bool ready = false; // Flag for allowing sliders, etc., to influence display. public Window1() { InitializeComponent(); InitializeCommands(); // Now add some graphical items in the main Canvas, whose name is "GraphPaper" gp = this.FindName("Paper") as GraphPaper; // Build a table of vertices: const int nPoints = 8; const int nEdges = 12; double[,] vtable = new double[nPoints, 3] { { -0.5, -0.5, 2.5 }, { -0.5, 0.5, 2.5 }, { 0.5, 0.5, 2.5 }, { 0.5, -0.5, 2.5 }, { -0.5, -0.5, 3.5 }, { -0.5, 0.5, 3.5 }, { 0.5, 0.5, 3.5 }, { 0.5, -0.5, 3.5 } }; // Build a table of edges int[,] etable = new int[nEdges, 2] { { 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, // one face { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }, // joining edges { 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 } }; // opposite face double xmin = -0.5; double xmax = 0.5; double ymin = -0.5; double ymax = 0.5; Point[] pictureVertices = new Point[nPoints]; double scale = 100; for (int i = 0; i < nPoints; i++) { double x = vtable[i, 0]; double y = vtable[i, 1]; double z = vtable[i, 2]; double xprime = x / z; double yprime = y / z; pictureVertices[i].X = scale * (1 - (xprime - xmin) / (xmax - xmin)); pictureVertices[i].Y = scale * (yprime - ymin) / (ymax - ymin); // x / z gp.Children.Add(new Dot(pictureVertices[i].X, pictureVertices[i].Y)); } for (int i = 0; i < nEdges; i++) { int n1 = etable[i, 0]; int n2 = etable[i, 1]; gp.Children.Add(new Segment(pictureVertices[n1], pictureVertices[n2])); } ready = true; // Now we're ready to have sliders and buttons influence the display. }
// Code to create and display objects goes here. public Window1() { InitializeComponent(); InitializeCommands(); // Now add some graphical items in the main drawing area, whose name is "Paper" gp = this.FindName("Paper") as GraphPaper; // Track mouse activity in this window MouseLeftButtonDown += MyMouseButtonDown; MouseLeftButtonUp += MyMouseButtonUp; MouseMove += MyMouseMove; #region Triangles, segments, dots // A triangle, whose top point can be moved using the slider. myTriangle = new Polygon(); myTriangle.Points.Add(new Point(0, 10)); myTriangle.Points.Add(new Point(10, 0)); myTriangle.Points.Add(new Point(-10, 0)); myTriangle.Stroke = Brushes.Black; myTriangle.StrokeThickness = 1; // 1 mm thick line myTriangle.Fill = Brushes.LightSeaGreen; gp.Children.Add(myTriangle); // A draggable Dot, which is the basepoint of an arrow. Dot dd = new Dot(new Point(-40, 60)); dd.MakeDraggable(gp); gp.Children.Add(dd); Arrow ee = new Arrow(dd, new Point(10, 10), Arrow.endtype.END); gp.Children.Add(ee); // a dot and a segment that's attached to it; the dot is animated Dot p1 = new Dot(new Point(20, 20)); gp.Children.Add(p1); Point p2 = new Point(50, 50); Segment mySegment = new Segment(p1, p2); gp.Children.Add(mySegment); PointAnimation animaPoint1 = new PointAnimation( new Point(-20, -20), new Point(-40, 20), new Duration(new TimeSpan(0, 0, 5))); animaPoint1.AutoReverse = true; animaPoint1.RepeatBehavior = RepeatBehavior.Forever; p1.BeginAnimation(Dot.PositionProperty, animaPoint1); #endregion #region Images // And a photo from a file, then another that's // created on-the-fly instead of read from a file. myImage1 = new GImage("./foo.jpg"); myImage1.Width = GraphPaper.wpf(200); myImage1.Position = new Point(10, 40); Point pq = new Point(10, 40); gp.Children.Add(myImage1); // Now add a second image, based on first building an array of color values // Create source array byte[, ,] stripes = createStripeImageArray(); myImage2 = new GImage(stripes); // Establish the width and height for this image on the GraphPaper myImage2.Width = GraphPaper.wpf(128); myImage2.Height = GraphPaper.wpf(128); myImage2.Position = new Point(-40, 20); gp.Children.Add(myImage2); #endregion #region Mesh, Quiver, and Text labels myMesh = this.createSampleMesh(); gp.Children.Add(myMesh); Text myText = new Text("THIS IS TEXT"); myText.Position = new Point(20, 50); gp.Children.Add(myText); myQuiver = makeQuiver(); foreach (Shape q in myQuiver) { gp.Children.Add(q); } #endregion ready = true; // Now we're ready to have sliders and buttons influence the display. }