Beispiel #1
0
        /// <summary>
        /// Paints the transition.
        /// </summary>
        /// <param name="graphics"><see cref="Graphics"/> instance for painting.</param>
        public void Paint(Graphics graphics)
        {
            // paint background
            StateView.DrawingTools.SolidBrush.Color = ColorSettings.StateTransition;
            graphics.FillRectangle(StateView.DrawingTools.SolidBrush, Bounds);

            // paint border
            StateView.DrawingTools.Pen.Color = ColorSettings.ForState(StateView.SelectState, StateView.StartingState);
            graphics.DrawRectangle(StateView.DrawingTools.Pen, Bounds);

            // paint event text
            StateView.DrawingTools.SolidBrush.Color = ColorSettings.StateTransitionText;
            graphics.DrawString(Transition.Event != null ? Transition.Event.Name : String.Empty, StateView.DrawingTools.Font, StateView.DrawingTools.SolidBrush, textLocation);

            // paint transition
            if (Transition.StateTo != null)
            {
                StateView stateToView = StateView.ScreenControl.FindStateViewForState(Transition.StateTo);

                if (stateToView != null)
                {
                    PointF startingPoint, afterStartingPoint, afterStartingPointBezier;
                    PointF endingPoint, beforeEndingPointBezier;

                    float bezierWidthGap     = 80;
                    float afterStartWidthGap = 40;

                    // right side of the transition
                    if ((stateToView.Location.X + stateToView.Bounds.Width / 2f) - (Location.X + Bounds.Width / 2f) >= 0)
                    {
                        startingPoint            = new PointF(Location.X + Bounds.Width, Location.Y + Bounds.Height / 2f);
                        afterStartingPoint       = new PointF(startingPoint.X + afterStartWidthGap, startingPoint.Y);
                        afterStartingPointBezier = new PointF(startingPoint.X + bezierWidthGap, startingPoint.Y);
                    }
                    // left side of the transition
                    else
                    {
                        startingPoint            = new PointF(Location.X, Location.Y + Bounds.Height / 2f);
                        afterStartingPoint       = new PointF(startingPoint.X - afterStartWidthGap, startingPoint.Y);
                        afterStartingPointBezier = new PointF(startingPoint.X - bezierWidthGap, startingPoint.Y);
                    }

                    // left side of the state
                    if (Math.Abs(stateToView.Location.X - afterStartingPoint.X) < Math.Abs(stateToView.Location.X + stateToView.Bounds.Width - afterStartingPoint.X))
                    {
                        endingPoint             = new PointF(stateToView.Location.X, stateToView.Location.Y + stateToView.TitleHeight / 2f);
                        beforeEndingPointBezier = new PointF(endingPoint.X - bezierWidthGap, endingPoint.Y);
                    }
                    // right side of the state
                    else
                    {
                        endingPoint             = new PointF(stateToView.Location.X + stateToView.Bounds.Width, stateToView.Location.Y + stateToView.TitleHeight / 2f);
                        beforeEndingPointBezier = new PointF(endingPoint.X + bezierWidthGap, endingPoint.Y);
                    }

                    graphics.DrawBezier(StateView.DrawingTools.LinePen, startingPoint, afterStartingPointBezier, beforeEndingPointBezier, endingPoint);
                }
            }
        }
Beispiel #2
0
        /// <summary>
        /// Handles the KeyDown event of the StateMachineView control.
        /// </summary>
        private void StateMachineView_KeyDown(object sender, KeyEventArgs e)
        {
            if (e.KeyCode == Keys.Delete && state == StateType.Default && SelectedState != null)
            {
                if (StateMachine.States.Count <= 1)
                {
                    Messages.ShowWarning("State cannot be removed. At least one state must exist.");
                    return;
                }

                if (MessageBox.Show("Are you sure?", "Delete State", MessageBoxButtons.OKCancel) == DialogResult.OK)
                {
                    // remove state from all transitions
                    foreach (State stateMachineState in StateMachine.States)
                    {
                        if (stateMachineState != SelectedState.State)
                        {
                            foreach (Transition transition in stateMachineState.Transitions)
                            {
                                if (transition.StateTo == SelectedState.State)
                                {
                                    transition.StateTo = null;
                                }
                            }
                        }
                    }

                    // remove from state machine
                    StateMachine.States.Remove(SelectedState.State);
                    if (StateMachine.StartingState == SelectedState.State)
                    {
                        StateMachine.StartingState = null;
                    }

                    States.Remove(SelectedState);
                    SelectedState.Dispose();

                    SelectedState = States[0];

                    if (SelectedStateChanged != null)
                    {
                        SelectedStateChanged(this, EventArgs.Empty);
                    }

                    Messages.ShowInfo("State deleted.");

                    if (AfterDeletingState != null)
                    {
                        AfterDeletingState(this, EventArgs.Empty);
                    }
                }
            }
        }
Beispiel #3
0
        /// <summary>
        /// Initializes a new instance of the <see cref="TransitionView"/> class.
        /// </summary>
        /// <param name="stateView">The state view where will be the transition used.</param>
        /// <param name="transition">The transition to use.</param>
        public TransitionView(StateView stateView, Transition transition)
        {
            if (stateView == null)
            {
                throw new ArgumentException("StateView cannot be null.");
            }
            if (transition == null)
            {
                throw new ArgumentException("Transition cannot be null.");
            }

