Пример #1
0
		/// <summary>
		/// 初始化 <see cref="JigsawPiece"/> 类的新实例。
		/// </summary>
		/// <param name="factory">Direc2D 工厂实例。</param>
		/// <param name="path">拼图碎片的轮廓路径。</param>
		/// <param name="type">拼图碎片的类型。</param>
		public JigsawPiece(Factory factory, Path path, JigsawPieceType type)
		{
			if (factory == null)
			{
				throw CommonExceptions.ArgumentNull("factory");
			}
			if (path == null)
			{
				throw CommonExceptions.ArgumentNull("path");
			}
			this.factory = factory;
			this.shape = path;
			this.originalPath = this.shape.GetGeometryGroup(this.factory);
			this.pieceType = type;
			this.Visible = true;
			this.Frozen = false;
			this.State = JigsawPieceState.None;
			UpdatePath();
		}
Пример #2
0
		/// <summary>
		/// 用指定的序列化信息和上下文初始化 <see cref="JigsawPiece"/> 类的新实例。
		/// </summary>
		/// <param name="info"><see cref="System.Runtime.Serialization.SerializationInfo"/> 对象,
		/// 包含序列化 <see cref="JigsawPiece"/> 所需的信息。</param>
		/// <param name="context"><see cref="System.Runtime.Serialization.StreamingContext"/> 对象,
		/// 该对象包含与 <see cref="JigsawPiece"/> 相关联的序列化流的源和目标。</param>
		/// <exception cref="System.ArgumentNullException">info 参数为 <c>null</c>。</exception>
		private JigsawPiece(SerializationInfo info, StreamingContext context)
		{
			if (info == null)
			{
				throw CommonExceptions.ArgumentNull("info");
			}
			this.factory = ((JigsawSerializeContext)context.Context).Factory;
			this.shape = (Path)info.GetValue("Shape", typeof(Path));
			this.pieceType = (JigsawPieceType)info.GetValue("Type", typeof(JigsawPieceType));
			this.offset = (Vector2)info.GetValue("Offset", typeof(Vector2));
			this.rotate = info.GetInt32("Rotate");
			this.rotateRadian = (float)(this.rotate * Math.PI / 180);
			this.scale = info.GetSingle("Scale");
			this.Next = (JigsawPiece)info.GetValue("Next", typeof(JigsawPiece));
			this.Prev = (JigsawPiece)info.GetValue("Prev", typeof(JigsawPiece));
			this.Frozen = info.GetBoolean("Frozen");
			this.neighbors = (HashSet<JigsawPiece>)info.GetValue("Neighbors", typeof(HashSet<JigsawPiece>));
			this.Visible = true;
			this.State = JigsawPieceState.None;
			// 重新填充路径。
			this.originalPath = this.shape.GetGeometryGroup(factory);
			// 重新计算转换矩阵。
			CalculateMatrix();
			UpdatePath();
		}
Пример #3
0
		/// <summary>
		/// 将指定的拼图碎片与当前的拼图碎片合并。不检查两个拼图碎片是否可以被合并。
		/// </summary>
		/// <param name="piece">要合并的拼图碎片。</param>
		public void Merge(JigsawPiece piece)
		{
			// 更新相邻拼图碎片信息。
			foreach (JigsawPiece p in piece.neighbors)
			{
				p.neighbors.Remove(piece);
				p.neighbors.Add(this);
			}
			this.neighbors.UnionWith(piece.neighbors);
			this.neighbors.Remove(this);
			// 更新形状。
			float sum = this.shape.Weight + piece.shape.Weight;
			this.offset = new Vector2((this.offset.X * this.shape.Weight + piece.offset.X * piece.shape.Weight) / sum,
				(offset.Y * this.shape.Weight + piece.offset.Y * piece.shape.Weight) / sum);
			this.shape.Merge(piece.shape);
			// 更新路径。
			GeometryGroup newGroup = SharpDXUtility.Merge(this.originalPath, piece.originalPath);
			this.originalPath.Dispose();
			this.originalPath = newGroup;
			this.CalculateMatrix();
			this.UpdatePath();
			if (piece.PieceType == JigsawPieceType.Border)
			{
				this.pieceType = JigsawPieceType.Border;
			}
			piece.Dispose();
		}