You can easily create your own annotation objects with LEADTOOLS Annotations framework. This secion shows you how to create two new annotations objects and how to write the required designer for them to plug these objects into the LEADTOOLS Annotations Automation framework.
Start by creating a new Windows Application project.
Add references to the following DLL's:
- Leadtools.dll
- Leadtools.WinForms.dll
- Leadtools.Codecs.dll
- Leadtools.Annotations.dll
The first object we are going to create is a simple triangle object. This object will have three points for the end points of the triangle and it will support a pen to stroke the triangle edges and a brush to fill the interior.
Add a new class to your project, name this class MyTriangleObject. Following is the source code for this class:
[Visual Basic]
Imports System Imports System.Drawing Imports System.Drawing.Drawing2D Imports System.Runtime.Serialization Imports Leadtools.Annotations ' ' Triangle annotation object class ' This class will have a 3 points for a triangle objects that can be stroked with a pen and filled with a brush ' ' our class must be serializable to play well with the annotation load/save and undo/redo features <Serializable()> _ Public Class MyTriangleObject Inherits AnnObject ' must derive from AnnObject or one of its derived classes ' ' our private variables ' ' the three points that define our triangle <NonSerialized()> Private _firstPoint As AnnPoint <NonSerialized()> Private _secondPoint As AnnPoint <NonSerialized()> Private _thirdPoint As AnnPoint ' ' constructor ' Public Sub New() ' supportsPen = yes, supportsBrush = yes, supportsFont = no MyBase.New( _ True, _ True, _ False) ' initialize the points _firstPoint = AnnPoint.Empty _secondPoint = AnnPoint.Empty _thirdPoint = AnnPoint.Empty End Sub ' ' ISerializable implementation ' Protected Sub New(ByVal info As SerializationInfo, ByVal context As StreamingContext) MyBase.New(info, context) ' do not forget to call the base class version ' we need to deserialize our private variables here _firstPoint = DirectCast(info.GetValue("FirstPointName", GetType(AnnPoint)), AnnPoint) _secondPoint = DirectCast(info.GetValue("SecondPointName", GetType(AnnPoint)), AnnPoint) _thirdPoint = DirectCast(info.GetValue("ThirdPointName", GetType(AnnPoint)), AnnPoint) End Sub Public Overrides Sub GetObjectData(ByVal info As SerializationInfo, ByVal context As StreamingContext) ' we need to serialize our private variables here ' call the base class version MyBase.GetObjectData(info, context) ' serialize the points info.AddValue("FirstPointName", _firstPoint, GetType(AnnPoint)) info.AddValue("SecondPointName", _secondPoint, GetType(AnnPoint)) info.AddValue("ThirdPointName", _thirdPoint, GetType(AnnPoint)) End Sub ' ' accessors to the points ' Public Property FirstPoint() As AnnPoint Get Return _firstPoint End Get Set(ByVal Value As AnnPoint) _firstPoint = Value End Set End Property Public Property SecondPoint() As AnnPoint Get Return _secondPoint End Get Set(ByVal Value As AnnPoint) _secondPoint = Value End Set End Property Public Property ThirdPoint() As AnnPoint Get Return _thirdPoint End Get Set(ByVal Value As AnnPoint) _thirdPoint = Value End Set End Property ' ' AnnObject overrides ' Protected Overrides Function Create() As AnnObject ' must return a new instance of our class Return New MyTriangleObject End Function Public Overrides Function Clone() As Object ' override the clone method ' first call the base implementation Dim obj As MyTriangleObject = DirectCast(MyBase.Clone(), MyTriangleObject) ' next, copy the points obj.FirstPoint = FirstPoint obj.SecondPoint = SecondPoint obj.ThirdPoint = ThirdPoint Return obj End Function Public Overrides Function GetGraphicsPath(ByVal mode As AnnGetGraphicsPathMode) As GraphicsPath ' must a return a graphics path representation of our object ' Note: this object does not require us to override AnnObject.DrawObject since we can ' use a graphics path to represents the object completely. ' create a new graphics path Dim path As New GraphicsPath ' add the triangle points as a series of lines ' convert the points to pixels PointF Dim pts() As PointF = _ { _ FirstPoint.ConvertTo(UnitConverter, AnnUnit.Pixel).ToPointF(), _ SecondPoint.ConvertTo(UnitConverter, AnnUnit.Pixel).ToPointF(), _ ThirdPoint.ConvertTo(UnitConverter, AnnUnit.Pixel).ToPointF() _ } path.AddLines(pts) path.CloseFigure() Return path End Function End Class
[C#]
using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Runtime.Serialization; using Leadtools.Annotations; namespace MyNamespace { // // Triangle annotation object class // This class will have a 3 points for a triangle objects that can be stroked with a pen and filled with a brush // [Serializable] // our class must be serializable to play well with the annotation load/save and undo/redo features public class MyTriangleObject: AnnObject // must derive from AnnObject or one of its derived classes { // // our private variables // // the three points that define our triangle [NonSerialized()] private AnnPoint _firstPoint; [NonSerialized()] private AnnPoint _secondPoint; [NonSerialized()] private AnnPoint _thirdPoint; // // constructor // public MyTriangleObject() : base( true, // yes, we require a pen true, // yes, we require a brush false) // no, we do not require a font { // initialize the points _firstPoint = AnnPoint.Empty; _secondPoint = AnnPoint.Empty; _thirdPoint = AnnPoint.Empty; } // // ISerializable implementation // protected MyTriangleObject(SerializationInfo info, StreamingContext context) : base(info, context) // do not forget to call the base class version { // we need to deserialize our private variables here _firstPoint = (AnnPoint)info.GetValue("FirstPointName", typeof(AnnPoint)); _secondPoint = (AnnPoint)info.GetValue("SecondPointName", typeof(AnnPoint)); _thirdPoint = (AnnPoint)info.GetValue("ThirdPointName", typeof(AnnPoint)); } public