/// <summary> /// Constructor for the FilterControl /// </summary> /// <param name="tangibleObjectControl">TangibleObject for which the filter is initialized</param> public FilterControlViewModel(TangibleObjectControl tangibleObjectControl) { this.tangibleObjectControl = tangibleObjectControl; if (tangibleObjectControl == null) return; var accounts = CategoryMappings.GetAccountsFromCategory(this.tangibleObjectControl.GetCategory()); SetToggleButtons(accounts); }
/// <summary> /// Remove all physic objects. /// </summary> void RemovePhysicObjects() { foreach (var sprite in _physicSprites) { _tangibleCanvas.DeletePhysicsObject(sprite.Name); } _physicSprites.Clear(); //_tangibleCanvas.Children.Remove(_physicBoundary); if (_physicBoundary != null) { _physicBoundary.Dispose(); _physicBoundary = null; } }
/// <summary> /// Creates physic boundary. /// </summary> /// <param name="tangibleObject">The tangible object.</param> /// <returns>a new instance of <see cref="TangibleObjectControl"/>.</returns> static TangibleObjectControl CreatePhysicBoundary(TangibleObject tangibleObject) { var control = new TangibleObjectControl(); return control; }
/// <summary> /// Initializes the physic boundaries. /// </summary> void InitializePhysicBoundaries() { if (_physicBoundary != null) return; _physicBoundary = CreatePhysicBoundary(_tangibleObject); // Add the physic boundary to the canvas. var startPoint = GetPhysicBoundaryStartPoint(); // Keep track on the physic sprites. _physicSprites.AddRange( _tangibleCanvas.AddPhysicsUserControl( _physicBoundary, startPoint.X, startPoint.Y, 0)); //_tangibleCanvas.Children.Add(_physicBoundary); }
/// <summary> /// Creates a new instance of <see cref="FilterControl"/>. /// </summary> /// <param name="tangibleObjectControl">The <see cref="TangibleObjectControl"/> instance that is /// the owner of the filter control.</param> public FilterControl(TangibleObjectControl tangibleObjectControl) : this() { this.DataContext = new FilterControlViewModel(tangibleObjectControl); }