void Construct() { int i; Rectangle transitionRect; Rectangle maxTransTimeRect; Rectangle aveTransTimeRect; Rectangle minTransTimeRect; Rectangle[] behColorRectArray; // This assert could go away if this form were to ever need to be used for a matrix // without colums but is left in for now because it isn't being used that // way currently. For now at the very least there will always be a need // for 1+ the number of behavior number of columns. CopyControls(); m_numTrials = NORMAL_TRIALS_FACTOR/m_matrix.RowCount; NumTrialsButton.Text = "" + m_numTrials; //--------------------------------------------------------------------------// // Set up the results bitmap display (the main display on the form). //-----------------------------------------------------------------// // Copy the attributes from the group box that defines the display area into // the rectangle passed into the bitmap manager transitionRect = new Rectangle(); transitionRect.X = DisplayGroupBox.Location.X; transitionRect.Y = DisplayGroupBox.Location.Y; transitionRect.Width = DisplayGroupBox.Width; transitionRect.Height = DisplayGroupBox.Height; //--------------------------------------------------------------------------// // Allocate and and format the behavior key on the form //-----------------------------------------------------// if(m_displayType == MBSDEFAULTS.BITMAPDISPLAYTYPE.INITIAL_BEHAVIOR) { // Initial behavior display // Do not display a transition-from-behavior behavior name. BehaviorNameLabel.Text = ""; BehaviorNumberLabel.Visible = false; } else { // Behavior transition display // Display a transition-from-behavior behavior name. BehaviorNameLabel.Text = m_behaviorNameArray[m_behaviorIndex]; BehaviorNumberLabel.Visible = true; BehaviorNumberLabel.Text = "" + "(" + (m_behaviorIndex+1) + ")"; } // Fill in names on the behavior key. Put empty strings on unused behaviors. for(i=0; i<MBGUICONSTANTS.MAXNUMBEHAVIORS; i++) { if(i<m_numBehaviors) { m_transitionLabelArray[i].Text = m_behaviorNameArray[i]; m_transitionLabelNumberArray[i].Visible = true; } else { m_transitionLabelArray[i].Text = ""; m_transitionLabelNumberArray[i].Visible = false; } } // Copy the attributes from the group box that defines the size and placement // of the maximum transition color-code key display area into a rectangle // passed into the bitmap manager maxTransTimeRect = new Rectangle(); maxTransTimeRect.X = DurationGroupBoxMax.Location.X; maxTransTimeRect.Y = DurationGroupBoxMax.Location.Y; maxTransTimeRect.Width = DurationGroupBoxMax.Width; maxTransTimeRect.Height = DurationGroupBoxMax.Height; // Copy the attributes from the group box that defines the size and placement // of the ave transition color-code key display area into a rectangle // passed into the bitmap manager aveTransTimeRect = new Rectangle(); aveTransTimeRect.X = DurationGroupBoxAve.Location.X; aveTransTimeRect.Y = DurationGroupBoxAve.Location.Y; aveTransTimeRect.Width = DurationGroupBoxAve.Width; aveTransTimeRect.Height = DurationGroupBoxAve.Height; // Copy the attributes from the group box that defines the size and placement // of the minimum transition color-code key display area into a rectangle // passed into the bitmap manager minTransTimeRect = new Rectangle(); minTransTimeRect.X = DurationGroupBoxMin.Location.X; minTransTimeRect.Y = DurationGroupBoxMin.Location.Y; minTransTimeRect.Width = DurationGroupBoxMin.Width; minTransTimeRect.Height = DurationGroupBoxMin.Height; // Copy the attributes from the group box that defines the size and placement // of the individual behavior color-code key display area into a rectangle // passed into the bitmap manager behColorRectArray = new Rectangle[m_numBehaviors]; for(i=0; i<m_numBehaviors; i++) { behColorRectArray[i].X = m_transitionGroupBoxArray[i].Location.X; behColorRectArray[i].Y = m_transitionGroupBoxArray[i].Location.Y; behColorRectArray[i].Width = m_transitionGroupBoxArray[i].Width; behColorRectArray[i].Height = m_transitionGroupBoxArray[i].Height; } m_bitmapMgr = new CBitmapSingleBehaviorTimeTransitionManager(this, m_displayType, // display type, either initial behavor or behavior transition transitionRect, // bitmap setup of the main (results) display maxTransTimeRect, // bitmap setup of the maximum time rectangle key aveTransTimeRect, // bitmap setup of the average time rectangles key minTransTimeRect, // bitmap setup of the minimum time rectangle key behColorRectArray // bitmaps setup of the behavior rectangles key ); RunTransitionOverTimeTest(CUtil.CopyMatrix(m_matrix)); // Generate and display initial data }
public void InitializeBehaviorTransitionAsAFunctionOfTimeBitMapVars() { int i; Rectangle transitionRect; Rectangle maxTransTimeRect; Rectangle aveTransTimeRect; Rectangle minTransTimeRect; Rectangle[] behColorRectArray; transitionRect = new Rectangle(); transitionRect.X = DisplayGroupBox.Location.X; transitionRect.Y = DisplayGroupBox.Location.Y; transitionRect.Width = DisplayGroupBox.Width; transitionRect.Height = DisplayGroupBox.Height; maxTransTimeRect = new Rectangle(); maxTransTimeRect.X = DurationGroupBoxMax.Location.X; maxTransTimeRect.Y = DurationGroupBoxMax.Location.Y; maxTransTimeRect.Width = DurationGroupBoxMax.Width; maxTransTimeRect.Height = DurationGroupBoxMax.Height; aveTransTimeRect = new Rectangle(); aveTransTimeRect.X = DurationGroupBoxAve.Location.X; aveTransTimeRect.Y = DurationGroupBoxAve.Location.Y; aveTransTimeRect.Width = DurationGroupBoxAve.Width; aveTransTimeRect.Height = DurationGroupBoxAve.Height; minTransTimeRect = new Rectangle(); minTransTimeRect.X = DurationGroupBoxMin.Location.X; minTransTimeRect.Y = DurationGroupBoxMin.Location.Y; minTransTimeRect.Width = DurationGroupBoxMin.Width; minTransTimeRect.Height = DurationGroupBoxMin.Height; behColorRectArray = new Rectangle[m_numBehaviorsDefined]; for(i=0; i<m_numBehaviorsDefined; i++) { behColorRectArray[i].X = m_transitionGroupBoxArray[i].Location.X; behColorRectArray[i].Y = m_transitionGroupBoxArray[i].Location.Y; behColorRectArray[i].Width = m_transitionGroupBoxArray[i].Width; behColorRectArray[i].Height = m_transitionGroupBoxArray[i].Height; } m_bitmapMgr = new CBitmapSingleBehaviorTimeTransitionManager(this, m_displayType, transitionRect, maxTransTimeRect, aveTransTimeRect, minTransTimeRect, behColorRectArray); }