override void GetObjectData(SerializationInfo info, StreamingContext context) { // we need to serialize our private variables here // call the base class version base.GetObjectData(info, context); // serialize the points info.AddValue("FirstPointName", _firstPoint, typeof(AnnPoint)); info.AddValue("SecondPointName", _secondPoint, typeof(AnnPoint)); info.AddValue("ThirdPointName", _thirdPoint, typeof(AnnPoint)); } // // accessors to the points // public AnnPoint FirstPoint { get { return _firstPoint; } set { _firstPoint = value; } } public AnnPoint SecondPoint { get { return _secondPoint; } set { _secondPoint = value; } } public AnnPoint ThirdPoint { get { return _thirdPoint; } set { _thirdPoint = value; } } // // AnnObject overrides // protected override AnnObject Create() { // must return a new instance of our class return new MyTriangleObject(); } public override object Clone() { // override the clone method // first call the base implementation MyTriangleObject obj = base.Clone() as MyTriangleObject; // next, copy the points obj.FirstPoint = FirstPoint; obj.SecondPoint = SecondPoint; obj.ThirdPoint = ThirdPoint; return obj; } public override GraphicsPath GetGraphicsPath(AnnGetGraphicsPathMode mode) { // must a return a graphics path representation of our object // Note: this object does not require us to override AnnObject.DrawObject since we can // use a graphics path to represent the object completely. // create a new graphics path GraphicsPath path = new GraphicsPath(); // add the triangle points as a series of lines // convert the points to pixels PointF PointF[] pts = { FirstPoint.ConvertTo(UnitConverter, AnnUnit.Pixel).ToPointF(), SecondPoint.ConvertTo(UnitConverter, AnnUnit.Pixel).ToPointF(), ThirdPoint.ConvertTo(UnitConverter, AnnUnit.Pixel).ToPointF() }; path.AddLines(pts); path.CloseFigure(); return path; } } }
This enough to manually add, remove, load, save and draw this object to an annotation container. However, we want to be able to draw and edit this object using the annotation designers. Since we cannot find a suitable draw and edit designer to use with this class, we need to create our own.
First, the draw designer, add a new class to your project, name this class "MyTriangleObjectDrawDesigner" and add the following code:
[Visual Basic]
Imports System Imports System.Drawing Imports System.Windows.Forms Imports Leadtools.Annotations ' ' MyTriangleObject draw designer ' Will require the user to click 3 times once for each point ' Public Class MyTriangleObjectDrawDesigner Inherits AnnDrawDesigner ' must derive from AnnDrawDesigner or one of its derived classes ' ' private variables ' ' we need to keep track on next point to add Private _clickCount As Integer ' ' constructor ' Public Sub New() _clickCount = 0 End Sub ' ' AnnDrawDesigner overrides ' Public Overrides Function MouseDown(ByVal e As MouseEventArgs) As Boolean Dim handled As Boolean = False ' only process left button clicks If (e.Button = MouseButtons.Left) Then ' check if we have not started drawing yet, DrawObject will be null If (IsNothing(DrawObject)) Then ' yes, create a new MyTriangleObject from ObjectTemplate Dim obj As MyTriangleObject = DirectCast(ObjectTemplate.Clone(), MyTriangleObject) ' setup the points Dim pt As AnnPoint = GetLogicalAnnPoint(e.X, e.Y, obj.FirstPoint.Unit) obj.FirstPoint = pt obj.SecondPoint = pt obj.ThirdPoint = pt ' start drawing this new object StartWorking(obj) handled = True ' we processed first click _clickCount = _clickCount + 1 Else ' an object is already being drawn, so process next click ' get our object and assign next point to it Dim obj As MyTriangleObject = DirectCast(DrawObject, MyTriangleObject) Dim pt As AnnPoint = GetLogicalAnnPoint(e.X, e.Y, obj.FirstPoint.Unit) If (_clickCount = 1) Then ' second point obj.SecondPoint = pt _clickCount = _clickCount + 1 ElseIf (_clickCount = 2) Then ' third point obj.ThirdPoint = pt ' we are done! EndWorking() End If End If Else ' we want to cancel the drawing if any other button has been clicked If (Not IsNothing(DrawObject)) Then Cancel() handled = True End If End If Return handled End Function Public Overrides Function MouseMove(ByVal e As MouseEventArgs) As Boolean Dim handled As Boolean = False ' check if we are already drawing an object If (Not IsNothing(DrawObject)) Then ' yes, get this object and assign the next point ' first, save the old invalid rectangle Dim rcOld As Rectangle = DrawObject.InvalidRectangle ' get out object and assign the point Dim obj As MyTriangleObject = DirectCast(DrawObject, MyTriangleObject) Dim pt As AnnPoint = GetLogicalAnnPoint(e.X, e.Y, obj.FirstPoint.Unit) If (_clickCount = 1) Then obj.SecondPoint = pt ElseIf (_clickCount = 2) Then obj.ThirdPoint = pt End If ' get the new invalid rectangle Dim rcNew As Rectangle = DrawObject.InvalidRectangle ' continue drawing this object Working(Rectangle.Union(rcOld, rcNew)) handled = True End If Return handled End Function Public Overrides Function MouseUp(ByVal e As MouseEventArgs) As Boolean ' we do not need to do anything special on mouse up. ' so just see if we are drawing to return true (we handled it) Dim handled As Boolean = False If (IsNothing(DrawObject)) Then handled = True End If Return handled End Function End Class
[C#]
