
||||
|
||||
g.SetGDIHigh();
|
||||
//轴
|
||||
g.FillRectangle(new SolidBrush(axisColor), rectZ);
|
||||
|
||||
//阀门底座
|
||||
g.FillPath(new SolidBrush(asisBottomColor), dzPath);
|
||||
g.FillPath(new SolidBrush(Color.FromArgb(50, Color.White)), dzPath);
|
||||
|
||||
//把手
|
||||
g.DrawPath(new Pen(new SolidBrush(switchColor), (valveStyle.ToString().StartsWith("H") ? rectGuan.Height : rectGuan.Width) / 3), bsPath);
|
||||
|
||||
//液体流动
|
||||
if (opened)
|
||||
{
|
||||
Pen p = new Pen(new SolidBrush(liquidColor), 4);
|
||||
p.DashPattern = new float[] { 6, 6 };
|
||||
p.DashOffset = intLineLeft * (LiquidDirection == LiquidDirection.Forward ? -1 : 1);
|
||||
g.DrawPath(p, linePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enum ValveStyle
|
||||
/// </summary>
|
||||
public enum ValveStyle
|
||||
{
|
||||
/// <summary>
|
||||
/// 横向,开关在上方
|
||||
/// </summary>
|
||||
Horizontal_Top,
|
||||
/// <summary>
|
||||
/// 横向,开关在下方
|
||||
/// </summary>
|
||||
Horizontal_Bottom,
|
||||
/// <summary>
|
||||
/// 纵向,开关在左侧
|
||||
/// </summary>
|
||||
Vertical_Left,
|
||||
/// <summary>
|
||||
/// 纵向,开关在右侧
|
||||
/// </summary>
|
||||
Vertical_Right,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user