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77. End Sub
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} 86. If you re using C#, add the following event declaration to the BitmapPatternEditor class: 87. // Visual C# 88. public override event SavedEventHandler Saved; 89. Create the Click event handler for the Save button and add this code to save the filename back to the BitmapPattern instance and raise the Saved event. 90. 91. 92. 93. 94. 95. Visual Basic Private Sub save_Click(ByVal sender As System.Object, _ ByVal e As System.Eve ntArgs) Handles save.Click m_pattern.BitmapFile = m_bitmapFile MyBase.RaiseSaved(Me, New System.EventArgs()) End Sub
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96. 97. 98. 99. 100. 101. 102. } // Visual C# private void save_Click(object sender, System.EventArgs e) { m_pattern.BitmapFile = m_bitmapFile; if (Saved != null) { Saved(this, new System.EventArgs());
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} 103. Modify the class declaration to indicate that the class derives from the PatternEditor class instead of the UserControl class. 104. Visual Basic 105. Public Class BitmapPatternEditor 106. 108. 109. // Visual C# 110. public class BitmapPatternEditor : PatternEditor { } Inherits PatternEditor 107. End Class
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The User Interface
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As you have seen, the implementations of the drawn pattern and the bitmap pattern are very different. The user interface code, however, is fairly simple, and doesn t reveal the differences between the two types of patterns. Create the user interface elements The user interface contains panels for the template and edited patterns and an area for editing the patterns. 1. Open Form1 in the designer. 2. In the Properties window, change the Size property of Form1 to 344, 392 and the Text property to Pattern Maker. 3. Add the following controls and set their properties as shown in the table. Control Label Property Text Location Label Text Location Label Text Location Panel Name Location Size Value Templates 16, 24 Editor 120, 24 Patterns 16, 232 templates 16, 48 90, 168
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Property BorderStyle AutoScroll
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Value Fixed3D True patterns 16, 256 304, 90 Fixed3D True editor (blank) 120, 40 200, 175
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Name Location Size BorderStyle AutoScroll
Name Text Location Size
The following graphic shows the user interface:
5. 6.
The Pattern class provides the Draw method needed to display each pattern, but the Pattern class does not contain any type of element that can be displayed on a form, such as a PictureBox, Button, or Panel control. The display of the pattern is left up to the user interface portion of the program. 4. Add the following small class, PatternButton, after the end of the Form1 class. This customized UserControl is used to display the patterns in the Templates and Patterns panels. 5. Visual Basic 6. Public Class PatternButton 7. Inherits UserControl 8. 9. Private m_pattern As Pattern
10. Public Sub New(ByVal newPattern As Pattern) 11. Me.Size = New Size(61, 61) 12. m_pattern = newPattern 13. AddHandler Me.Paint, AddressOf newPattern.Draw 14. End Sub 15. 16. Public Property Pattern() As Pattern 17. Get 18. Return m_pattern 19. End Get 20. Set(ByVal Value As Pattern) 21. m_pattern = Value 22. End Set 23. End Property 24. End Class 25. 26. // Visual C# 27. public class PatternButton : UserControl { 28. private Pattern m_pattern; 29. 30. public PatternButton(Pattern newPattern) { 31. this.Size = new Size(61, 61); 32. m_pattern = newPattern; 33. this.Paint += new PaintEventHandler(newPattern.Draw); 34. } 35. 36. public Pattern Pattern { 37. get { return m_pattern; } 38. set { m_pattern = value; } 39. } 40. } Notice that you use the Draw method of the pattern as the Paint method of the control. In addition, you add the Pattern instance as a property of the control. That s a large improvement over what you did with the Card class in 4: when you used the Tag property of the Button control, you had to cast the Tag property if you wanted to use the Card instance associated with the button. Create the template instances The template patterns are instances of either the DrawnPattern class or the BitmapPattern class displayed in the PatternButton user control. The PatternButton instances are added to the Templates panel. 1. Double-click the form in the designer to create the Form_Load event handler in the code editor. 2. Add the following code to the Form1_Load event handler method to add template Pattern instances to the Templates panel. This is the only part of the user interface code that needs to know the actual types of the pattern classes. There s no reason to add more than one instance of BitmapPattern to the Templates panel. Adding multiple instances of DrawnPattern is an advantage because it can save the user from having to re-create common base drawings. If you extend the application to add more pattern types, this is the code you need to modify. The rest of the application will deal with the DrawnPattern and BitmapPattern instances using base class Pattern references. Replace ProjectFolder, shown in boldface, with your project path. The file bearpaw.bmp is located in the \10 folder on the companion CD. 3. 4. Visual Basic Private Sub Form1_Load(ByVal sender As System.Object, _
5. 6. 7. 8. 9. 10. 11. 12. 13. 14.
