Лаба1

This commit is contained in:
Morgunov Grigory 2025-02-17 11:01:15 +04:00
parent 4ec745c3f5
commit 81b95c992b
16 changed files with 820 additions and 77 deletions

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namespace ProjectSelfPropelledArtilleryUnit;
/// <summary>
/// Направление перемещения
/// </summary>
public enum DirectionType
{
/// <summary>
/// Вверх
/// </summary>
Up = 1,
/// <summary>
/// Вниз
/// </summary>
Down = 2,
/// <summary>
/// Влево
/// </summary>
Left = 3,
/// <summary>
/// Вправо
/// </summary>
Right = 4
}

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using System.Diagnostics;
namespace ProjectSelfPropelledArtilleryUnit;
public class DrawingSelfPropelledArtilleryUnit
{
/// <summary>
/// Класс-сущность
/// </summary>
public EntitySelfPropelledArtilleryUnit? EntitySelfPropelledArtilleryUnit { get; private set; }
/// <summary>
/// Ширина окна
/// </summary>
private int? _pictureWidth;
/// <summary>
/// Высота окна
/// </summary>
private int? _pictureHeight;
/// <summary>
/// Левая координата прорисовки САУ
/// </summary>
private int? _startPosX;
/// <summary>
/// Верхняя кооридната прорисовки САУ
/// </summary>
private int? _startPosY;
/// <summary>
/// Ширина прорисовки САУ
/// </summary>
private readonly int _drawingSelfPropelledArtilleryUnitWidth = 110;
/// <summary>
/// Высота прорисовки САУ
/// </summary>
private readonly int _drawingSelfPropelledArtilleryUnitHeight = 56;
/// <summary>
/// Инициализация свойств
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="mainCannon">Признак наличия пушки</param>
/// <param name="rocketLauncher">Признак наличия зенитной батареи</param>
/// <param name="hatch">Признак наличия люка</param>
public void Init(int speed, double weight, Color bodyColor, Color
additionalColor, bool mainCannon, bool rocketLauncher, bool hatch)
{
EntitySelfPropelledArtilleryUnit = new EntitySelfPropelledArtilleryUnit();
EntitySelfPropelledArtilleryUnit.Init(speed, weight, bodyColor, additionalColor,
mainCannon, rocketLauncher, hatch);
_pictureWidth = null;
_pictureHeight = null;
_startPosX = null;
_startPosY = null;
}
/// <summary>
/// Установка границ поля
/// </summary>
/// <param name="width">Ширина поля</param>
/// <param name="height">Высота поля</param>
/// <returns>true - границы заданы, false - проверка не пройдена, нельзя разместить объект в этих размерах</returns>Width = 110;
public void SetPictureSize(int width, int height)
{
if (_drawingSelfPropelledArtilleryUnitHeight > height || _drawingSelfPropelledArtilleryUnitWidth > width) return;
_pictureWidth = width;
_pictureHeight = height;
}
/// <summary>
/// Установка позиции
/// </summary>
/// <param name="x">Координата X</param>
/// <param name="y">Координата Y</param>
public void SetPosition(int x, int y)
{
if (!_pictureHeight.HasValue || !_pictureWidth.HasValue) return;
if (x < 0 || y < 0 ||
x + _drawingSelfPropelledArtilleryUnitWidth > _pictureWidth ||
y + _drawingSelfPropelledArtilleryUnitHeight > _pictureHeight) return;
_startPosX = x;
_startPosY = y;
}
/// <summary>
/// Изменение направления перемещения
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - перемещене выполнено, false - перемещениеневозможно</returns>
public bool MoveTransport(DirectionType direction)
{
if (EntitySelfPropelledArtilleryUnit == null || !_startPosX.HasValue ||
!_startPosY.HasValue)
{
return false;
}
switch (direction)
{
//влево
case DirectionType.Left:
if (_startPosX.Value - EntitySelfPropelledArtilleryUnit.Step > 0)
{
_startPosX -= (int)EntitySelfPropelledArtilleryUnit.Step;
}
return true;
//вверх
case DirectionType.Up:
if (_startPosY.Value - EntitySelfPropelledArtilleryUnit.Step > 3)
{
_startPosY -= (int)EntitySelfPropelledArtilleryUnit.Step;
}
return true;
// вправо
case DirectionType.Right:
if (_startPosX.Value + EntitySelfPropelledArtilleryUnit.Step + _drawingSelfPropelledArtilleryUnitWidth< _pictureWidth)
{
_startPosX += (int)EntitySelfPropelledArtilleryUnit.Step;
}
return true;
//вниз
case DirectionType.Down:
if (_startPosY.Value + EntitySelfPropelledArtilleryUnit.Step + _drawingSelfPropelledArtilleryUnitHeight < _pictureHeight)
{
_startPosY += (int)EntitySelfPropelledArtilleryUnit.Step;
}
return true;
default:
return false;
}
}
/// <summary>
/// Прорисовка объекта
/// </summary>
/// <param name="g"></param>
public void DrawTransport(Graphics g)
{
if (EntitySelfPropelledArtilleryUnit == null || !_startPosX.HasValue ||
!_startPosY.HasValue)
{
return;
}
Brush green = new SolidBrush(EntitySelfPropelledArtilleryUnit.BodyColor);
Brush black = new SolidBrush(Color.Black);
Pen pen = new(Color.Black);
Brush additionalBrush = new
SolidBrush(EntitySelfPropelledArtilleryUnit.AdditionalColor);
if (EntitySelfPropelledArtilleryUnit.MainCannon)
{
int cannonWidth = 30; // Tiny rectangle width
int cannonHeight = 10; // Tiny rectangle height
