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ResInsight/Fwk/AppFwk/cafVizExtensions/cafOverlayScaleLegend.cpp
2018-12-11 15:17:00 +01:00

791 lines
27 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2018- Ceetron Solutions AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cafOverlayScaleLegend.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfGeometryBuilderDrawableGeo.h"
#include "cvfGeometryUtils.h"
#include "cvfViewport.h"
#include "cvfCamera.h"
#include "cvfTextDrawer.h"
#include "cvfFont.h"
#include "cvfShaderProgram.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfShaderSourceProvider.h"
#include "cvfShaderSourceRepository.h"
#include "cvfUniform.h"
#include "cvfMatrixState.h"
#include "cvfBufferObjectManaged.h"
#include "cvfGlyph.h"
#include "cvfRenderStateDepth.h"
#include "cvfRenderStateLine.h"
#include "cafInternalLegendRenderTools.h"
#include "cafTickMarkGenerator.h"
#ifndef CVF_OPENGL_ES
#include "cvfRenderState_FF.h"
#endif
#include "cvfScalarMapper.h"
#include <array>
#include "cvfRenderStateBlending.h"
#include <algorithm>
#include <cmath>
namespace caf {
using namespace cvf;
//==================================================================================================
///
/// \class cvf::OverlayColorLegend
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
/// Constructor
//--------------------------------------------------------------------------------------------------
OverlayScaleLegend::OverlayScaleLegend(Font* font)
: TitledOverlayFrame(font, 200, 200)
, m_tickNumberPrecision(4)
, m_numberFormat(AUTO)
, m_Layout(Vec2ui(200u, 200u))
, m_font(font)
, m_orientation(HORIZONTAL)
, m_currentScale(1.0)
{
CVF_ASSERT(font);
CVF_ASSERT(!font->isEmpty());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OverlayScaleLegend::~OverlayScaleLegend()
{
// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
}
//--------------------------------------------------------------------------------------------------
/// Hardware rendering using shader programs
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
renderGeneric(oglContext, position, size, false);
}
//--------------------------------------------------------------------------------------------------
/// Software rendering using software
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
renderGeneric(oglContext, position, size, true);
}
//--------------------------------------------------------------------------------------------------
/// Set up camera/viewport and render
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderGeneric(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software)
{
if (size.x() <= 0 || size.y() <= 0)
{
return;
}
Camera camera;
camera.setViewport(position.x(), position.y(), size.x(), size.y());
camera.setProjectionAsPixelExact2D();
camera.setViewMatrix(Mat4d::IDENTITY);
camera.applyOpenGL();
camera.viewport()->applyOpenGL(oglContext, Viewport::CLEAR_DEPTH);
m_Layout = LayoutInfo(size);
layoutInfo(&m_Layout);
m_textDrawer = new TextDrawer(this->font());
// Set up text drawer
float maxLegendRightPos = 0;
if(m_orientation == HORIZONTAL)
setupHorizontalTextDrawer(m_textDrawer.p(), &m_Layout );
else
setupVerticalTextDrawer(m_textDrawer.p(), &m_Layout);
Vec2f backgroundSize(size);
// Do the actual rendering
if (software)
{
if ( this->backgroundEnabled() )
{
InternalLegendRenderTools::renderBackgroundImmediateMode(oglContext,
backgroundSize,
this->backgroundColor(),
this->backgroundFrameColor());
}
renderLegendImmediateMode(oglContext, &m_Layout);
m_textDrawer->renderSoftware(oglContext, camera);
}
else
{
const MatrixState matrixState(camera);
if ( this->backgroundEnabled() )
{
InternalLegendRenderTools::renderBackgroundUsingShaders(oglContext,
matrixState,
backgroundSize,
this->backgroundColor(),
this->backgroundFrameColor());
}
renderLegendUsingShaders(oglContext, &m_Layout, matrixState);
m_textDrawer->render(oglContext, camera);
}
CVF_CHECK_OGL(oglContext);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setupHorizontalTextDrawer(TextDrawer* textDrawer, const LayoutInfo* layout)
{
CVF_ASSERT(layout);
textDrawer->setVerticalAlignment(TextDrawer::CENTER);
textDrawer->setTextColor(this->textColor());
m_visibleTickLabels.clear();
const float textY = layout->axisStartPt.y() + layout->majorTickSize / 2.0f + layout->tickTextLeadSpace + layout->charHeight;
const float overlapTolerance = 1.2f * layout->charWidth;
float lastVisibleTextX = 0.0;
size_t numTicks = layout->ticks.size();
size_t numMajorTicks = std::count_if(layout->ticks.begin(), layout->ticks.end(), [](const LayoutInfo::Tick& t) {return t.isMajor; });
size_t it;
for (it = 0; it < numTicks; it++)
{
if(/*numMajorTicks > 4 && */!layout->ticks[it].isMajor) continue;
double tickValue = layout->ticks[it].domainValue;
String valueString;
switch (m_numberFormat)
{
case FIXED:
valueString = String::number(tickValue, 'f', m_tickNumberPrecision);
break;
case SCIENTIFIC:
valueString = String::number(tickValue, 'e', m_tickNumberPrecision);
break;
default:
valueString = String::number(tickValue);
break;
}
auto textSize = m_font->textExtent(valueString);
float textX = static_cast<float>(layout->axisStartPt.x() + layout->ticks[it].displayValue - textSize.x() / 2.0f);
// Always draw first and last tick label. For all others, skip drawing if text ends up
// on top of the previous label.
