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