#include "chartdir.h"
int main(int argc, char *argv[])
{
// Data for the chart
double data0[] = {5, 3, 10, 4, 3, 5, 2, 5};
double data1[] = {12, 6, 17, 6, 7, 9, 4, 7};
double data2[] = {17, 7, 22, 7, 18, 13, 5, 11};
double angles[] = {0, 45, 90, 135, 180, 225, 270, 315};
const char *labels[] = {"North", "North\nEast", "East", "South\nEast", "South",
"South\nWest", "West", "North\nWest"};
// Create a PolarChart object of size 460 x 500 pixels, with a grey (e0e0e0)
// background and a 1 pixel 3D border
PolarChart *c = new PolarChart(460, 500, 0xe0e0e0, 0x000000, 1);
// Add a title to the chart at the top left corner using 15pts Arial Bold Italic
// font. Use white text on deep blue background.
c->addTitle("Wind Direction", "arialbi.ttf", 15, 0xffffff)->setBackground(
0x000080);
LegendBox *legendBox = c->addLegend(230, 35, false, "arialbd.ttf", 9);
legendBox->setAlignment(Chart::TopCenter);
legendBox->setBackground(Chart::Transparent, Chart::Transparent, 1);
legendBox->addKey("5 m/s or above", 0xff3333);
legendBox->addKey("1 - 5 m/s", 0x33ff33);
legendBox->addKey("less than 1 m/s", 0x3333ff);
// Set plot area center at (230, 280) with radius 180 pixels and white background
c->setPlotArea(230, 280, 180, 0xffffff);
// Set the grid style to circular grid
c->setGridStyle(false);
// Set angular axis as 0 - 360, with a spoke every 30 units
c->angularAxis()->setLinearScale(0, 360, StringArray(labels,
sizeof(labels)/sizeof(labels[0])));
int i;
for(i = 0; i < sizeof(angles) / sizeof(angles[0]); ++i) {
c->angularAxis()->addZone(angles[i] - 10, angles[i] + 10, 0, data0[i],
0x3333ff, 0);
c->angularAxis()->addZone(angles[i] - 10, angles[i] + 10, data0[i], data1[i],
0x33ff33, 0);
c->angularAxis()->addZone(angles[i] - 10, angles[i] + 10, data1[i], data2[i],
0xff3333, 0);
}
// Add an Transparent invisible layer to ensure the axis is auto-scaled using the
// data
c->addLineLayer(DoubleArray(data2, sizeof(data2)/sizeof(data2[0])),
Chart::Transparent);
// output the chart
c->makeChart("stackrose.png");
//free up resources
delete c;
return 0;
} |