static void Main(string[] args) { Mathematics math = new Mathematics(); Console.WriteLine(math.Abs(-5)); Console.WriteLine(math.Abs(-10.052)); Console.WriteLine(math.Abs(20.01m)); }
/// <summary> /// Override the OnRender method to do the actual drawing of the menu. /// </summary> /// <param name="dc">The drawing context to render.</param> public override void OnRender(DrawingContext dc) { // Call the base class in case this control contains other controls. // Depending on where those controls are placed, this call might not // be optimal. base.OnRender(dc); // Calculate some initial values for positioning and drawing the // MenuItems. // Set the width of each MenuItem. int largeX = Resource.GetBitmap(Resource.BitmapResources.Canvas_Panel_Icon).Width + xOffsetSeparation; // Set the starting x position. int x = (_width / 2) - ((largeX * 2) + (largeX / 2)); // Set the starting y position. int y = 6; // Set the scaling of the current MenuItem. int scale = 0; // Set the scaling offset based on the animation step. int scaleOffset = Mathematics.Abs(_animationStep); // Adjust the x based on the animation step. x += _animationStep * 5; // Iterate through the children, limiting them to 2 in front and 2 // behind the current child. This places the current MenuItem in the // middle of the menu. for (int i = _currentChild - 2; i < _currentChild + 3; i++) { // If we are on the current child... if (i == _currentChild) { // Scale the current child based on the current animation step // value. The current child is getting smaller, so take the // largest value (maxStep) and subtract the current scaling // offset. scale = maxStep - scaleOffset; } else { // If we are moving left and are drawing the child to the left, // or we are moving right and are drawing the child to the // right, then that child needs to be growing in size. Else the // child is drawn without any scaling. if ((_animationStep < 0 && i == _currentChild + 1) || (_animationStep > 0 && i == _currentChild - 1)) { scale = scaleOffset; } else { scale = 0; } } // Variable to point to the current MenuItem we want to draw. MenuItem menuItem = null; // Get the correct MenuItem from the array based on the value of i. // Because we are looking 2 left and 2 right, if the current child // is near the beginning or end of the array, we have to watch for // wrapping around the ends. if (i < 0) { menuItem = (MenuItem)MenuItemList[MenuItemList.Count + i]; } else if (i > MenuItemList.Count - 1) { menuItem = (MenuItem)MenuItemList[i - MenuItemList.Count]; } else { menuItem = (MenuItem)MenuItemList[i]; } // Have the MenuItem render itself based on the position and scaling // calculated. menuItem.Render(dc, x, y, scale); // Increment the x position by the size of the MenuItems x += largeX; } // Draw the current menuItem's text. if (_width > 0) { // Check the window size for displaying instructions. int step = 20; int row = 120; // Check for portrait display. if (_width < _height) { step = 40; } // Draw the description of the current MenuItem. string text = ((MenuItem)MenuItemList[_currentChild]).Description; dc.DrawText(ref text, Resource.GetFont(Resource.FontResources.NinaB), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); // Draw the basic instructions for the menu. text = Resource.GetString(Resource.StringResources.MenuScrolling); row += (step * 2); dc.DrawText(ref text, Resource.GetFont(Resource.FontResources.NinaB), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); text = Resource.GetString(Resource.StringResources.MenuSelection); row += step; dc.DrawText(ref text, Resource.GetFont(Resource.FontResources.NinaB), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); text = Resource.GetString(Resource.StringResources.ReturnToMenu); row += step; dc.DrawText(ref text, Resource.GetFont(Resource.FontResources.NinaB), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); } // Start the animation timer. The animation timer is called every time // the menu is rendered. The animation timer will handle decrementing // the _animationStep member and stopping the timer when _animationStep // reaches 0. StartAnimationTimer(); }