// To be called upon system startup in order to load display parameters. // In fact it would be possible to re-load configuration files during runtime // and dynamically change display attributes. public static void Load() { // First populate the DisplayAttributeDataSet with each DisplayItem ///////////////////////////////////////////////////////////////////// // IMPORTANT !!! // Make sure that items are added in the same sequence as defined in // the DisplayItems enumeration. Later on the data is to be retrieved // by the name only. // Radar 0 DisplayAttributesType DataItem = new DisplayAttributesType(); DataItem.ItemName = "Radar"; DisplayAttributeDataSet.Add(DataItem); // Waypoint 1 DataItem = new DisplayAttributesType(); DataItem.ItemName = "Waypoint"; DisplayAttributeDataSet.Add(DataItem); // StateBorder 2 DataItem = new DisplayAttributesType(); DataItem.ItemName = "StateBorder"; DisplayAttributeDataSet.Add(DataItem); // BackgroundColor 3 DataItem = new DisplayAttributesType(); DataItem.ItemName = "BackgroundColor"; DisplayAttributeDataSet.Add(DataItem); // SectorBorder 4 DataItem = new DisplayAttributesType(); DataItem.ItemName = "SectorBorder"; DisplayAttributeDataSet.Add(DataItem); // RunwayBorder 5 DataItem = new DisplayAttributesType(); DataItem.ItemName = "RunwayBorder"; DisplayAttributeDataSet.Add(DataItem); }
// Set display attribute public static void SetDisplayAttribute(DisplayItemsType Item, DisplayAttributesType Attribute) { DisplayAttributeDataSet[DisplayItemToIndex(Item)] = Attribute; //DisplayAttribute.ItemName = words[0]; //DisplayAttribute.TextSize = int.Parse(words[1]); //DisplayAttribute.TextFont = new FontFamily(words[2]); //DisplayAttribute.TextColor = Color.FromName(words[3]); //DisplayAttribute.LineWidth = int.Parse(words[4]); //DisplayAttribute.LineColor = Color.FromName(words[5]); //DisplayAttribute.LineStyle = DashStyle.Solid; //DisplayAttribute.AreaPolygonColor = Color.FromName(words[7]); //DisplayAttribute.ImageSize = new Size(int.Parse(words[8]), int.Parse((words[9]))); StaticDisplayBuildRequired = true; }