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
RasterCodecs.Startup()
Dim codecs As New RasterCodecs
RasterImageViewer1.Image = codecs.Load("C:\Program Files\LEAD Technologies\LEADTOOLS 15\Images\Sample1.cmp")
RasterCodecs.Shutdown()
' 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 seperator 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.Startup();
RasterCodecs codecs = new RasterCodecs();
rasterImageViewer1.Image = codecs.Load(@"C:\Program Files\LEAD Technologies\LEADTOOLS 15\Images\Sample1.cmp");
RasterCodecs.Shutdown();
// 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.