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(五十八)c#Winform自定义控件-管道阀门(工业)

2019-09-06 16:45 1691 查看

前提

入行已经7,8年了,一直想做一套漂亮点的自定义控件,于是就有了本系列文章。

GitHub:https://github.com/kwwwvagaa/NetWinformControl

码云:https://gitee.com/kwwwvagaa/net_winform_custom_control.git

如果觉得写的还行,请点个 star 支持一下吧

欢迎前来交流探讨: 企鹅群568015492 

// ***********************************************************************
// Assembly         : HZH_Controls
// Created          : 2019-09-06
//
// ***********************************************************************
// <copyright file="UCValve.cs">
//     Copyright by Huang Zhenghui(黄正辉) All, QQ group:568015492 QQ:623128629 Email:623128629@qq.com
// </copyright>
//
// 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.Conduit;
using System.ComponentModel;

namespace HZH_Controls.Controls
{
/// <summary>
/// Class UCValve.
/// Implements the <see cref="System.Windows.Forms.UserControl" />
/// </summary>
/// <seealso cref="System.Windows.Forms.UserControl" />
public class UCValve : UserControl
{
/// <summary>
/// The valve style
/// </summary>
private ValveStyle valveStyle = ValveStyle.Horizontal_Top;

/// <summary>
/// Gets or sets the valve style.
/// </summary>
/// <value>The valve style.</value>
[Description("阀门样式"), Category("自定义")]
public ValveStyle ValveStyle
{
get { return valveStyle; }
set
{
valveStyle = value;
Refresh();
}
}

/// <summary>
/// The valve color
/// </summary>
private Color valveColor = Color.FromArgb(255, 77, 59);

/// <summary>
/// Gets or sets the color of the valve.
/// </summary>
/// <value>The color of the valve.</value>
[Description("阀门颜色"), Category("自定义")]
public Color ValveColor
{
get { return valveColor; }
set
{
valveColor = value;
Refresh();
}
}

/// <summary>
/// The switch color
/// </summary>
78         private Color switchColor = Color.FromArgb(232, 30, 99);

/// <summary>
/// Gets or sets the color of the switch.
/// </summary>
/// <value>The color of the switch.</value>
[Description("开关把手颜色"), Category("自定义")]
public Color SwitchColor
{
get { return switchColor; }
set
{
switchColor = value;
Refresh();
}
}

/// <summary>
/// The axis color
/// </summary>
private Color axisColor = Color.FromArgb(3, 169, 243);

/// <summary>
/// Gets or sets the color of the axis.
/// </summary>
/// <value>The color of the axis.</value>
[Description("轴颜色"), Category("自定义")]
public Color AxisColor
{
get { return axisColor; }
set
{
axisColor = value;
Refresh();
}
}

/// <summary>
/// The asis bottom color
/// </summary>
private Color asisBottomColor = Color.FromArgb(3, 169, 243);

/// <summary>
/// Gets or sets the color of the asis bottom.
/// </summary>
/// <value>The color of the asis bottom.</value>
[Description("轴底座颜色"), Category("自定义")]
public Color AsisBottomColor
{
get { return asisBottomColor; }
set { asisBottomColor = value; }
}

/// <summary>
/// The opened
/// </summary>
private bool opened = true;

/// <summary>
/// Gets or sets a value indicating whether this <see cref="UCValve" /> is opened.
/// </summary>
/// <value><c>true</c> if opened; otherwise, <c>false</c>.</value>
[Description("是否打开"), Category("自定义")]
public bool Opened
{
get { return opened; }
set
{
opened = value;
Refresh();
}
}

/// <summary>
/// The liquid direction
/// </summary>
private LiquidDirection liquidDirection = LiquidDirection.Forward;

/// <summary>
/// Gets or sets the liquid direction.
/// </summary>
/// <value>The liquid direction.</value>
[Description("液体流动方向"), Category("自定义")]
public LiquidDirection LiquidDirection
{
get { return liquidDirection; }
set
{
liquidDirection = value;
if (value == Conduit.LiquidDirection.None)
m_timer.Enabled = false;
else
m_timer.Enabled = true;
Refresh();
}
}

/// <summary>
/// The liquid speed
/// </summary>
private int liquidSpeed = 100;

/// <summary>
/// 液体流速,越小,速度越快Gets or sets the liquid speed.
/// </summary>
/// <value>The liquid speed.</value>
[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;
}
}

/// <summary>
/// The liquid color
/// </summary>
private Color liquidColor = Color.FromArgb(3, 169, 243);

/// <summary>
/// Gets or sets the color of the liquid.
/// </summary>
/// <value>The color of the liquid.</value>
[Description("液体颜色"), Category("自定义")]
public Color LiquidColor
{
get { return liquidColor; }
set
{
liquidColor = value;
if (liquidDirection != Conduit.LiquidDirection.None)
Refresh();
}
}
/// <summary>
/// The m timer
/// </summary>
Timer m_timer;
/// <summary>
/// The int line left
/// </summary>
int intLineLeft = 0;

/// <summary>
/// Initializes a new instance of the <see cref="UCValve" /> class.
/// </summary>
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;
}

/// <summary>
/// Handles the Tick event of the timer control.
/// </summary>
/// <param name="sender">The source of the event.</param>
/// <param name="e">The <see cref="EventArgs" /> instance containing the event data.</param>
void timer_Tick(object sender, EventArgs e)
{
intLineLeft += 2;
if (intLineLeft > 12)
intLineLeft = 0;
Refresh();
}

/// <summary>
/// 引发 <see cref="E:System.Windows.Forms.Control.Paint" /> 事件。
/// </summary>
/// <param name="e">包含事件数据的 <see cref="T:System.Windows.Forms.PaintEventArgs" />。</param>
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.Heig
3ff8
ht / 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
3ff8
.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<
228b
/span>);
p.DashPattern = new float[] { 6, 6 };
p.DashOffset = intLineLeft * (LiquidDirection == Conduit.LiquidDirection.Forward ? -1 : 1);
g.DrawPath(p, linePath);
}
}
}

/// <summary>
/// Enum ValveStyle
/// </summary>
public enum ValveStyle
{
/// <summary>
/// 横向,开关在上方
/// </summary>
Horizontal_Top,
/// <summary>
/// 横向,开关在下方
/// </summary>
Horizontal_Bottom,
/// <summary>
/// 纵向,开关在左侧
/// </summary>
Vertical_Left,
/// <summary>
/// 纵向,开关在右侧
/// </summary>
Vertical_Right,
}
}
View Code  

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