Добавлены generic-классы

This commit is contained in:
prodigygirl 2022-10-07 23:48:07 +04:00
parent 1f5d796785
commit c5828dace3
2 changed files with 274 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ArmoredCar
{
internal class MapWithSetArmoredCarsGeneric<T, U>
where T : class, IDrawningObject
where U : AbstractMap
{
/// <summary>
/// Ширина окна отрисовки
/// </summary>
private readonly int _pictureWidth;
/// <summary>
/// Высота окна отрисовки
/// </summary>
private readonly int _pictureHeight;
/// <summary>
/// Размер занимаемого объектом места (ширина)
/// </summary>
private readonly int _placeSizeWidth = 210;
/// <summary>
/// Размер занимаемого объектом места (высота)
/// </summary>
private readonly int _placeSizeHeight = 90;
/// <summary>
/// Набор объектов
/// </summary>
private readonly SetArmoredCarsGeneric<T> _setCars;
/// <summary>
/// Карта
/// </summary>
private readonly U _map;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="picWidth"></param>
/// <param name="picHeight"></param>
/// <param name="map"></param>
public MapWithSetArmoredCarsGeneric(int picWidth, int picHeight, U map)
{
int width = picWidth / _placeSizeWidth;
int height = picHeight / _placeSizeHeight;
_setCars = new SetArmoredCarsGeneric<T>(width * height);
_pictureWidth = picWidth;
_pictureHeight = picHeight;
_map = map;
}
/// <summary>
/// Перегрузка оператора сложения
/// </summary>
/// <param name="map"></param>
/// <param name="car"></param>
/// <returns></returns>
public static bool operator +(MapWithSetArmoredCarsGeneric<T, U> map, T car)
{
return map._setCars.Insert(car);
}
/// <summary>
/// Перегрузка оператора вычитания
/// </summary>
/// <param name="map"></param>
/// <param name="position"></param>
/// <returns></returns>
public static bool operator -(MapWithSetArmoredCarsGeneric<T, U> map, int
position)
{
return map._setCars.Remove(position);
}
/// <summary>
/// Вывод всего набора объектов
/// </summary>
/// <returns></returns>
public Bitmap ShowSet()
{
Bitmap bmp = new(_pictureWidth, _pictureHeight);
Graphics gr = Graphics.FromImage(bmp);
DrawBackground(gr);
DrawArmoredCars(gr);
return bmp;
}
/// <summary>
/// Просмотр объекта на карте
/// </summary>
/// <returns></returns>
public Bitmap ShowOnMap()
{
Shaking();
for (int i = 0; i < _setCars.Count; i++)
{
var car = _setCars.Get(i);
if (car != null)
{
return _map.CreateMap(_pictureWidth, _pictureHeight, car);
}
}
return new(_pictureWidth, _pictureHeight);
}
/// <summary>
/// Перемещение объекта по крате
/// </summary>
/// <param name="direction"></param>
/// <returns></returns>
public Bitmap MoveObject(Direction direction)
{
if (_map != null)
{
return _map.MoveObject(direction);
}
return new(_pictureWidth, _pictureHeight);
}
/// <summary>
/// "Взбалтываем" набор, чтобы все элементы оказались в начале
/// </summary>
private void Shaking()
{
int j = _setCars.Count - 1;
for (int i = 0; i < _setCars.Count; i++)
{
if (_setCars.Get(i) == null)
{
for (; j > i; j--)
{
var car = _setCars.Get(j);
if (car != null)
{
_setCars.Insert(car, i);
_setCars.Remove(j);
break;
}
}
if (j <= i)
{
return;
}
}
}
}
/// <summary>
/// Метод отрисовки фона
/// </summary>
/// <param name="g"></param>
private void DrawBackground(Graphics g)
{
Pen pen = new(Color.Black, 3);
for (int i = 0; i < _pictureWidth / _placeSizeWidth; i++)
{
for (int j = 0; j < _pictureHeight / _placeSizeHeight + 1; ++j)
{
g.DrawLine(pen, i * _placeSizeWidth, j * _placeSizeHeight, i *
_placeSizeWidth + _placeSizeWidth / 2, j * _placeSizeHeight);
}
g.DrawLine(pen, i * _placeSizeWidth, 0, i * _placeSizeWidth,
(_pictureHeight / _placeSizeHeight) * _placeSizeHeight);
}
}
/// <summary>
/// Метод прорисовки объектов
/// </summary>
/// <param name="g"></param>
private void DrawArmoredCars(Graphics g)
{
for (int i = 0; i < _setCars.Count; i++)
{
// TODO установка объекта
//_setCars.Get(i)?.SetObject(x, y, _pictureWidth, _pictureHeight);
_setCars.Get(i)?.DrawningObject(g);
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ArmoredCar
{
internal class SetArmoredCarsGeneric<T>
where T : class
{
/// <summary>
/// Массив объектов, которые храним
/// </summary>
private readonly T[] _places;
/// <summary>
/// Количество объектов в массиве
/// </summary>
public int Count => _places.Length;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="count"></param>
public SetArmoredCarsGeneric(int count)
{
_places = new T[count];
}
/// <summary>
/// Добавление объекта в набор
/// </summary>
/// <param name="armoredCar">Добавляемый автомобиль</param>
/// <returns></returns>
public bool Insert(T armoredCar)
{
return Insert(armoredCar, 0);
}
/// <summary>
/// Добавление объекта в набор на конкретную позицию
/// </summary>
/// <param name="armoredCar">Добавляемый автомобиль</param>
/// <param name="position">Позиция</param>
/// <returns></returns>
public bool Insert(T armoredCar, int position)
{
if (position < 0 || position >= Count)
return false;
if (!(_places[position] == null))
{
int index_empty = -1;
// поиск первого пустого элемента
for (int i = position + 1; i < Count; i++)
{
if (_places[i] == null)
{
index_empty = i;
}
}
if (index_empty == -1)
return false;
else
{
for (int i = index_empty; i > position; i--)
{
_places[i] = _places[i - 1];
}
}
}
_places[position] = armoredCar;
return true;
}
/// <summary>
/// Удаление объекта из набора с конкретной позиции
/// </summary>
/// <param name="position"></param>
/// <returns></returns>
public bool Remove(int position)
{
if (position < 0 || position >= Count)
return false;
_places[position] = null;
return true;
}
/// <summary>
/// Получение объекта из набора по позиции
/// </summary>
/// <param name="position"></param>
/// <returns></returns>
public T Get(int position)
{
if (position < 0 || position >= Count)
return null;
return _places[position];
}
}
}