            _stateView  = stateView;
            _transition = transition;

            Transition.EventChanged   += new EventHandler(Transition_EventChanged);
            Transition.StateToChanged += new EventHandler(Transition_StateToChanged);

            Event = transition.Event;
        }
Beispiel #4
0
 /// <summary>
 /// Handles the NameChanged event of the Event.
 /// Updates the state view where the transition is used.
 /// </summary>
 private void Event_NameChanged(object sender, EventArgs e)
 {
     StateView.Refresh();
 }
Beispiel #5
0
        /// <summary>
        /// Handles the MouseMove event of the StateMachineView control.
        /// </summary>
        private void StateMachineView_MouseMove(object sender, MouseEventArgs e)
        {
            // select control if is not focused
            if (!Focused)
            {
                Select();
            }

            // update mouse scene position
            mouseScenePosition = PointAtScene(e.Location);

            // If the action of moving selected nodes at the scripting scene is active
            // we will change the location of selected nodes by distance we moved from the last changing.
            if (state == StateType.MovingState)
            {
                // calculate move vector for selected nodes at the scene
                Point moveVector = e.Location.Sub(lastPosition);

                // change the location of every selected nodes at the scene
                SelectedState.Location = SelectedState.Location.Add(moveVector);

                // set actual position for the next changing
                lastPosition  = e.Location;
                wholeMovement = wholeMovement.Add(moveVector);

                Invalidate();
            }

            // If the action of changing the position of the scripting scene is active
            // we will change the position of the scene by distance we moved from the last changing.
            else if (state == StateType.MovingScene)
            {
                // change the position of the scene
                Position = Position.Add(lastPosition.Sub(e.Location));
                // set actual position for the next changing
                lastPosition = e.Location;

                Invalidate();
            }

            else if (state == StateType.Default || state == StateType.ConnectingStates)
            {
                // hover state under mouse cursor
                bool found = false;
                for (int i = States.Count - 1; i >= 0; --i)
                {
                    if (States[i].Bounds.Contains(mouseScenePosition))
                    {
                        if (hoveredState != States[i])
                        {
                            if (hoveredState != null && hoveredState.SelectState != SelectState.Select)
                            {
                                hoveredState.SelectState = SelectState.Default;
                            }

                            // set as hovered
                            hoveredState = States[i];
                            if (hoveredState.SelectState != SelectState.Select)
                            {
                                hoveredState.SelectState = SelectState.Hover;
                            }

                            Invalidate();
                        }

                        found = true;
                        break;
                    }
                }

                if (!found && hoveredState != null)
                {
                    if (hoveredState.SelectState != SelectState.Select)
                    {
                        hoveredState.SelectState = SelectState.Default;
                    }
                    hoveredState = null;
                    Invalidate();
                }

                if (state == StateType.ConnectingStates)
                {
                    Invalidate();
                }
            }
        }
Beispiel #6
0
        /// <summary>
        /// Handles the MouseDown event of the StateMachineView control.
        /// </summary>
        private void StateMachineView_MouseDown(object sender, MouseEventArgs e)
        {
            // focus control if is not focused
            if (!Focused)
            {
                Focus();
            }

            // If left mouse button is down, no action is in progress and some node is under mouse cursor
            // we will start the action of moving selected nodes at the scripting scene.
            if (e.Button == MouseButtons.Left && state == StateType.Default)
            {
                if (SelectedState != null)
                {
                    SelectedState.SelectState = SelectState.Default;
                }

                if (hoveredState != null)
                {
                    SelectedState             = hoveredState;
                    SelectedState.SelectState = SelectState.Select;
                    hoveredState = null;

                    if (SelectedState.TransitionContains(mouseScenePosition, out selectedTransition))
                    {
                        // activate this action
                        state = StateType.ConnectingStates;
                    }
                    else
                    {
                        // activate this action
                        state = StateType.MovingState;
                        // init
                        lastPosition  = e.Location;
                        wholeMovement = new Point();
                    }

                    if (SelectedStateChanged != null)
                    {
                        SelectedStateChanged(this, EventArgs.Empty);
                    }

                    Invalidate();
                }
                else if (SelectedState != null)
                {
                    SelectedState = null;

                    if (SelectedStateChanged != null)
                    {
                        SelectedStateChanged(this, EventArgs.Empty);
                    }

                    Invalidate();
                }
            }
            // If right mouse button is down and no action is in progress
            // we will start changing the position of the scripting scene (moving scene).
            else if (e.Button == MouseButtons.Right && state == StateType.Default)
            {
                // activate this action
                state = StateType.MovingScene;
                // init
                lastPosition = e.Location;
            }
        }
Beispiel #7
0
        /// <summary>
        /// Handles the EventChanged event of the Transition.
        /// Updates the state view where the transition is used.
        /// </summary>
        private void Transition_EventChanged(object sender, EventArgs e)
        {
            Event = Transition.Event;

            StateView.Refresh();
        }
Beispiel #8
0
 /// <summary>
 /// Handles the StateToChanged event of the Transition.
 /// Updates the state view where the transition is used.
 /// </summary>
 private void Transition_StateToChanged(object sender, EventArgs e)
 {
     StateView.Refresh();
 }