public override void Initialize() { PLayer l = new PLayer(); PPath n = PPath.CreateEllipse(0, 0, 100, 80); n.Brush = Brushes.Red; n.Pen = null; PBoundsHandle.AddBoundsHandlesTo(n); l.AddChild(n); n.TranslateBy(200, 200); PCamera c = new PCamera(); c.SetBounds(0, 0, 100, 80); c.ScaleViewBy(0.1f); c.AddLayer(l); PBoundsHandle.AddBoundsHandlesTo(c); c.Brush = Brushes.Yellow; Canvas.Layer.AddChild(l); Canvas.Layer.AddChild(c); }
public virtual PActivity DirectCameraViewToFocus(PCamera aCamera, PNode aFocusNode, PPickPath path, int duration) { PMatrix originalViewMatrix = aCamera.ViewMatrix; // Scale the canvas to include SizeF s = new SizeF(1, 0); s = aFocusNode.GlobalToLocal(s); float scaleFactor = s.Width / aCamera.ViewScale; PointF scalePoint = PUtil.CenterOfRectangle(aFocusNode.GlobalFullBounds); if (scaleFactor != 1) { aCamera.ScaleViewBy(scaleFactor, scalePoint.X, scalePoint.Y); } // Pan the canvas to include the view bounds with minimal canvas // movement. aCamera.AnimateViewToPanToBounds(aFocusNode.GlobalFullBounds, 0); // Get rid of any white space. The canvas may be panned and // zoomed in to do this. But make sure not stay constrained by max // magnification. //FillViewWhiteSpace(aCamera); PMatrix resultingMatrix = aCamera.ViewMatrix; aCamera.ViewMatrix = originalViewMatrix; // Animate the canvas so that it ends up with the given // view transform. PActivity animateCameraViewActivity = AnimateCameraViewMatrixTo(aCamera, resultingMatrix, duration); PControl controlNode = (PControl)aFocusNode; aCamera.Root.WaitForActivities(); controlNode.CurrentCanvas = path.TopCamera.Canvas; PointF pf = path.GetPathTransformTo(controlNode).Transform(new PointF(controlNode.X, controlNode.Y)); controlNode.ControlLocation = new Point((int)pf.X, (int)pf.Y); controlNode.Editing = true; return animateCameraViewActivity; }
/// <summary> /// Animates the camera's view to keep the focus node on the screen and at 100 /// percent scale with minimal view movement. /// </summary> /// <param name="aCamera">The camera whose view will be animated.</param> /// <param name="aFocusNode">The focus node to animate to.</param> /// <param name="duration">The length of the animation.</param> /// <returns> /// The activity that animates the camera's view to the focus node. /// </returns> public virtual PActivity DirectCameraViewToFocus(PCamera aCamera, PNode aFocusNode, int duration) { PMatrix originalViewMatrix = aCamera.ViewMatrix; // Scale the canvas to include SizeF s = new SizeF(1, 0); s = focusNode.GlobalToLocal(s); float scaleFactor = s.Width / aCamera.ViewScale; PointF scalePoint = PUtil.CenterOfRectangle(focusNode.GlobalFullBounds); if (scaleFactor != 1) { aCamera.ScaleViewBy(scaleFactor, scalePoint.X, scalePoint.Y); } // Pan the canvas to include the view bounds with minimal canvas // movement. aCamera.AnimateViewToPanToBounds(focusNode.GlobalFullBounds, 0); // Get rid of any white space. The canvas may be panned and // zoomed in to do this. But make sure not stay constrained by max // magnification. //FillViewWhiteSpace(aCamera); PMatrix resultingMatrix = aCamera.ViewMatrix; aCamera.ViewMatrix = originalViewMatrix; // Animate the canvas so that it ends up with the given // view transform. return AnimateCameraViewMatrixTo(aCamera, resultingMatrix, duration); }
public override void Initialize() { // Add a standard pnode to the scene graph. PNode aNode = new PNode(); aNode.SetBounds(0, 70, 15, 15); aNode.Brush = Brushes.Blue; Canvas.Layer.AddChild(aNode); // Create a button. Button button = new Button(); button.Text = "Hello"; button.Bounds = new Rectangle(10, 10, 10, 10); button.BackColor = SystemColors.Control; // Wrap the button in a PControl and // add it to the scene graph. PControl cn = new PControl(button); Canvas.Layer.AddChild(cn); cn.SetBounds(20, 20, 70, 70); // Create another button. Button otherButton = new Button(); otherButton.Text = "123"; otherButton.Bounds = new Rectangle(0, 0, 15, 45); otherButton.BackColor = SystemColors.Control; // Wrap the second button in another PControl and // add it to the scene graph. PControl cn2 = new PControl(otherButton, PCanvas.CURRENT_PCANVAS); cn2.ScaleBy(1.1f); Canvas.Layer.AddChild(cn2); // Create a tabcontrol TabControl tabControl = new TabControl(); tabControl.Size = new Size(60, 60); tabControl.TabPages.Add(new TabPage("P1")); tabControl.TabPages.Add(new TabPage("P2")); // Wrap the tabcontrol in a PControl and // add it the scene graph. PControl cn3 = new PControl(tabControl); cn3.ScaleBy(1.2f); cn3.TranslateBy(0, 100); Canvas.Layer.AddChild(cn3); // Create an internal camera that looks at the main layer. PCamera internalCamera = new PCamera(); internalCamera.TranslateViewBy(145, 145); internalCamera.ScaleViewBy(.5f); internalCamera.SetBounds(130, 130, 200, 200); internalCamera.Brush = Brushes.Yellow; internalCamera.AddLayer(Canvas.Layer); Canvas.Camera.AddChild(internalCamera); Canvas.Layer.ScaleBy(1.3f); // Create another canvas. PCamera otherCamera = new PCamera(); otherCamera.AddLayer(Canvas.Layer); Canvas.Root.AddChild(otherCamera); PCanvas other = new PCanvas(); other.Camera = otherCamera; PForm result = new PForm(false, other); result.StartPosition = FormStartPosition.Manual; result.Location = new Point(this.Location.X + this.Width, this.Location.Y); result.Size = this.Size; result.Show(); // Add the control event handler to both canvas' cameras. Canvas.Camera.AddInputEventListener(new PControlEventHandler()); other.Camera.AddInputEventListener(new PControlEventHandler()); }