using System; using System.Drawing; using System.Windows.Forms; using Leadtools.Annotations; namespace MyNamespace { // // MyTriangleObject draw designer // Will require the user to click 3 times once for each point // public class MyTriangleObjectDrawDesigner : AnnDrawDesigner // must derive from AnnDrawDesigner or one of its derived classes { // private variables // // we need to keep track on next point to add private int _clickCount; // // constructor // public MyTriangleObjectDrawDesigner() { _clickCount = 0; } // // AnnDrawDesigner overrides // public override bool MouseDown(MouseEventArgs e) { bool handled = false; // only process left button clicks if(e.Button == MouseButtons.Left) { // check if we have not started drawing yet, DrawObject will be null if(DrawObject == null) { // yes, create a new MyTriangleObject from ObjectTemplate MyTriangleObject obj = ObjectTemplate.Clone() as MyTriangleObject; // setup the points AnnPoint pt = GetLogicalAnnPoint(e.X, e.Y, obj.FirstPoint.Unit); obj.FirstPoint = pt; obj.SecondPoint = pt; obj.ThirdPoint = pt; // start drawing this new object StartWorking(obj); handled = true; // we processed first click _clickCount++; } else { // an object is already being drawn, so process next click // get our object and assign next point to it MyTriangleObject obj = DrawObject as MyTriangleObject; AnnPoint pt = GetLogicalAnnPoint(e.X, e.Y, obj.FirstPoint.Unit); if(_clickCount == 1) { // second point obj.SecondPoint = pt; _clickCount++; } else if(_clickCount == 2) { // third point obj.ThirdPoint = pt; // we are done! EndWorking(); } } } else { // we want to cancel the drawing if any other button has been clicked if(DrawObject != null) { Cancel(); handled = true; } } return handled; } public override bool MouseMove(MouseEventArgs e) { bool handled = false; // check if we are already drawing an object if(DrawObject != null) { // yes, get this object and assign the next point // first, save the old invalid rectangle Rectangle rcOld = DrawObject.InvalidRectangle; // get out object and assign the point MyTriangleObject obj = DrawObject as MyTriangleObject; AnnPoint pt = GetLogicalAnnPoint(e.X, e.Y, obj.FirstPoint.Unit); if(_clickCount == 1) obj.SecondPoint = pt; else if(_clickCount == 2) obj.ThirdPoint = pt; // get the new invalid rectangle Rectangle rcNew = DrawObject.InvalidRectangle; // continue drawing this object Working(Rectangle.Union(rcOld, rcNew)); handled = true; } return handled; } public override bool MouseUp(MouseEventArgs e) { // we do not need to do anything special on mouse up. // so just see if we are drawing to return true (we handled it) bool handled = false; if(DrawObject == null) handled = true; return handled; } } }
Next, the edit designer, add a new class to your project, name this class "MyTriangleObjectEditDesigner" and add the following code:
[Visual Basic]
Imports System Imports System.Drawing Imports Leadtools.Annotations ' ' MyTriangleObject edit designer ' User can click on any of the points and move them around as well as clicking and dragging the object itself. ' Public Class MyTriangleObjectEditDesigner Inherits AnnEditDesigner ' must derive from AnnEditDesigner or one of its derived classes ' ' constructor ' Public Sub New() End Sub ' ' AnnEditDesigner overrides ' Public Overrides ReadOnly Property ControlPointCount() As Integer Get ' return the number of control points we need ' in this case 3, one for each point in our triangle Return 3 End Get End Property Public Overrides Function GetControlPointsLocation() As AnnPoint() ' return the position of these control points ' in this case, same as the points from our object Dim obj As MyTriangleObject = DirectCast(EditObject, MyTriangleObject) Return New AnnPoint() _ { _ obj.FirstPoint, _ obj.SecondPoint, _ obj.ThirdPoint() _ } End Property Protected Overrides Sub MoveControlPoint(ByVal controlPointIndex As Integer, ByVal pt As AnnPoint) ' user has clicked and moved a point. ' based on the index, we can tell if the user dragged the first, second or third point Dim obj As MyTriangleObject = DirectCast(EditObject, MyTriangleObject) Select Case (controlPointIndex) Case 0 ' first point obj.FirstPoint = pt.ConvertTo(Container.UnitConverter, obj.FirstPoint.Unit) Case 1 ' second point obj.SecondPoint = pt.ConvertTo(Container.UnitConverter, obj.SecondPoint.Unit) Case 2 ' third point obj.ThirdPoint = pt.ConvertTo(Container.UnitConverter, obj.ThirdPoint.Unit) End Select End Sub ' Note, we will not override Move or MoveName since the default implementation is good enough for our object End Class
[C#]
using System; using System.Drawing; using Leadtools.Annotations; namespace MyNamespace { // // MyTriangleObject edit designer // The user can click on any of the points and move them around, as well as clicking and dragging the object itself. // public class MyTriangleObjectEditDesigner : AnnEditDesigner // must derive from AnnEditDesigner or one of its derived classes { // // constructor // public MyTriangleObjectEditDesigner() { } // // AnnEditDesigner overrides // public override int ControlPointCount { get { // return the number of control points we need // in this case 3, one for each point in our triangle return 3; } } public override AnnPoint[] GetControlPointsLocation() { // return the position of these control points // in this case, same as the points from our object MyTriangleObject obj = EditObject as MyTriangleObject; return new AnnPoint[] { obj.FirstPoint, obj.SecondPoint, obj.ThirdPoint }; } protected override void MoveControlPoint(int controlPointIndex, AnnPoint pt) { // user has clicked and moved a point. // based on the index, we can tell if the user dragged the first, second or third point MyTriangleObject obj = EditObject as MyTriangleObject; switch(controlPointIndex) { case 0: // first point obj.FirstPoint = pt.ConvertTo(Container.UnitConverter, obj.FirstPoint.Unit); break; case 1: // second point obj.SecondPoint = pt.ConvertTo(Container.UnitConverter, obj.SecondPoint.Unit); break; case 2: // third point obj.ThirdPoint = pt.ConvertTo(Container.UnitConverter, obj.ThirdPoint.Unit); break; } } // Note, we will not override Move or MoveName since the default implementation is good enough for our object } }
Now we are going to add another object. The CheckBox class will use the ControlPaint class to draw a check box along with a text string. Our class will not support a pen, but a brush and a text. We will use the AnnTextObject as the base class for our CheckBox class.