g.FillRectangle(additionalBrush, _startPosX.Value, _startPosY.Value + 5, cannonWidth, cannonHeight); // Tiny rectangle on the left of the top element
g.DrawRectangle(pen, _startPosX.Value, _startPosY.Value + 5, cannonWidth, cannonHeight);
}
//кузов
//Brush br = new SolidBrush(EntitySelfPropelledArtilleryUnit.BodyColor);
//g.FillRectangle(br, _startPosX.Value + 20, _startPosY.Value + 10, 60, 30); // Main body
//g.DrawRectangle(pen, _startPosX.Value + 20, _startPosY.Value + 10, 60, 30);
//g.FillRectangle(br, _startPosX.Value + 10, _startPosY.Value + 15, 80, 20); // Tracks
//g.DrawRectangle(pen, _startPosX.Value + 10, _startPosY.Value + 15, 80, 20);
//g.FillEllipse(br, _startPosX.Value + 15, _startPosY.Value + 10, 20, 20); // Front wheel
//g.FillEllipse(br, _startPosX.Value + 65, _startPosY.Value + 10, 20, 20); // Rear wheel
//g.DrawEllipse(pen, _startPosX.Value + 15, _startPosY.Value + 10, 20, 20);
//g.DrawEllipse(pen, _startPosX.Value + 65, _startPosY.Value + 10, 20, 20);
// Top part: 1:2 rectangle in the middle
int topWidth = 40;
int topHeight = 20;
g.FillRectangle(green, _startPosX.Value + 30, _startPosY.Value, topWidth, topHeight); // Top rectangle
g.DrawRectangle(pen, _startPosX.Value + 30, _startPosY.Value, topWidth, topHeight);
// Middle part: long, short rectangle below the top part
int middleWidth = 80;
int middleHeight = 10;
g.FillRectangle(green, _startPosX.Value + 10, _startPosY.Value + topHeight, middleWidth, middleHeight); // Middle rectangle
g.DrawRectangle(pen, _startPosX.Value + 10, _startPosY.Value + topHeight, middleWidth, middleHeight);
// Bottom part: long rectangle with half-circles at each end
int bottomWidth = 80;
int bottomHeight = 20;
int bottomY = _startPosY.Value + topHeight + middleHeight;
// Draw the long rectangle
g.DrawRectangle(pen, _startPosX.Value + 10, bottomY, bottomWidth, bottomHeight);
// Draw half-circles at each end
int halfCircleDiameter = bottomHeight;
g.DrawArc(pen, _startPosX.Value + 10 - halfCircleDiameter / 2, bottomY, halfCircleDiameter, halfCircleDiameter, 90, 180);
g.DrawArc(pen, _startPosX.Value + 10 + bottomWidth - halfCircleDiameter / 2, bottomY, halfCircleDiameter, halfCircleDiameter, 270, 180);
// Draw two circles inside the bottom part (wheels)
int wheelDiameter = 20;
g.FillEllipse(green, _startPosX.Value, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter); // Left wheel
g.DrawEllipse(pen, _startPosX.Value, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter);
g.FillEllipse(green, _startPosX.Value + 80, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter); // Right wheel
g.DrawEllipse(pen, _startPosX.Value + 80, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter);
g.FillEllipse(green, _startPosX.Value + 25, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter); // Left wheel
g.DrawEllipse(pen, _startPosX.Value + 25, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter);
g.FillEllipse(green, _startPosX.Value + 55, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter); // Right wheel
g.DrawEllipse(pen, _startPosX.Value + 55, bottomY + (bottomHeight - wheelDiameter) / 2, wheelDiameter, wheelDiameter);
if (EntitySelfPropelledArtilleryUnit.RocketLauncher)
{
// Define the dimensions of the rocket launcher
int rocketWidth = 30; // Long side
int rocketHeight = 10; // Short side
// Define the center of rotation (closer to the right edge and just on top of the long rectangle)
int centerX = _startPosX.Value + 85; // Adjusted to move further to the right edge
int centerY = _startPosY.Value + 10; // Adjusted to move upwards, just on top of the long rectangle
// Define the angle of rotation (70 degrees in radians)
double angle = 70 * Math.PI / 180;
// Define the four corners of the rocket launcher rectangle before rotation
Point[] rocketLauncherPoints = new Point[]
{
new Point(-rocketWidth / 2, -rocketHeight / 2), // Top-left
new Point(rocketWidth / 2, -rocketHeight / 2), // Top-right
new Point(rocketWidth / 2, rocketHeight / 2), // Bottom-right
new Point(-rocketWidth / 2, rocketHeight / 2) // Bottom-left
};
// Rotate and translate the points
for (int i = 0; i < rocketLauncherPoints.Length; i++)
{
int x = rocketLauncherPoints[i].X;
int y = rocketLauncherPoints[i].Y;
// Apply rotation
int rotatedX = (int)(x * Math.Cos(angle) - (int)(y * Math.Sin(angle)));
int rotatedY = (int)(x * Math.Sin(angle) + (int)(y * Math.Cos(angle)));
// Translate to the correct position
rocketLauncherPoints[i] = new Point(rotatedX + centerX, rotatedY + centerY);
}
// Draw the rotated rocket launcher
g.FillPolygon(additionalBrush, rocketLauncherPoints);
g.DrawPolygon(pen, rocketLauncherPoints);
}
// крыло
if (EntitySelfPropelledArtilleryUnit.Hatch)
{
int hatchWidth = 20;
int hatchHeight = 5;
g.FillRectangle(additionalBrush, _startPosX.Value + 40, _startPosY.Value - hatchHeight, hatchWidth, hatchHeight); // Hatch positioned higher
g.DrawRectangle(pen, _startPosX.Value + 40, _startPosY.Value - hatchHeight, hatchWidth, hatchHeight);
}
}
}

