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Flex Discussion :

treemap afficher image en mode paysage


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  1. #1
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    Par défaut treemap afficher image en mode paysage
    Bonjour,

    Je suis de retour avec mon treemap :/
    j'aimerais savoir comment cela serait possible d'afficher mes cellules de mon treemap en type paysage et non en type portrait pour respecter l'isometrie de mes image.

    http://img5.hostingpics.net/pics/666409Image_4.png


    Savez vous comment je peux m'y prendre ?

    Merci

  2. #2
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    Par défaut
    J'ai trouver une solution: j'implemente l'interface ITreeMapLayoutStrategy pour régler ce problème mais je ne trouve aucun algorithme de treeamp qui me permettrait d'afficher des images.
    Le problème est de générer différentes sortes de rectangles qui soient compatible avec mes images.
    Connaissez vous un algorithme qui ferait ca ?

    voici l'algorithme du treemap actuel:
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    package
    {
    	import com.flextoolbox.controls.treeMapClasses.*;
     
    	import flash.geom.Rectangle;
     
    	import mx.controls.Alert;
     
     
    	public class TreeMaplandscape implements ITreeMapLayoutStrategy
    	{
    		public function TreeMaplandscape()
    		{
    		}
     
    		public function updateLayout(branchRenderer:ITreeMapBranchRenderer, bounds:Rectangle):void
    		{	
    			var items:Array = branchRenderer.itemsToArray();
    			this.squarify(items, bounds.clone());
    		}
     
     
     
    			//--------------------------------------
    			//  Properties
    			//--------------------------------------
     
    		/**
    		 * @private
    		 * The sum of the weight values for the remaining items that have not
    		 * yet been positioned and sized.
    		 */
    		private var _totalRemainingWeightSum:Number = 0;
     
    		/**
    		 * @private
    		 * The number of items remaining to be drawn.
    		 */
    		private var _itemsRemaining:int = 0;
    		private var temp:Number;
     
    		//--------------------------------------
    		//  Private Methods
    		//--------------------------------------
     
    		/**
    		 * @private
    		 * The main squarify algorithm.
    		 */
    		private function squarify(items:Array, bounds:Rectangle):void
    		{
    			Alert.show(bounds.width.toString()+ "  " +bounds.height.toString());
    			items = items.sortOn("weight", Array.DESCENDING | Array.NUMERIC);
    			this._totalRemainingWeightSum = this.sumWeights(items);
    			this._itemsRemaining = items.length;
    			var lastAspectRatio:Number = Number.POSITIVE_INFINITY;
    			var lengthOfShorterEdge:Number = Math.min(bounds.width, bounds.height);
    			var row:Array = [];
    			while(items.length > 0)
    			{
    				var nextItem:TreeMapItemLayoutData = TreeMapItemLayoutData(items.shift());
    				row.push(nextItem);
    				var drawRow:Boolean = true;
    				var aspectRatio:Number = this.calculateWorstAspectRatioInRow(row, lengthOfShorterEdge, bounds);
    				if(lastAspectRatio >= aspectRatio)
    				{
    					lastAspectRatio = aspectRatio;
     
    					//if this is the last item, force the row to draw
    					drawRow = items.length == 0;
    				}
    				else
    				{
    					//put the item back if the aspect ratio is worse than the previous one
    					//we want to draw, of course
    					items.unshift(row.pop());
    				}
     
    				if(drawRow)
    				{	
    				/*	if(bounds.width<bounds.height){
    							temp=bounds.width;
    							bounds.width=bounds.height;
    							bounds.height=bounds.width;	
    							lengthOfShorterEdge= Math.min(bounds.width, bounds.height);					
    					}*/
     
    					bounds = this.layoutRow(row, lengthOfShorterEdge, bounds);
     
    					//reset for the next pass
    					lastAspectRatio = Number.POSITIVE_INFINITY;
    					lengthOfShorterEdge = Math.min(bounds.width, bounds.height);
     
     
    					//Alert.show("largeur:"+bounds.width+"hautuer"+bounds.height);
    					row = [];
    				}
    			}
    		}
     
    		/**
    		 * @private
    		 * Determines the worst (maximum) aspect ratio of the items in a row.
    		 * 
    		 * @param row						a row of items for which to calculate the worst aspect ratio
    		 * @param lengthOfShorterEdge		the length, in pixels, of the edge of the remaining bounds on which to draw the row (the shorter one)
    		 * @return							the worst aspect ratio for the items in the row
    		 */
    		private function calculateWorstAspectRatioInRow(row:Array, lengthOfShorterEdge:Number, bounds:Rectangle):Number
    		{
    			if(row.length == 0)
    			{
    				throw new ArgumentError("Row must contain at least one item. If you see this message, please file a bug report.");
    			}
     
    			if(lengthOfShorterEdge == 0)
    			{
    				return Number.MAX_VALUE;
    			}
     
    			var totalArea:Number = bounds.width * bounds.height;
    			var lengthSquared:Number = lengthOfShorterEdge * lengthOfShorterEdge;
     