ByVal e As System.EventArgs) Handles MyBase.Load Dim drawn1 As New DrawnPattern() drawn1.Points = New Point() {New Point(0, 30), New Point(60, 30), _ New Point(60, 0), New Point(30, 0), New Point(30, 60)} Dim drawn2 As New DrawnPattern() drawn2.Points = New Point() {New Point(30, 0), New Point(60, 30), _ New Point(30, 60), New Point(0, 30), New Point(30, 0), _ New Point(0, 0)}
15. Dim bitmap1 As New BitmapPattern() 16. bitmap1.BitmapFile = "ProjectFolder\bearpaw.bmp" 17. 18. Dim patterns() As Pattern = {drawn1, bitmap1, drawn2} 19. Dim pt As Integer 20. For pt = 0 To patterns.Length - 1 21. Dim button As New PatternButton(patterns(pt)) 22. button.Top = 70 * pt 23. button.Left = 5 24. AddHandler button.Click, AddressOf Me.TemplateClick 25. Me.templates.Controls.Add(button) 26. Next 27. End Sub 28. 29. // Visual C# 30. private void Form1_Load(object sender, System.EventArgs e) { 31. DrawnPattern drawn1 = new DrawnPattern(); 32. drawn1.Points = new Point[] { new Point(0,30), new Point(60,3 0), 33. new Point(60,0), new Point(30,0), new Point(30,60) }; 34. 35. DrawnPattern drawn2 = new DrawnPattern(); 36. drawn2.Points = new Point[] { new Point(30,0), new Point(60,3 0), 37. new Point(30,60), new Point(0, 30), new Point(30,0), 38. new Point(0,0)}; 39. 40. BitmapPattern bitmap1 = new BitmapPattern(); 41. bitmap1.BitmapFile = "ProjectFolder\bearpaw.bmp"; 42. 43. Pattern[] patterns = new Pattern[] { drawn1, bitmap1, drawn2 }; 44. for (int pt = 0; pt < patterns.Length; pt++) { 45. PatternButton button = new PatternButton(patterns[pt]); 46. button.Top = 70 * pt; 47. button.Left = 5; 48. button.Click += new EventHandler(this.TemplateClick); 49. this.templates.Controls.Add(button); 50. } } Edit and save the new patterns As you enter the code in this section, notice that all manipulation of the DrawnPattern and BitmapPattern instances is accomplished through Pattern reference variables. In the introduction to the chapter, I said that using polymorphism reduces the number of class
names that the developer has to work with, thereby simplifying the programming task. If you were to add other pattern types to the application, none of this code would change, and you wouldn t have to learn about more classes and work the details of each new class into the application. 1. Add the following code to the Form1 class for the TemplateClick method, and then add a field to refer to the new Pattern instance. Notice that it doesn t matter which template was clicked or whether the type of that instance is DrawnPattern or BitmapPattern. Because PatternEditor derives from UserControl, it doesn t matter whether the instance returns an instance of DrawnPatternEditor or BitmapPatternEditor. From the PatternEditor s inheritance path, it s also a UserControl and can be added to the Controls collection of the Editor group box. 2. Visual Basic 3. Private m_newPattern As Pattern = Nothing 4. Private Sub TemplateClick(ByVal sender As Object, ByVal e As E ventArgs) 5. Dim button As PatternButton = CType(sender, PatternButton) 6. m_newPattern = button.Pattern.Clone() 7. Dim designer As PatternEditor = m_newPattern.GetEditor() 8. designer.Location = New Point(10, 10) 9. Me.editor.Controls.Add(designer) 10. AddHandler designer.Saved, AddressOf Me.PatternSaved 11. End Sub 12. 13. // Visual C# 14. private Pattern m_newPattern = null; 15. private void Templat eClick(object sender, EventArgs e) { 16. PatternButton button = (PatternButton) sender; 17. m_newPattern = button.Pattern.Clone(); 18. PatternEditor designer = m_newPattern.GetEditor(); 19. designer.Location = new Point(10,10); 20. this.editor.Controls.Add(designer); 21. designer.Saved += new SavedEventHandler(this.PatternSaved ); } 22. Add the following code for the PatternSaved method. This adds the pattern to the Patterns panel. Once the pattern is saved, the PatternEditor control has no purpose. Dispose of it so that it doesn t hold on to any limited system resources. Because you control the code, you know that the sender parameter in the PatternSaved event is an instance of PatternEditor. Its sender parameter can therefore be cast to Control. 23. Visual Basic 24. Private Sub PatternSaved(ByVal sender As Object, ByVal e As E ventArgs) 25. 26. 27. 28. 29. 30. 31. 33. Me.Controls.Remove(CType(sender, Control)) CType(sender, Control).Dispose() Dim pb As PatternButton = New PatternButton(m_newPattern) pb.Left = Me.patterns.Controls.Count * 70 pb.Top = 5 pb.Enabled = False Me.patterns.Controls.Add(pb)
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