Triangle.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / whidbey / NetFxQFE / ndp / fx / src / WinForms / Managed / System / WinForms / Triangle.cs / 1 / Triangle.cs

                            //------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

namespace System.Windows.Forms { 
 
    using System.Diagnostics;
    using System; 

    using System.Windows.Forms;
    using System.Drawing;
    using Microsoft.Win32; 

    ///  
    ///  
    ///      This class fully encapsulates the painting logic for a triangle.  (Used by DataGrid)
    ///  
    internal static class Triangle {
        private const double TRI_HEIGHT_RATIO = 2.5;
        private const double TRI_WIDTH_RATIO  = 0.8;
 
        /* Commenting this overload out until someone actually needs it again...
        public static void Paint(Graphics g, Rectangle bounds, TriangleDirection dir, Brush backBr, Pen backPen) { 
            Paint(g, bounds, dir, backBr, backPen, true); 
        }
        */ 

        /* Commenting this overload out until someone actually needs it again...
        public static void Paint(Graphics g, Rectangle bounds, TriangleDirection dir,
                                  Brush backBr, Pen backPen, bool opaque) { 
            // build an equilateral triangle centered on the midpoint of the rect.
            Point[] points = BuildTrianglePoints(dir, bounds); 
 
            if (opaque)
                g.FillPolygon(backBr, points); 
            g.DrawPolygon(backPen, points);
        }
        */
 
        public static void Paint(Graphics g, Rectangle bounds, TriangleDirection dir, Brush backBr,
                                 Pen backPen1, Pen backPen2, Pen backPen3, bool opaque) 
        { 
            // build an equilateral triangle centered on the midpoint of the rect.
            Point[] points = BuildTrianglePoints(dir, bounds); 

            if (opaque)
                g.FillPolygon(backBr, points);
            g.DrawLine(backPen1, points[0], points[1]); 
            g.DrawLine(backPen2, points[1], points[2]);
            g.DrawLine(backPen3, points[2], points[0]); 
        } 

        private static Point[] BuildTrianglePoints(TriangleDirection dir, 
                                                    Rectangle bounds)
        {
            Point[] points = new Point[3];
 
            int updnWidth =(int)(bounds.Width * TRI_WIDTH_RATIO);
            if (updnWidth % 2 == 1) 
                updnWidth++; 
            int updnHeight =(int)Math.Ceiling((updnWidth/2) * TRI_HEIGHT_RATIO);
 
            int lrWidth =(int)(bounds.Height * TRI_WIDTH_RATIO);
            if (lrWidth % 2 == 0)
                lrWidth++;
            int lrHeight =(int)Math.Ceiling((lrWidth/2) * TRI_HEIGHT_RATIO); 

            switch (dir) { 
                case TriangleDirection.Up: 
                    {
                        points[0] = new Point(0, updnHeight); 
                        points[1] = new Point(updnWidth, updnHeight);
                        points[2] = new Point(updnWidth / 2, 0);
                    }
                    break; 
                case TriangleDirection.Down:
                    { 
                        points[0] = new Point(0, 0); 
                        points[1] = new Point(updnWidth, 0);
                        points[2] = new Point(updnWidth / 2, updnHeight); 
                    }
                    break;
                case TriangleDirection.Left:
                    { 
                        points[0] = new Point(lrWidth, 0);
                        points[1] = new Point(lrWidth, lrHeight); 
                        points[2] = new Point(0, lrHeight / 2); 
                    }
                    break; 
                case TriangleDirection.Right:
                    {
                        points[0] = new Point(0, 0);
                        points[1] = new Point(0, lrHeight); 
                        points[2] = new Point(lrWidth, lrHeight / 2);
                    } 
                    break; 
                default:
                    Debug.Fail("Wrong triangle enum"); 
                    break;
            }

            // we need to center our triangles into the bounds given. 
            // NOTE: On the up/down case, the offsets are different!
            switch (dir) { 
                case TriangleDirection.Up: 
                case TriangleDirection.Down:
                    OffsetPoints(points, 
                                  bounds.X +(bounds.Width - updnHeight)/2,
                                  bounds.Y +(bounds.Height - updnWidth)/2);
                    break;
                case TriangleDirection.Left: 
                case TriangleDirection.Right:
                    OffsetPoints(points, 
                                  bounds.X +(bounds.Width - lrWidth)/2, 
                                  bounds.Y +(bounds.Height - lrHeight)/2);
                    break; 
            }
            return points;
        }
 
        private static void OffsetPoints(Point[] points, int xOffset, int yOffset) {
            for (int i = 0; i < points.Length; i++) { 
                points[i].X += xOffset; 
                points[i].Y += yOffset;
            } 
        }
    }

    ///  
    /// 
    ///  
    ///    [To be supplied.] 
    /// 
    internal enum TriangleDirection { 
        /// 
        /// 
        /// 
        ///    [To be supplied.] 
        /// 
        Up, 
        ///  
        /// 
        ///  
        ///    [To be supplied.]
        /// 
        Down,
        ///  
        /// 
        ///  
        ///    [To be supplied.] 
        /// 
        Left, 
        /// 
        /// 
        /// 
        ///    [To be supplied.] 
        /// 
        Right 
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
//------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

namespace System.Windows.Forms { 
 
    using System.Diagnostics;
    using System; 

    using System.Windows.Forms;
    using System.Drawing;
    using Microsoft.Win32; 