    			//special case where there is zero weight (to avoid divide by zero problems)
    			if(this._totalRemainingWeightSum == 0)
    			{
    				var oneItemArea:Number = totalArea * (1 / this._itemsRemaining);
    				var rowAreaSquared:Number = Math.pow(oneItemArea * row.length, 2);
    				return Math.max(lengthSquared * oneItemArea / rowAreaSquared, rowAreaSquared / (lengthSquared * oneItemArea));
    			}
     
    			var firstItem:TreeMapItemLayoutData = TreeMapItemLayoutData(row[0]);
    			var firstItemArea:Number = totalArea * (firstItem.weight / this._totalRemainingWeightSum);
    			var maxArea:Number = firstItemArea;
    			var minArea:Number = firstItemArea;
    			var sumOfAreas:Number = firstItemArea;
    			var rowCount:int = row.length;
    			for(var i:int = 1; i < rowCount; i++)
    			{
    				var item:TreeMapItemLayoutData = TreeMapItemLayoutData(row[i]);
    				var area:Number = totalArea * (item.weight / this._totalRemainingWeightSum);
    				minArea = Math.min(area, minArea);
    				maxArea = Math.max(area, maxArea);
    				sumOfAreas += area;
    			}
     
    			// max(w^2 * r+ / s^2, s^2 / (w^2 / r-))
    			var sumSquared:Number = sumOfAreas * sumOfAreas;
    			return Math.max(lengthSquared * maxArea / sumSquared, sumSquared / (lengthSquared * minArea));
    		}
     
    		/**
    		 * @private
    		 * Draws a row of items
    		 * 
    		 * @param row						The items in the row
    		 * @param lengthOfShorterEdge		the length, in pixels, of the edge of the remaining bounds on which to draw the row (the shorter one)
    		 * @param bounds					The remaining bounds into which to draw items
    		 */
    		private function layoutRow(row:Array, lengthOfShorterEdge:Number, bounds:Rectangle):Rectangle
    		{
    			var horizontal:Boolean = lengthOfShorterEdge == bounds.width;
    			var lengthOfLongerEdge:Number = horizontal ? bounds.height : bounds.width;
    			var sumOfRowWeights:Number = this.sumWeights(row);
     
    			var lengthOfCommonItemEdge:Number = lengthOfLongerEdge * (sumOfRowWeights / this._totalRemainingWeightSum);
    			if(isNaN(lengthOfCommonItemEdge))
    			{
    				if(this._totalRemainingWeightSum == 0)
    				{
    					lengthOfCommonItemEdge = lengthOfLongerEdge * row.length / this._itemsRemaining;
    				}
    				else
    				{
    					lengthOfCommonItemEdge = 0;
    				}
    			}
     
    			var rowCount:int = row.length;
    			var position:Number = 0;
    			for(var i:int = 0; i < rowCount; i++)
    			{
    				var item:TreeMapItemLayoutData = TreeMapItemLayoutData(row[i]);
    				var weight:Number = item.weight;
     
    				var ratio:Number = weight / sumOfRowWeights;
    				//if all nodes in a row have a weight of zero, give them the same area
    				if(isNaN(ratio))
    				{
    					if(sumOfRowWeights == 0 || isNaN(sumOfRowWeights))
    					{
    						ratio = 1 / row.length;
    					}
    					else
    					{
    						ratio = 0;
    					}
    				}
     
    				var lengthOfItemEdge:Number = lengthOfShorterEdge * ratio;
     
    				if(horizontal)
    				{
    					item.x = bounds.x + position;
    					item.y = bounds.y;
    					item.width = lengthOfItemEdge;
    					item.height = lengthOfCommonItemEdge;
     
    				}else
    				{
    					item.x = bounds.x;
    					item.y = bounds.y + position;
    					item.width = Math.max(0, lengthOfCommonItemEdge);
    					item.height = Math.max(0, lengthOfItemEdge);
    				}
    				position += lengthOfItemEdge;
    				this._itemsRemaining--;
    			}
     
    			this._totalRemainingWeightSum -= sumOfRowWeights;
    			return this.updateBoundsForNextRow(bounds, lengthOfCommonItemEdge);
    		}
     
    		/**
    		 * @private
    		 * After a row is drawn, the bounds must be made smaller to draw the
    		 * next row.
    		 */
    		private function updateBoundsForNextRow(bounds:Rectangle, modifier:Number):Rectangle
    		{
    			if(bounds.width > bounds.height)
    			{
    				var newWidth:Number = Math.max(0, bounds.width - modifier);
    				bounds.x -= (newWidth - bounds.width);
    				bounds.width = newWidth;
    			}
    			else
    			{
    				var newHeight:Number = Math.max(0, bounds.height - modifier);
    				bounds.y -= (newHeight - bounds.height);
    				bounds.height = newHeight;
    			}
     
    			return bounds;
    		}
     
    		/**
    		 * @private
    		 * Calculates the sum of weight values in an Array of
    		 * TreeMapItemLayoutData instances.
    		 */
    		private function sumWeights(source:Array):Number
    		{
    			var sum:Number = 0;
    			for each(var item:TreeMapItemLayoutData in source)
    			{
    				sum += item.weight;
    			}
    			return sum;
    		}
     
    	}
    }

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