if (it != 0 && it != (numTicks - 1))
{
if (cvf::Math::abs(textX - lastVisibleTextX) < overlapTolerance)
{
m_visibleTickLabels.push_back(false);
continue;
}
// Make sure it does not overlap the last tick as well
float lastTickY = static_cast<float>(layout->axisStartPt.y() + layout->axisLength);
if (cvf::Math::abs(textX - lastTickY) < overlapTolerance)
{
m_visibleTickLabels.push_back(false);
continue;
}
}
Vec2f pos(textX, textY);
textDrawer->addText(valueString, pos);
lastVisibleTextX = textX;
m_visibleTickLabels.push_back(true);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setupVerticalTextDrawer(TextDrawer* textDrawer, const LayoutInfo* layout)
{
CVF_ASSERT(layout);
textDrawer->setVerticalAlignment(TextDrawer::CENTER);
textDrawer->setTextColor(this->textColor());
m_visibleTickLabels.clear();
const float textX = layout->axisStartPt.x() + layout->majorTickSize / 2.0f + layout->tickTextLeadSpace;
const float overlapTolerance = 1.2f * layout->charHeight;
float lastVisibleTextY = 0.0;
size_t numTicks = layout->ticks.size();
size_t it;
for (it = 0; it < numTicks; it++)
{
if (numTicks > 4 && !layout->ticks[it].isMajor) continue;
float textY = static_cast<float>(layout->axisStartPt.y() + layout->ticks[it].displayValue);
// Always draw first and last tick label. For all others, skip drawing if text ends up
// on top of the previous label.
if (it != 0 && it != (numTicks - 1))
{
if (cvf::Math::abs(textY - lastVisibleTextY) < overlapTolerance)
{
m_visibleTickLabels.push_back(false);
continue;
}
// Make sure it does not overlap the last tick as well
float lastTickY = static_cast<float>(layout->axisStartPt.y() + layout->axisLength);
if (cvf::Math::abs(textY - lastTickY) < overlapTolerance)
{
m_visibleTickLabels.push_back(false);
continue;
}
}
double tickValue = layout->ticks[it].domainValue;
String valueString;
switch (m_numberFormat)
{
case FIXED:
valueString = String::number(tickValue, 'f', m_tickNumberPrecision);
break;
case SCIENTIFIC:
valueString = String::number(tickValue, 'e', m_tickNumberPrecision);
break;
default:
valueString = String::number(tickValue);
break;
}
Vec2f pos(textX, textY);
textDrawer->addText(valueString, pos);
lastVisibleTextY = textY;
m_visibleTickLabels.push_back(true);
}
}
//--------------------------------------------------------------------------------------------------
/// Draw the legend using shader programs
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderLegendUsingShaders(OpenGLContext* oglContext, LayoutInfo* layout, const MatrixState& matrixState)
{
CVF_CALLSITE_OPENGL(oglContext);
CVF_TIGHT_ASSERT(layout);
CVF_TIGHT_ASSERT(layout->overallLegendSize.x() > 0);
CVF_TIGHT_ASSERT(layout->overallLegendSize.y() > 0);
RenderStateDepth depth(false);
depth.applyOpenGL(oglContext);
RenderStateLine line(static_cast<float>(this->lineWidth()));
line.applyOpenGL(oglContext);
// All vertices. Initialized here to set Z to zero once and for all.
