public void SetPointers(GravityController gravController) { _gravController = gravController; radGravity_CheckedChanged(this, new EventArgs()); trkGravityForce_Scroll(this, new EventArgs()); }
public PhysicsPainterMainForm() { InitializeComponent(); // Setup the map _map.CollisionHandler = new CollisionHandler(); _map.CollisionHandler.PenetrationThresholdPercent = PENETRATIONTHRESHOLDPERCENT; _map.TimerPullApartType = PullApartType.Force; _map.CollisionHandler.PullApartSpringVelocity = 15d; // Setup the viewer pictureBox1.SetBorder(_boundryLower, _boundryUpper); pictureBox1.ShowBorder(Color.GhostWhite, 3); pictureBox1.ShowCheckerBackground(UtilityGDI.AlphaBlend(Color.DarkGray, pictureBox1.BackColor, .15d), 10); pictureBox1.ZoomFit(); //pictureBox1.KeyDown += new KeyEventHandler(PhysicsPainter_KeyDown); //pictureBox1.KeyUp += new KeyEventHandler(PhysicsPainter_KeyUp); // Setup the renderer _renderer = new ObjectRenderer(pictureBox1); btnShowStats_Click(this, new EventArgs()); _ignoreTokens = new List<long>(); // Setup the adders/selecter _selector = new Selector(pictureBox1, _map, _renderer, _ignoreTokens); _ballAdder = new BallAdder(pictureBox1, _renderer, ballProps1.ExposedProps, _map, _boundryLower, _boundryUpper, _tempObjects); _gravMouse = new GravMouse(pictureBox1, _map, _boundryLower, _boundryUpper); _shipController = new ShipController(pictureBox1, _map, _boundryLower, _boundryUpper); _gravController = new GravityController(_map); _ignoreTokens.Add(_gravMouse.CursorToken); _ignoreTokens.Add(_shipController.ShipToken); // Setup Panels scenes1.SetPointers(_map, _renderer, _ignoreTokens); shipProps1.SetPointers(pictureBox1, _shipController, _map); gravityProps1.SetPointers(_gravController); mapShape1.SetPointers(_boundryLower, _boundryUpper); generalProps1.SetPointers(); // Put all the checkable toolbuttons into an array _checkButtons = new ToolStripButton[16]; _checkButtons[0] = btnArrow; _checkButtons[1] = btnPan; _checkButtons[2] = btnGravityArrow; _checkButtons[3] = btnVectorFieldArrow; _checkButtons[4] = btnNewBall; _checkButtons[5] = btnNewSolidBall; _checkButtons[6] = btnNewRigidBody; _checkButtons[7] = btnNewPolygon; _checkButtons[8] = btnNewVectorField; _checkButtons[9] = btnGravityProps; _checkButtons[10] = btnCollisionProps; _checkButtons[11] = btnGeneralProps; _checkButtons[12] = btnMapShape; _checkButtons[13] = btnScenes; _checkButtons[14] = btnShip; _checkButtons[15] = btnMenuTester; // Put all the pie panels into an array _piePanels = new PiePanel[8]; _piePanels[0] = ballProps1; _piePanels[1] = solidBallProps1; _piePanels[2] = scenes1; _piePanels[3] = shipProps1; _piePanels[4] = pieMenuTester1; _piePanels[5] = gravityProps1; _piePanels[6] = mapShape1; _piePanels[7] = generalProps1; // Position all the pie controls (their anchor is already set) foreach (PiePanel piePanel in _piePanels) { piePanel.Anchor = ((AnchorStyles)(AnchorStyles.Bottom | AnchorStyles.Left)); piePanel.Top = this.DisplayRectangle.Height - piePanel.Height; piePanel.Left = 0; piePanel.SetDefaultBackColor(); } // Start with the ball (I've watched several people just stare at this form when they see if for the first time, and // they don't know what to do. Hopefully with the ball brush selected, they'll catch on faster) btnNewBall.Checked = true; btnNewBall_Click(this, new EventArgs()); // Get the world started //TODO: Don't use the timer to do drawing, only physics timer1.Enabled = true; // this always stays enabled, because I need to keep drawing the world. }