Esempio n. 1
0
        public override void paint(global::java.awt.Graphics g)
        {
            if (g == null)
            {
                return;
            }

            g.drawImage(this.img, 0, 0, null);
        }
Esempio n. 2
0
        public override void paint(global::java.awt.Graphics g)
        {
            // old school gradient :)

            var h = this.getHeight();
            var w = this.getWidth();

            for (int i = 0; i < h; i++)
            {
                g.setColor(GetBlue(1 - (double)i / (double)h));
                g.drawLine(0, i, w, i);
            }

            g.setColor(new Color(0xffffff));
            g.drawString("This example will show how to write multithreaded applet.", 16, 64);
        }
Esempio n. 3
0
        public override void paint(global::java.awt.Graphics g)
        {
            // old school gradient :)

            var h = this.getHeight();
            var w = this.getWidth();

            for (int i = 0; i < h; i++)
            {
                g.setColor(GetBlue(1 - (double)i / (double)h));
                g.drawLine(0, i, w, i);
            }

            g.setColor(new Color(0xffff00));
            if (!string.IsNullOrEmpty(Error))
            {
                g.drawString(Error, 16, 64);
            }

            if (this.Maze != null)
            {
                try
                {
                    int x, y;
                    int z = 12;

                    for (x = 1; x < Maze.Width - 1; x++)
                    {
                        for (y = 1; y < Maze.Height - 1; y++)
                        {
                            var v = Maze[x, y];

                            if ((v & 1) != 0)                             /* This cell has a top wall */
                            {
                                g.drawLine(x * z, y * z, x * z + z, y * z);
                            }

                            if ((v & 4) != 0)                             /* This cell has a left wall */
                            {
                                g.drawLine(x * z, y * z, x * z, y * z + z);
                            }


                            if ((v & 8) != 0)                             /* This cell has a right wall */
                            {
                                g.drawLine(x * z + z, y * z, x * z + z, y * z + z);
                            }

                            if ((v & 2) != 0)                             /* This cell has a bottom wall */
                            {
                                g.drawLine(x * z, y * z + z, x * z + z, y * z + z);
                            }
                        }
                    }

                    var offset = Maze.Width * z;

                    g.setColor(new Color(0x00ff00));
                    g.drawRect(offset + z, z, (Maze.Width - 2) * z, (Maze.Height - 2) * z);


                    for (x = 1; x < Maze.Width - 1; x++)
                    {
                        for (y = 1; y < Maze.Height - 1; y++)
                        {
                            var v      = Maze[x, y];
                            var IsTop  = (v & 1) != 0;
                            var IsLeft = (v & 4) != 0;

                            if (IsTop)                             /* This cell has a top wall */
                            {
                                g.fillRect(offset + x * z, y * z, z, z / 3);
                            }

                            if (IsLeft)                             /* This cell has a left wall */
                            {
                                g.fillRect(offset + x * z, y * z, z / 3, z);
                            }

                            var IsBottom = (v & 2) != 0;
                            var IsRight  = (v & 8) != 0;

                            if (IsRight)
                            {
                                g.fillRect(offset + x * z + z - z / 3, y * z, z / 3, z);
                            }

                            if (IsBottom)
                            {
                                g.fillRect(offset + x * z, y * z + z - z / 3, z, z / 3);
                            }
                        }
                    }
                }
                catch
                {
                }
            }
        }