static float vertexArray[] =
{
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f
};
// Per vector convenience pointers
float* v0 = &vertexArray[0];
float* v1 = &vertexArray[3];
float* v2 = &vertexArray[6];
float* v3 = &vertexArray[9];
float* v4 = &vertexArray[12];
// Connects
static const ushort trianglesConnects[] = { 0, 1, 4, 0, 4, 3 };
ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram(oglContext);
CVF_TIGHT_ASSERT(shaderProgram.notNull());
if (shaderProgram->useProgram(oglContext))
{
shaderProgram->clearUniformApplyTracking();
shaderProgram->applyFixedUniforms(oglContext, matrixState);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(ShaderProgram::VERTEX);
glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray);
// Draw axis
{
v0[0] = layout->axisStartPt.x();
v0[1] = layout->axisStartPt.y();
if (m_orientation == HORIZONTAL)
{
v1[0] = v0[0] + layout->axisLength;
v1[1] = v0[1];
}
else
{
v1[0] = v0[0];
v1[1] = v0[1] + layout->axisLength;
}
static const ushort axisConnects[] = { 0, 1 };
UniformFloat uniformColor("u_color", Color4f(this->lineColor()));
shaderProgram->applyUniform(oglContext, uniformColor);
#ifdef CVF_OPENGL_ES
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, axisConnects);
#else
glDrawRangeElements(GL_LINES, 0, 3, 2, GL_UNSIGNED_SHORT, axisConnects);
#endif
}
// Draw ticks
for (const auto& tickInfo : layout->ticks)
{
float currTickSize = tickInfo.isMajor ? layout->majorTickSize : layout->minorTickSize;
if (m_orientation == HORIZONTAL)
{
v0[0] = layout->axisStartPt.x() + static_cast<float>(tickInfo.displayValue);
v0[1] = layout->axisStartPt.y() - currTickSize / 2.0f;
v1[0] = v0[0];
v1[1] = v0[1] + currTickSize;
}
else
{
v0[0] = layout->axisStartPt.x() - currTickSize / 2.0f;
v0[1] = layout->axisStartPt.y() + static_cast<float>(tickInfo.displayValue);
v1[0] = v0[0] + currTickSize;
v1[1] = v0[1];
}
static const ushort tickConnects[] = {0, 1};
UniformFloat uniformColor("u_color", Color4f(this->lineColor()));
shaderProgram->applyUniform(oglContext, uniformColor);
#ifdef CVF_OPENGL_ES
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, axisConnects);
#else
glDrawRangeElements(GL_LINES, 0, 3, 2, GL_UNSIGNED_SHORT, tickConnects);
#endif
}
glDisableVertexAttribArray(ShaderProgram::VERTEX);
CVF_TIGHT_ASSERT(shaderProgram.notNull());
shaderProgram->useNoProgram(oglContext);
// Reset render states
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
RenderStateLine resetLine;
resetLine.applyOpenGL(oglContext);
CVF_CHECK_OGL(oglContext);
}
//--------------------------------------------------------------------------------------------------
/// Draw the legend using immediate mode OpenGL
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderLegendImmediateMode(OpenGLContext* oglContext, LayoutInfo* layout)
{
#if 0
#ifdef CVF_OPENGL_ES
CVF_UNUSED(layout);
CVF_FAIL_MSG("Not supported on OpenGL ES");
#else
CVF_TIGHT_ASSERT(layout);
CVF_TIGHT_ASSERT(layout->overallLegendSize.x() > 0);
CVF_TIGHT_ASSERT(layout->overallLegendSize.y() > 0);
RenderStateDepth depth(false);
depth.applyOpenGL(oglContext);
RenderStateLighting_FF lighting(false);
lighting.applyOpenGL(oglContext);
// All vertices. Initialized here to set Z to zero once and for all.