    ///  
    ///  
    ///      This class fully encapsulates the painting logic for a triangle.  (Used by DataGrid)
    ///  
    internal static class Triangle {
        private const double TRI_HEIGHT_RATIO = 2.5;
        private const double TRI_WIDTH_RATIO  = 0.8;
 
        /* Commenting this overload out until someone actually needs it again...
        public static void Paint(Graphics g, Rectangle bounds, TriangleDirection dir, Brush backBr, Pen backPen) { 
            Paint(g, bounds, dir, backBr, backPen, true); 
        }
        */ 

        /* Commenting this overload out until someone actually needs it again...
        public static void Paint(Graphics g, Rectangle bounds, TriangleDirection dir,
                                  Brush backBr, Pen backPen, bool opaque) { 
            // build an equilateral triangle centered on the midpoint of the rect.
            Point[] points = BuildTrianglePoints(dir, bounds); 
 
            if (opaque)
                g.FillPolygon(backBr, points); 
            g.DrawPolygon(backPen, points);
        }
        */
 
        public static void Paint(Graphics g, Rectangle bounds, TriangleDirection dir, Brush backBr,
                                 Pen backPen1, Pen backPen2, Pen backPen3, bool opaque) 
        { 
            // build an equilateral triangle centered on the midpoint of the rect.
            Point[] points = BuildTrianglePoints(dir, bounds); 

            if (opaque)
                g.FillPolygon(backBr, points);
            g.DrawLine(backPen1, points[0], points[1]); 
            g.DrawLine(backPen2, points[1], points[2]);
            g.DrawLine(backPen3, points[2], points[0]); 
        } 

        private static Point[] BuildTrianglePoints(TriangleDirection dir, 
                                                    Rectangle bounds)
        {
            Point[] points = new Point[3];
 
            int updnWidth =(int)(bounds.Width * TRI_WIDTH_RATIO);
            if (updnWidth % 2 == 1) 
                updnWidth++; 
            int updnHeight =(int)Math.Ceiling((updnWidth/2) * TRI_HEIGHT_RATIO);
 
            int lrWidth =(int)(bounds.Height * TRI_WIDTH_RATIO);
            if (lrWidth % 2 == 0)
                lrWidth++;
            int lrHeight =(int)Math.Ceiling((lrWidth/2) * TRI_HEIGHT_RATIO); 

            switch (dir) { 
                case TriangleDirection.Up: 
                    {
                        points[0] = new Point(0, updnHeight); 
                        points[1] = new Point(updnWidth, updnHeight);
                        points[2] = new Point(updnWidth / 2, 0);
                    }
                    break; 
                case TriangleDirection.Down:
                    { 
                        points[0] = new Point(0, 0); 
                        points[1] = new Point(updnWidth, 0);
                        points[2] = new Point(updnWidth / 2, updnHeight); 
                    }
                    break;
                case TriangleDirection.Left:
                    { 
                        points[0] = new Point(lrWidth, 0);
                        points[1] = new Point(lrWidth, lrHeight); 
                        points[2] = new Point(0, lrHeight / 2); 
                    }
                    break; 
                case TriangleDirection.Right:
                    {
                        points[0] = new Point(0, 0);
                        points[1] = new Point(0, lrHeight); 
                        points[2] = new Point(lrWidth, lrHeight / 2);
                    } 
                    break; 
                default:
                    Debug.Fail("Wrong triangle enum"); 
                    break;
            }

            // we need to center our triangles into the bounds given. 
            // NOTE: On the up/down case, the offsets are different!
            switch (dir) { 
                case TriangleDirection.Up: 
                case TriangleDirection.Down:
                    OffsetPoints(points, 
                                  bounds.X +(bounds.Width - updnHeight)/2,
                                  bounds.Y +(bounds.Height - updnWidth)/2);
                    break;
                case TriangleDirection.Left: 
                case TriangleDirection.Right:
                    OffsetPoints(points, 
                                  bounds.X +(bounds.Width - lrWidth)/2, 
                                  bounds.Y +(bounds.Height - lrHeight)/2);
                    break; 
            }
            return points;
        }
 
        private static void OffsetPoints(Point[] points, int xOffset, int yOffset) {
            for (int i = 0; i < points.Length; i++) { 
                points[i].X += xOffset; 
                points[i].Y += yOffset;
            } 
        }
    }

    ///  
    /// 
    ///  
    ///    [To be supplied.] 
    /// 
    internal enum TriangleDirection { 
        /// 
        /// 
        /// 
        ///    [To be supplied.] 
        /// 
        Up, 
        ///  
        /// 
        ///  
        ///    [To be supplied.]
        /// 
        Down,
        ///  
        /// 
        ///  
        ///    [To be supplied.] 
        /// 
        Left, 
        /// 
        /// 
        /// 
        ///    [To be supplied.] 
        /// 
        Right 
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.

                        

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