Start by adding a new class to your project, name this class MyCheckBoxObject. The following is the source code for this class:
[Visual Basic]
Imports System Imports System.Drawing Imports System.Drawing.Drawing2D Imports System.Windows.Forms Imports System.Runtime.Serialization Imports Leadtools.Annotations ' ' CheckBox annotation object class ' our class will use the ControlPaint class to draw a check box along with text. ' our class will not support a pen, but a brush and a text ' ' our class must be serializable to play well with the annotation load/save and undo/redo features <Serializable()> _ Public Class MyCheckBoxObject Inherits AnnTextObject ' We will derive from AnnTextObject so we already have the text ' ' our private variables ' ' the checkbox state <NonSerialized()> Private _checked As Boolean ' ' constructor ' Public Sub New() ' supportsPen = no, supportsBrush = yes, supportsFont = yes MyBase.New( _ False, _ True, _ True) ' initialize the state _checked = False End Sub ' ' ISerializable implementation ' Protected Sub New(ByVal info As SerializationInfo, ByVal context As StreamingContext) MyBase.New(info, context) ' do not forget to call the base class version ' we need to deserialize our private variables here _checked = info.GetBoolean("Checked") End Sub Public Overrides Sub GetObjectData(ByVal info As SerializationInfo, ByVal context As StreamingContext) ' we need to serialize our private variables here ' call the base class version MyBase.GetObjectData(info, context) ' serialize the state info.AddValue("Checked", _checked) End Sub ' ' accessors ' Public Property Checked() As Boolean Get Return _checked End Get Set(ByVal Value As Boolean) _checked = Value End Set End Property ' ' AnnObject overrides ' Protected Overrides Function Create() As AnnObject ' must return a new instance of our class Return New MyCheckBoxObject End Function Public Overrides Function Clone() As Object ' override the clone method ' first call the base implementation Dim obj As MyCheckBoxObject = DirectCast(MyBase.Clone(), MyCheckBoxObject) Return obj End Function ' we will not override GetGraphicsPath, the base class version is ' suitable for hittesting and finding the object bounding rectangle. ' however, we will override DrawObject to manually paint the object Protected Overrides Sub DrawObject(ByVal g As Graphics) ' begin the drawing Dim gState As GraphicsState = BeginDraw(g) If (Not gState Is Nothing) Then ' get the bounding rectangle in pixels Dim boundsPixels As RectangleF = Bounds.ConvertTo(UnitConverter, AnnUnit.Pixel).ToRectangleF() ' first, see if we have a brush, if so, fill this rectangle If (HasBrush) Then Dim br As Brush = Brush.Create(UnitConverter, Bounds) g.FillRectangle(br, boundsPixels) br.Dispose() End If If (IsNonEmptyRectangle(boundsPixels)) Then ' use the ControlPaint class to paint the check box on the left of the object Dim rc As Rectangle = Rectangle.Round(boundsPixels) If (IsNonEmptyRectangle(rc)) Then Dim checkBoxRectangle As New Rectangle(rc.Left, rc.Top, rc.Height, rc.Height) If (Checked) Then ControlPaint.DrawCheckBox(g, checkBoxRectangle, ButtonState.Checked) Else ControlPaint.DrawCheckBox(g, checkBoxRectangle, ButtonState.Normal) End If ' update the bounds rectangle boundsPixels = RectangleF.FromLTRB(checkBoxRectangle.Right, checkBoxRectangle.Top, boundsPixels.Right, boundsPixels.Bottom) End If End If ' get the edge margin in pixels Dim edgeMarginPixels As Single = EdgeMargin.Converted(UnitConverter, AnnUnit.Pixel) boundsPixels.Inflate(-edgeMarginPixels, -edgeMarginPixels) ' finally draw the text If (HasFont AndAlso Not IsNothing(Text) AndAlso Text <> String.Empty AndAlso Text.Length > 0 AndAlso IsNonEmptyRectangle(boundsPixels)) Then Dim sf As StringFormat = DirectCast(StringFormat.GenericDefault.Clone(), StringFormat) sf.Alignment = Alignment sf.LineAlignment = LineAlignment Dim fnt As Font = Font.Create(g, UnitConverter) Dim br As New SolidBrush(TextColor) g.DrawString(Text, fnt, br, boundsPixels, sf) br.Dispose() fnt.Dispose() sf.Dispose() End If EndDraw(g, gState) End If End Sub Shared Function FixRectangle(ByVal rc As RectangleF) As RectangleF If (rc.Left > rc.Right OrElse rc.Top > rc.Bottom) Then Return RectangleF.FromLTRB( _ Math.Min(rc.Left, rc.Right), _ Math.Min(rc.Top, rc.Bottom), _ Math.Max(rc.Left, rc.Right), _ Math.Max(rc.Top, rc.Bottom)) Else Return rc End If End Function Shared Function IsNonEmptyRectangle(ByVal rc As RectangleF) As Boolean Return rc.Width <> 0 AndAlso rc.Height <> 0 End Function End Class