static float vertexArray[] =
{
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
// Per vector convenience pointers
float* v0 = &vertexArray[0];
float* v1 = &vertexArray[3];
float* v2 = &vertexArray[6];
float* v3 = &vertexArray[9];
float* v4 = &vertexArray[12];
// Constant coordinates
v0[0] = v3[0] = layout->tickStartX;
v1[0] = v4[0] = layout->tickMidX;
// Render color bar as one colored quad per pixel
int legendHeightPixelCount = static_cast<int>(layout->tickYPixelPos->get(m_tickValues.size() - 1) - layout->tickYPixelPos->get(0) + 0.01);
if (m_scalarMapper.notNull())
{
int iPx;
for (iPx = 0; iPx < legendHeightPixelCount; iPx++)
{
const Color3ub& clr = m_scalarMapper->mapToColor(m_scalarMapper->domainValue((iPx+0.5)/legendHeightPixelCount));
float y0 = static_cast<float>(layout->colorBarRect.min().y() + iPx);
float y1 = static_cast<float>(layout->colorBarRect.min().y() + iPx + 1);
// Dynamic coordinates for rectangle
v0[1] = v1[1] = y0;
v3[1] = v4[1] = y1;
// Draw filled rectangle elements
glColor3ubv(clr.ptr());
glBegin(GL_TRIANGLE_FAN);
glVertex3fv(v0);
glVertex3fv(v1);
glVertex3fv(v4);
glVertex3fv(v3);
glEnd();
}
}
// Render frame
// Dynamic coordinates for tickmarks-lines
bool isRenderingFrame = true;
if (isRenderingFrame)
{
v0[0] = v2[0] = layout->colorBarRect.min().x()-0.5f;
v1[0] = v3[0] = layout->colorBarRect.max().x()-0.5f;
v0[1] = v1[1] = layout->colorBarRect.min().y()-0.5f;
v2[1] = v3[1] = layout->colorBarRect.max().y()-0.5f;
glColor3fv(this->textColor().ptr());
glBegin(GL_LINES);
glVertex3fv(v0);
glVertex3fv(v1);
glVertex3fv(v1);
glVertex3fv(v3);
glVertex3fv(v3);
glVertex3fv(v2);
glVertex3fv(v2);
glVertex3fv(v0);
glEnd();
}
// Render tickmarks
bool isRenderingTicks = true;
if (isRenderingTicks)
{
// Constant coordinates
v0[0] = layout->tickStartX;
v1[0] = layout->tickMidX - 0.5f*(layout->tickEndX - layout->tickMidX) - 0.5f;
v2[0] = layout->tickMidX;
v3[0] = layout->tickEndX - 0.5f*(layout->tickEndX - layout->tickMidX) - 0.5f;
v4[0] = layout->tickEndX;
size_t ic;
for (ic = 0; ic < m_tickValues.size(); ic++)
{
float y0 = static_cast<float>(layout->colorBarRect.min().y() + layout->tickYPixelPos->get(ic) - 0.5f);
// Dynamic coordinates for tickmarks-lines
v0[1] = v1[1] = v2[1] = v3[1] = v4[1] = y0;
glColor3fv(this->textColor().ptr());
glBegin(GL_LINES);
if ( m_visibleTickLabels[ic])
{
glVertex3fv(v0);
glVertex3fv(v4);
}
else
{
glVertex3fv(v2);
glVertex3fv(v3);
}
glEnd();
}
}
// Reset render states
RenderStateLighting_FF resetLighting;
resetLighting.applyOpenGL(oglContext);
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
CVF_CHECK_OGL(oglContext);
#endif // CVF_OPENGL_ES
#endif // 0
}
//--------------------------------------------------------------------------------------------------
/// Get layout information
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::layoutInfo(LayoutInfo* layout)
{
CVF_TIGHT_ASSERT(layout);
// Input values
float marginAlongAxis = 8.0f;
float marginAcrossAxis = 8.0f;
float tickTextLeadSpace = 5.0f;
float majorTickSize = 9.0f;
float minorTickSize = 5.0f;
ref<Glyph> glyph = this->font()->getGlyph(L'A');
layout->charWidth = static_cast<float>(glyph->width());
layout->charHeight = static_cast<float>(glyph->height());
layout->lineSpacing = layout->charHeight*1.5f;
layout->tickTextLeadSpace = tickTextLeadSpace;
layout->majorTickSize = majorTickSize;
layout->minorTickSize = minorTickSize;
double overallSizeValue;
float marginValue;
if (m_orientation == HORIZONTAL)
{
layout->margins = Vec2f(marginAlongAxis, marginAcrossAxis);
overallSizeValue = layout->overallLegendSize.x();
marginValue = layout->margins.x();
layout->axisStartPt = {layout->margins.x() + layout->charWidth / 2.0f,
layout->margins.y() + layout->majorTickSize / 2.0f};
}
else
{
layout->margins = Vec2f(marginAcrossAxis, marginAlongAxis);
overallSizeValue = layout->overallLegendSize.y();
marginValue = layout->margins.y();
layout->axisStartPt = {layout->margins.x() + layout->majorTickSize / 2.0f,
layout->margins.y() + layout->charHeight / 2.0f};
}
