Exemple #1
0
        public static void DisplayBoard(int[,] board, Dictionary <int, Color> indexToColor,
                                        PaintSurface resolutionSurface)
        {
            var width     = board.GetLength(0);
            var height    = board.GetLength(1);
            int boardArea = width * height;

            var texelListArray = new List <Texel> [1 + boardArea];
            var grid           = DisplayObjects.Grid(width, height, board, indexToColor, out int paintSurfaceWidth, out int paintSurfaceHeight);

            texelListArray[boardArea] = grid;

            Parallel.For(0, boardArea, i =>
            {
                int x             = i % width;
                int y             = i / width;
                texelListArray[i] = DisplayObjects.FieldDisplay(new Texel(x, y, indexToColor[board[x, y]]));
            });

            resolutionSurface.SetupBitmap(paintSurfaceWidth, paintSurfaceHeight);
            var buffer = resolutionSurface.CreateNewBuffer();

            Parallel.For(0, texelListArray.Length, body: i => { resolutionSurface.WriteToBitmap(texelListArray[i], buffer); });
            resolutionSurface.CommitDraw(buffer);
        }
Exemple #2
0
        public static void DisplayInputShapes(int shapeSize, List <Shape> shapes, PaintSurface inputSurface)
        {
            int shapeCount     = shapes.Count;
            var texelListArray = new List <Texel> [1 + shapeCount];

            var fixedShapes       = shapes.Select(s => s.OneSidedShape.ShortestFixedShape).ToList();
            var fixedShapeHeights = fixedShapes.Select(f => f.Height).ToList();
            var frame             = DisplayObjects.ShapesFrame(280, shapeSize, fixedShapeHeights, out int paintSurfaceWidth, out int paintSurfaceHeight, out int fieldSize);

            texelListArray[shapeCount] = frame;

            Parallel.For(0, fixedShapes.Count, i =>
            {
                texelListArray[i] = DisplayObjects.ShapeDisplay(i, fieldSize, shapes[i].Color, fixedShapes[i], fixedShapeHeights);
            });

            inputSurface.SetupBitmap(paintSurfaceWidth, paintSurfaceHeight);
            var buffer = inputSurface.CreateNewBuffer();

            Parallel.For(0, texelListArray.Length, body: i => { inputSurface.WriteToBitmap(texelListArray[i], buffer); });
            inputSurface.CommitDraw(buffer);
        }