[C#]
using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Windows.Forms; using System.Runtime.Serialization; using Leadtools.Annotations; namespace MyNamespace { // // CheckBox annotation object class // our class will use the ControlPaint class to draw a check box along with text. // our class will not support a pen, but a brush and a text // [Serializable] // our class must be serializable to play well with the annotation load/save and undo/redo features public class MyCheckBoxObject : AnnTextObject // We will derive from AnnTextObject so we already have the text { // // our private variables // // the checkbox state [NonSerialized()] private bool _checked; // // constructor // public MyCheckBoxObject() : base( false, // no, we do not require a pen true, // we require a brush true) // we require a font { // initialize the state _checked = false; } // // ISerializable implementation // protected MyCheckBoxObject(SerializationInfo info, StreamingContext context) : base(info, context) // do not forget to call the base class version { // we need to deserialize our private variables here _checked = info.GetBoolean("Checked"); } public override void GetObjectData(SerializationInfo info, StreamingContext context) { // we need to serialize our private variables here // call the base class version base.GetObjectData(info, context); // serialize the state info.AddValue("Checked", _checked); } // // accessors // public bool Checked { get { return _checked; } set { _checked = value; } } // // AnnObject overrides // protected override AnnObject Create() { // must return a new instance of our class return new MyCheckBoxObject(); } public override object Clone() { // override the clone method // first call the base implementation MyCheckBoxObject obj = base.Clone() as MyCheckBoxObject; return obj; } // we will not override GetGraphicsPath, the base class version is // suitable for hittesting and finding the object bounding rectangle. // however, we will override DrawObject to manually paint the object protected override void DrawObject(Graphics g) { // begin the drawing GraphicsState gState = BeginDraw(g); if(gState != null) { // get the bounding rectangle in pixels RectangleF boundsPixels = Bounds.ConvertTo(UnitConverter, AnnUnit.Pixel).ToRectangleF(); // first, see if we have a brush, if so, fill this rectangle if(HasBrush) { using(Brush br = Brush.Create(UnitConverter, Bounds)) g.FillRectangle(br, boundsPixels); } if(IsNonEmptyRectangle(boundsPixels)) { // use the ControlPaint class to paint the check box on the left of the object Rectangle rc = Rectangle.Round(boundsPixels); if(IsNonEmptyRectangle(rc)) { Rectangle checkBoxRectangle = new Rectangle(rc.Left, rc.Top, rc.Height, rc.Height); ControlPaint.DrawCheckBox(g, checkBoxRectangle, Checked ? ButtonState.Checked: ButtonState.Normal); // update the bounds rectangle boundsPixels = RectangleF.FromLTRB(checkBoxRectangle.Right, checkBoxRectangle.Top, boundsPixels.Right, boundsPixels.Bottom); } } // get the edge margin in pixels float edgeMarginPixels = EdgeMargin.Converted(UnitConverter, AnnUnit.Pixel); boundsPixels.Inflate(-edgeMarginPixels, -edgeMarginPixels); // finally draw the text if(HasFont && Text != null && Text != string.Empty && Text.Length > 0 && IsNonEmptyRectangle(boundsPixels)) { using(StringFormat sf = StringFormat.GenericDefault.Clone() as StringFormat) { sf.Alignment = Alignment; sf.LineAlignment = LineAlignment; using(Font font = Font.Create(g, UnitConverter)) { using(Brush brush = new SolidBrush(TextColor)) g.DrawString(Text, font, brush, boundsPixels, sf); } } } EndDraw(g, gState); } } static RectangleF FixRectangle(RectangleF rc) { if(rc.Left > rc.Right || rc.Top > rc.Bottom) return RectangleF.FromLTRB( Math.Min(rc.Left, rc.Right), Math.Min(rc.Top, rc.Bottom), Math.Max(rc.Left, rc.Right), Math.Max(rc.Top, rc.Bottom)); else return rc; } static bool IsNonEmptyRectangle(RectangleF rc) { return rc.Width != 0 && rc.Height != 0; } } }
We will use the AnnRectangleDrawDesigner and AnnRectangleEditDesigner to draw and edit this class. However, we will add a custom run designer to handle the runtime behavor of this class. At runtime, we want the user to be able to click the CheckBox class and change the checked state.