layout->axisLength = static_cast<float>(overallSizeValue)
- 2 * marginValue
- static_cast<float>(this->titleStrings().size()) * layout->lineSpacing
- layout->lineSpacing;
auto currentScale = m_currentScale != 0.0 ? m_currentScale : 1.0;
layout->ticks.clear();
size_t numTicks = m_ticksInDomain.size();
if (numTicks > 1)
{
double tickSpacingInDomain = m_ticksInDomain[1] - m_ticksInDomain[0];
bool finished = false;
for (size_t i = 0; i < numTicks; i++)
{
size_t intermediateTickCount = i == 0 ? 9 : 1;
// Add one extra tick per domain tick
for (size_t j = 0; j < intermediateTickCount + 1; j++)
{
double tickInDomain = m_ticksInDomain[i] + ((double)j * tickSpacingInDomain / (double)(intermediateTickCount + 1));
double tickInDisplay = tickInDomain * currentScale;
if (tickInDisplay < layout->axisLength)
{
bool isCenterTick = (j == (intermediateTickCount + 1) / 2);
bool isMajorTick = j == 0 || isCenterTick;
layout->ticks.emplace_back(LayoutInfo::Tick(tickInDisplay, tickInDomain, isMajorTick));
if (i == 0 && isCenterTick) break;
}
else
{
finished = true;
break;
}
}
if (finished) break;
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setTickPrecision(int precision)
{
m_tickNumberPrecision = precision;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setTickFormat(NumberFormat format)
{
m_numberFormat = format;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setOrientation(Orientation orientation)
{
m_orientation = orientation;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
caf::OverlayScaleLegend::Orientation OverlayScaleLegend::orientation() const
{
return m_orientation;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui OverlayScaleLegend::preferredSize()
{
uint preferredXSize = 100;
uint preferredYSize = 100;
return { (unsigned int)(std::ceil(preferredXSize)), (unsigned int)(std::ceil(preferredYSize)) };
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setDisplayCoordTransform(const caf::DisplayCoordTransform* displayCoordTransform)
{
m_dispalyCoordsTransform = displayCoordTransform;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::updateFromCamera(const Camera* camera)
{
auto windowSize = Vec2ui(camera->viewport()->width(), camera->viewport()->height());
Vec3d windowOrigoInDomain;
Vec3d windowMaxInDomain;
camera->unproject(Vec3d(0, 0, 0), &windowOrigoInDomain);
camera->unproject(Vec3d(windowSize.x(), windowSize.y(), 0), &windowMaxInDomain);
if (m_dispalyCoordsTransform.notNull())
{
windowOrigoInDomain = m_dispalyCoordsTransform->transformToDomainCoord(windowOrigoInDomain);
windowMaxInDomain = m_dispalyCoordsTransform->transformToDomainCoord(windowMaxInDomain);
}
Vec3d windowOrigoPoint;
Vec3d windowMaxPoint;
camera->project(windowOrigoInDomain, &windowOrigoPoint);
camera->project(windowMaxInDomain, &windowMaxPoint);
double minStepSizeInDomain;
double windowOrigoInDomainValue;
double windowMaxInDomainValue;
double windowOrigoPointValue;
double windowMaxPointValue;
int tickMaxCount;
auto textSize = m_font->textExtent(String::number(-1.999e-17));
if (m_orientation == HORIZONTAL)
{
windowOrigoInDomainValue = windowOrigoInDomain.x();
windowMaxInDomainValue = windowMaxInDomain.x();
windowOrigoPointValue = windowOrigoPoint.x();
windowMaxPointValue = windowMaxPoint.x();
tickMaxCount = windowSize.x() / (2 * textSize.x());
}
else
{
windowOrigoInDomainValue = windowOrigoInDomain.y();
windowMaxInDomainValue = windowMaxInDomain.y();
windowOrigoPointValue = windowOrigoPoint.y();
windowMaxPointValue = windowMaxPoint.y();
tickMaxCount = windowSize.y() / (2 * textSize.x());
}
m_currentScale = (windowMaxPointValue - windowOrigoPointValue) / (windowMaxInDomainValue - windowOrigoInDomainValue);
minStepSizeInDomain = (windowMaxInDomainValue - windowOrigoInDomainValue) / tickMaxCount;
caf::TickMarkGenerator tickCreator(windowOrigoInDomainValue, windowMaxInDomainValue, minStepSizeInDomain);
auto ticks = tickCreator.tickMarkValues();
m_ticksInDomain.clear();
for (const auto& tick : ticks)
{
m_ticksInDomain.push_back(tick - ticks.front());
}
}
} // namespace cvf