コード例 #1
0
ファイル: MazeUserControl.cs プロジェクト: wacker-muc/Ariadne
        public void Setup()
        {
            if (painter.HasBufferAlternate)
            {
                // the Setup() method was already executed for creating the alternate buffer
                this.Invalidate();
                return;
            }

            if (settingsData != null)
            {
                this.TakeParametersFrom(settingsData);
                return;
            }

            #region Set up the painter.

            painter.Setup();

            MazePainter.SuggestWidths(painter.GridWidth, painter.VisibleWalls, out int squareWidth, out int pathWidth, out int wallWidth);

            this.Setup(squareWidth, wallWidth, pathWidth);

            #endregion
        }
コード例 #2
0
        /// <summary>
        /// Creates a new maze.
        /// </summary>
        public void OnNew(object sender, EventArgs e)
        {
            #region Set up the painter.

            painter.Setup();

            int squareWidth;
            int pathWidth;
            int wallWidth;
            MazePainter.SuggestWidths(painter.GridWidth, painter.VisibleWalls, out squareWidth, out pathWidth, out wallWidth);

            painter.Setup(squareWidth, wallWidth, pathWidth);

            #endregion

            painter.Reset();
            painter.BlinkingCounter = 0;

            // Create and display a maze.
            painter.CreateMaze(null);
            painter.PaintMaze(null);
        }
コード例 #3
0
ファイル: DetailsDialog.cs プロジェクト: wacker-muc/Ariadne
        /// <summary>
        /// Update the other controls to reflect the derived changes.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void OnDataChanged(object sender, EventArgs e)
        {
            // Avoid an infinite recursion
            if (_busyOnDataChanged)
            {
                return;
            }

            try
            {
                _busyOnDataChanged = true;

                #region Layout data

                if (data.AutoGridWidthModified)
                {
                    if (!data.AutoGridWidth)
                    {
                        data.AutoSquareWidth = true;
                        data.AutoPathWidth   = true;
                        data.AutoWallWidth   = true;
                    }
                }
                if (data.AutoSquareWidthModified || data.AutoPathWidthModified || data.AutoWallWidthModified)
                {
                    if (!data.AutoSquareWidth || !data.AutoPathWidth || !data.AutoWallWidth)
                    {
                        data.AutoGridWidth = true;
                    }
                }

                bool gridWithModifiedManually = data.GridWidthModified;

                if (data.GridWidthModified)
                {
                    data.AutoGridWidth = false;

                    int  squareWidth, pathWidth, wallWidth;
                    bool visibleWalls = (data.WallVisibility != AriadneSettingsData.WallVisibilityEnum.Never);
                    MazePainter.SuggestWidths(data.GridWidth, visibleWalls, out squareWidth, out pathWidth, out wallWidth);

                    data.WallWidth   = wallWidth;
                    data.SquareWidth = squareWidth;
                    data.PathWidth   = pathWidth;
                }
                if (data.PathWidthModified)
                {
                    data.AutoPathWidth = gridWithModifiedManually;
                    data.SquareWidth   = Math.Max(data.PathWidth, data.SquareWidth);
                }
                if (data.SquareWidthModified)
                {
                    data.AutoSquareWidth = gridWithModifiedManually;
                    data.PathWidth       = Math.Min(data.PathWidth, data.SquareWidth);
                    data.GridWidth       = Math.Min(data.SquareWidth + data.WallWidth, MazePainter.MaxGridWidth);
                    data.WallWidth       = data.GridWidth - data.SquareWidth;
                }
                if (data.WallWidthModified)
                {
                    data.AutoWallWidth = gridWithModifiedManually;
                    data.GridWidth     = Math.Min(data.SquareWidth + data.WallWidth, MazePainter.MaxGridWidth);
                    data.SquareWidth   = data.GridWidth - data.WallWidth;
                }

                if (gridWithModifiedManually || (data.AutoGridWidthModified && !data.AutoGridWidth))
                {
                    data.AutoSquareWidth = true;
                    data.AutoPathWidth   = true;
                    data.AutoWallWidth   = true;
                }
                if (!data.AutoSquareWidth || !data.AutoPathWidth || !data.AutoWallWidth)
                {
                    data.AutoGridWidth = true;
                }

                #endregion

                #region Shape data

                if (data.MazeWidthModified)
                {
                    data.AutoMazeWidth = false;
                }
                if (data.MazeHeightModified)
                {
                    data.AutoMazeHeight = false;
                }
                if (data.SeedModified)
                {
                    data.AutoSeed = false;
                }

                #endregion

                CalculateResultingArea();
                data.ClearModifedFlags();
                dataBindingSource.ResetCurrentItem();
            }
            finally
            {
                _busyOnDataChanged = false;
            }
        }