Add a new class to your project, name this class "MyCheckBoxRunDesigner" and add the following code:
[Visual Basic]
Imports System Imports System.Drawing Imports System.Windows.Forms Imports Leadtools.Annotations ' ' MyCheckBoxObject run designer ' When the user clicks the object, flip the Checked state ' Public Class MyCheckBoxObjectRunDesigner Inherits AnnRunDesigner ' must derive from AnnRunDesigner or one of its derived classes ' ' constructor ' Public Sub New() End Sub ' ' AnnRunDesigner overrides ' Protected Overrides Sub OnRun(ByVal e As AnnRunDesignerEventArgs) ' OnRun gets called while the user is running the object ' check the state If (e.OperationStatus = AnnDesignerOperationStatus.End) Then ' End is when the user clicks the object by default, flip the Checked state Dim obj As MyCheckBoxObject = DirectCast(e.Object, MyCheckBoxObject) obj.Checked = Not obj.Checked ' repaint this object Owner.Invalidate(obj.InvalidRectangle) ' we chose to ignore the default run for this object ' not setting e.Cancel to true will play the hyperlink e.Cancel = True End If MyBase.OnRun(e) End Sub End Class
[C#]
using System; using System.Drawing; using System.Windows.Forms; using Leadtools.Annotations; namespace MyNamespace { // // MyCheckBoxObject run designer // When the user clicks the object, flip the Checked state // public class MyCheckBoxObjectRunDesigner : AnnRunDesigner // must derive from AnnRunDesigner or one of its derived classes { // // constructor // public MyCheckBoxObjectRunDesigner() { } // // AnnRunDesigner overrides // protected override void OnRun(AnnRunDesignerEventArgs e) { // OnRun gets called while the user is running the object // check the state if(e.OperationStatus == AnnDesignerOperationStatus.End) { // End is when the user clicks the object by default, flip the Checked state MyCheckBoxObject obj = e.Object as MyCheckBoxObject; obj.Checked = !obj.Checked; // repaint this object Owner.Invalidate(obj.InvalidRectangle); // we chose to ignore the default run for this object // not setting e.Cancel to true will play the hyperlink e.Cancel = true; } base.OnRun(e); } } }
Now let us test these new objects. Add a new RasterImageViewer control to your main form along with four buttons (Text = "Save", "Load", "Clear" and "Run/Design".
At the top of the Form1 class, add the following:
[Visual Basic]
Imports System.IO Imports Leadtools Imports Leadtools.Codecs Imports Leadtools.WinForms Imports Leadtools.Annotations
[C#]
using System.IO; using Leadtools; using Leadtools.Codecs; using Leadtools.WinForms; using Leadtools.Annotations; using MyNamespace;
Add a new handler for Form1 Load event and add the following code:
[Visual Basic]
Private theManager As AnnAutomationManager Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load ' load an image into the viewer Dim codecs As New RasterCodecs RasterImageViewer1.Image = codecs.Load("C:\Users\Public\Documents\LEADTOOLS Images\Sample1.cmp") ' create and setup the automation manager theManager = New AnnAutomationManager ' Create the default (all) automation objects. theManager.CreateDefaultObjects() ' add our own Triangle and CheckBox as automation objects AddMyTriangleAutomationObject(theManager) AddMyCheckBoxAutomationObject(theManager) ' create the toolbar and add it to the form theManager.CreateToolBar() Controls.Add(theManager.ToolBar) theManager.ToolBar.BringToFront() ' setup the automation (will create the container as well) Dim automation As New AnnAutomation(theManager, RasterImageViewer1) ' setup this automation as the active one automation.Active = True End Sub Private Sub AddMyTriangleAutomationObject(ByVal manager As AnnAutomationManager) Dim autObj As New AnnAutomationObject ' setup the ID autObj.Id = AnnAutomationManager.UserObjectId ' give it a friendly name autObj.Name = "Triangle" ' setup the object template ' this the object that will be used when drawing new MyTriangleObject. so, setup the pen and brush as desired Dim obj As New MyTriangleObject obj.Pen = New AnnPen(Color.Blue, New AnnLength(2, AnnUnit.Pixel)) obj.Brush = New AnnSolidBrush(Color.Yellow) autObj.Object = obj ' setup the draw, edit and run designers type autObj.DrawDesignerType = GetType(MyTriangleObjectDrawDesigner) autObj.EditDesignerType = GetType(MyTriangleObjectEditDesigner) ' we will use the default run designer for this object autObj.RunDesignerType = GetType(AnnRunDesigner) ' we need a toolbar image, so create one Dim btmp As New Bitmap(16, 16) Dim g As Graphics = Graphics.FromImage(btmp) g.FillRectangle(Brushes.Magenta, 0, 0, 16, 16) g.DrawLine(Pens.Black, 8, 2, 14, 14) g.DrawLine(Pens.Black, 14, 14, 2, 14) g.DrawLine(Pens.Black, 2, 14, 8, 2) g.Dispose() autObj.ToolBarImage = btmp ' setup the toolbar button tooltip text autObj.ToolBarToolTipText = "Triangle" ' setup the cursor used when drawing this object autObj.DrawCursor = Cursors.Cross ' setup the context menu for this object ' we will use the default context menu autObj.ContextMenu = AnnAutomationManager.CreateDefaultObjectContextMenu(autObj.Id) ' finally add this object to the automation objects of the manager manager.Objects.Add(autObj) End Sub Private Sub AddMyCheckBoxAutomationObject(ByVal manager As AnnAutomationManager) Dim autObj As New AnnAutomationObject ' setup the ID autObj.Id = AnnAutomationManager.UserObjectId + 1 ' give it a friendly name autObj.Name = "CheckBox" ' setup the object template ' this the object that will be used when drawing new MyCheckBoxObject. so, setup the brush, font and text Dim obj As New MyCheckBoxObject obj.Checked = False obj.Brush = New AnnSolidBrush(SystemColors.Control) obj.Text = "CheckBox" obj.TextColor = SystemColors.ControlText obj.Font = New AnnFont("Arial", New AnnLength(8, AnnUnit.Point), FontStyle.Regular) obj.Alignment = StringAlignment.Near obj.LineAlignment = StringAlignment.Center autObj.Object = obj ' setup the draw, edit and run designers type ' note, MyCheckBoxObject will use the default rectangle draw and edit designers autObj.DrawDesignerType = GetType(AnnRectangleDrawDesigner) autObj.EditDesignerType = GetType(AnnRectangleEditDesigner) ' use our run designer autObj.RunDesignerType = GetType(MyCheckBoxObjectRunDesigner) ' we need a toolbar image, so create one Dim btmp As New Bitmap(16, 16) Dim g As Graphics = Graphics.FromImage(btmp) g.FillRectangle(Brushes.Magenta, 0, 0, 16, 16) ControlPaint.DrawCheckBox(g, 0, 0, 16, 16, ButtonState.Flat Or ButtonState.Checked) g.Dispose() autObj.ToolBarImage = btmp ' setup the toolbar button tooltip text autObj.ToolBarToolTipText = "CheckBox" ' setup the cursor used when drawing this object autObj.DrawCursor = Cursors.Cross ' setup the context menu for this object ' we will insert a new menu item for "Checked" before the properties menu item Dim cm As ContextMenu = AnnAutomationManager.CreateDefaultObjectContextMenu(autObj.Id) ' add a handler for the Popup event so we can check/uncheck our new menu item AddHandler cm.Popup, AddressOf checkedMenuItem_Popup ' first a new separator 2 items from the end cm.MenuItems.Add(cm.MenuItems.Count - 2, New MenuItem("-")) ' and our menu item Dim checkedMenuItem As New MenuItem("Checked") AddHandler checkedMenuItem.Click, AddressOf checkedMenuItem_Click cm.MenuItems.Add(cm.MenuItems.Count - 2, checkedMenuItem) autObj.ContextMenu = cm ' finally add this object to the automation objects of the manager manager.Objects.Add(autObj) End Sub Private Sub checkedMenuItem_Popup(ByVal sender As Object, ByVal e As EventArgs) ' check/uncheck the Checked menu item depending on the object state Dim cm As ContextMenu = DirectCast(sender, ContextMenu) Dim automation As AnnAutomation = theManager.Automations(0) Dim obj As MyCheckBoxObject = DirectCast(automation.CurrentEditObject, MyCheckBoxObject) cm.MenuItems(cm.MenuItems.Count - 3).Checked = obj.Checked End Sub Private Sub checkedMenuItem_Click(ByVal sender As Object, ByVal e As EventArgs) ' check/uncheck the object ' do not forget to add an undo node Dim automation As AnnAutomation = theManager.Automations(0) Dim obj As MyCheckBoxObject = DirectCast(automation.CurrentEditObject, MyCheckBoxObject) automation.BeginUndo() obj.Checked = Not obj.Checked automation.EndUndo() automation.Viewer.Invalidate(obj.InvalidRectangle) End Sub
[C#]
private AnnAutomationManager theManager; private void Form1_Load(object sender, System.EventArgs e) { // load an image into the viewer RasterCodecs codecs = new RasterCodecs(); rasterImageViewer1.Image = codecs.Load(@"C:\Users\Public\Documents\LEADTOOLS Images\Sample1.cmp"); // create and setup the automation manager theManager = new AnnAutomationManager(); // Create the default (all) automation objects. theManager.CreateDefaultObjects(); // add our own Triangle and CheckBox as automation objects AddMyTriangleAutomationObject(theManager); AddMyCheckBoxAutomationObject(theManager); // create the toolbar and add it to the form theManager.CreateToolBar(); Controls.Add(theManager.ToolBar); theManager.ToolBar.BringToFront(); // setup the automation (will create the container as well) AnnAutomation automation = new AnnAutomation(theManager, rasterImageViewer1); // setup this automation as the active one automation.Active = true; } private void AddMyTriangleAutomationObject(AnnAutomationManager manager) { AnnAutomationObject autObj = new AnnAutomationObject(); // setup the ID autObj.Id = AnnAutomationManager.UserObjectId; // give it a friendly name autObj.Name = "Triangle"; // setup the object template // this the object that will be used when drawing new MyTriangleObject. so, setup the pen and brush as desired MyTriangleObject obj = new MyTriangleObject(); obj.Pen = new AnnPen(Color.Blue, new AnnLength(2, AnnUnit.Pixel)); obj.Brush = new AnnSolidBrush(Color.Yellow); autObj.Object = obj; // setup the draw, edit and run designers type autObj.DrawDesignerType = typeof(MyTriangleObjectDrawDesigner); autObj.EditDesignerType = typeof(MyTriangleObjectEditDesigner); // we will use the default run designer for this object autObj.RunDesignerType = typeof(AnnRunDesigner); // we need a toolbar image, so create one Bitmap btmp = new Bitmap(16, 16); using(Graphics g = Graphics.FromImage(btmp)) { g.FillRectangle(Brushes.Magenta, 0, 0, 16, 16); g.DrawLine(Pens.Black, 8, 2, 14, 14); g.DrawLine(Pens.Black, 14, 14, 2, 14); g.DrawLine(Pens.Black, 2, 14, 8, 2); } autObj.ToolBarImage = btmp; // setup the toolbar button tooltip text autObj.ToolBarToolTipText = "Triangle"; // setup the cursor used when drawing this object autObj.DrawCursor = Cursors.Cross; // setup the context menu for this object // we will use the default context menu autObj.ContextMenu = AnnAutomationManager.CreateDefaultObjectContextMenu(autObj.Id); // finally add this object to the automation objects of the manager manager.Objects.Add(autObj); } private void AddMyCheckBoxAutomationObject(AnnAutomationManager manager) { AnnAutomationObject autObj = new AnnAutomationObject(); // setup the ID autObj.Id = AnnAutomationManager.UserObjectId + 1; // give it a friendly name autObj.Name = "CheckBox"; // setup the object template // this the object that will be used when drawing new MyCheckBoxObject. so, setup the brush, font and text MyCheckBoxObject obj = new MyCheckBoxObject(); obj.Checked = false; obj.Brush = new AnnSolidBrush(SystemColors.Control); obj.Text = "CheckBox"; obj.TextColor = SystemColors.ControlText; obj.Font = new AnnFont("Arial", new AnnLength(8, AnnUnit.Point), FontStyle.Regular); obj.Alignment = StringAlignment.Near; obj.LineAlignment = StringAlignment.Center; autObj.Object = obj; // setup the draw, edit and run designers type // note, MyCheckBoxObject will use the default rectangle draw and edit designers autObj.DrawDesignerType = typeof(AnnRectangleDrawDesigner); autObj.EditDesignerType = typeof(AnnRectangleEditDesigner); // use our run designer autObj.RunDesignerType = typeof(MyCheckBoxObjectRunDesigner); // we need a toolbar image, so create one Bitmap btmp = new Bitmap(16, 16); using(Graphics g = Graphics.FromImage(btmp)) { g.FillRectangle(Brushes.Magenta, 0, 0, 16, 16); ControlPaint.DrawCheckBox(g, 0, 0, 16, 16, ButtonState.Flat | ButtonState.Checked); } autObj.ToolBarImage = btmp; // setup the toolbar button tooltip text autObj.ToolBarToolTipText = "CheckBox"; // setup the cursor used when drawing this object autObj.DrawCursor = Cursors.Cross; // setup the context menu for this object // we will insert a new menu item for "Checked" before the properties menu item ContextMenu cm = AnnAutomationManager.CreateDefaultObjectContextMenu(autObj.Id); // add a handler for the Popup event so we can check/uncheck our new menu item cm.Popup += new EventHandler(checkedMenuItem_Popup); // first a new seperator 2 items from the end cm.MenuItems.Add(cm.MenuItems.Count - 2, new MenuItem("-")); // and our menu item MenuItem checkedMenuItem = new MenuItem("Checked"); checkedMenuItem.Click += new EventHandler(checkedMenuItem_Click); cm.MenuItems.Add(cm.MenuItems.Count - 2, checkedMenuItem); autObj.ContextMenu = cm; // finally add this object to the automation objects of the manager manager.Objects.Add(autObj); } private void checkedMenuItem_Popup(object sender, EventArgs e) { // check/uncheck the Checked menu item depending on the object state ContextMenu cm = sender as ContextMenu; AnnAutomation automation = theManager.Automations[0]; MyCheckBoxObject obj = automation.CurrentEditObject as MyCheckBoxObject; cm.MenuItems[cm.MenuItems.Count - 3].Checked = obj.Checked; } private void checkedMenuItem_Click(object sender, EventArgs e) { // check/uncheck the object // do not forget to add an undo node AnnAutomation automation = theManager.Automations[0]; MyCheckBoxObject obj = automation.CurrentEditObject as MyCheckBoxObject; automation.BeginUndo(); obj.Checked = !obj.Checked; automation.EndUndo(); automation.Viewer.Invalidate(obj.InvalidRectangle); }
Add event handlers for Button1, Button2, Button3 and Button3 and add the following code:
[Visual Basic]
Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click ' Save button clicked Dim codecs As New AnnCodecs codecs.Save("C:\Test.ann", theManager.Automations(0).Container, AnnCodecsFormat.Serialize, 1, AnnCodecsSavePageMode.Overwrite) RasterImageViewer1.Invalidate() End Sub Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click ' Load button clicked Dim codecs As New AnnCodecs theManager.Automations(0).Container.Objects.Clear() codecs.Load("C:\Test.ann", theManager.Automations(0).Container, 1) RasterImageViewer1.Invalidate() End Sub Private Sub Button3_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button3.Click ' Clear button clicked theManager.Automations(0).Container.Objects.Clear() RasterImageViewer1.Invalidate() End Sub Private Sub Button4_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button4.Click ' Run/Design button clicked If (theManager.UserMode = AnnUserMode.Design) Then theManager.UserMode = AnnUserMode.Run Else theManager.UserMode = AnnUserMode.Design End If End Sub
[C#]
private void button1_Click(object sender, System.EventArgs e) { // Save button clicked AnnCodecs codecs = new AnnCodecs(); codecs.Save(@"C:\Test.ann", theManager.Automations[0].Container, AnnCodecsFormat.Serialize, 1, AnnCodecsSavePageMode.Overwrite); rasterImageViewer1.Invalidate(); } private void button2_Click(object sender, System.EventArgs e) { // Load button clicked AnnCodecs codecs = new AnnCodecs(); theManager.Automations[0].Container.Objects.Clear(); codecs.Load(@"C:\Test.ann", theManager.Automations[0].Container, 1); rasterImageViewer1.Invalidate(); } private void button3_Click(object sender, System.EventArgs e) { // Clear button clicked theManager.Automations[0].Container.Objects.Clear(); rasterImageViewer1.Invalidate(); } private void button4_Click(object sender, System.EventArgs e) { // Run/Design button clicked theManager.UserMode = theManager.UserMode == AnnUserMode.Design ? AnnUserMode.Run : AnnUserMode.Design; }
Build and run the application to test it.