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namespace ProjectSelfPropelledArtilleryUnit;
public class EntitySelfPropelledArtilleryUnit
{
/// <summary>
/// Скорость
/// </summary>
public int Speed { get; private set; }
/// <summary>
/// Вес
/// </summary>
public double Weight { get; private set; }
/// <summary>
/// Основной цвет
/// </summary>
public Color BodyColor { get; private set; }
/// <summary>
/// Дополнительный цвет (для опциональных элементов)
/// </summary>
public Color AdditionalColor { get; private set; }
/// <summary>
/// Признак (опция) наличия основной пушки
/// </summary>
public bool MainCannon { get; private set; }
/// <summary>
/// Признак (опция) наличия зенитной батареи
/// </summary>
public bool RocketLauncher { get; private set; }
/// <summary>
/// Признак (опция) наличия обзорного люка
/// </summary>
public bool Hatch { get; private set; }
/// <summary>
/// Шаг перемещения автомобиля
/// </summary>
public double Step => Speed * 100 / Weight;
/// <summary>
/// Инициализация полей объекта-класса спортивного автомобиля
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес автомобиля</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="mainCannon">Признак наличия обвеса</param>
/// <param name="rocketLauncher">Признак наличия антикрыла</param>
/// <param name="hatch">Признак наличия гоночной полосы</param>
public void Init(int speed, double weight, Color bodyColor, Color additionalColor, bool mainCannon, bool rocketLauncher, bool hatch)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
AdditionalColor = additionalColor;
MainCannon = mainCannon;
RocketLauncher = rocketLauncher;
Hatch = hatch;
}
}

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@ -1,39 +0,0 @@
namespace ProjectSelfPropelledArtilleryUnit
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Form1";
}
#endregion
}
}

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@ -1,10 +0,0 @@
namespace ProjectSelfPropelledArtilleryUnit
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}
}

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@ -0,0 +1,134 @@
namespace ProjectSelfPropelledArtilleryUnit
{
partial class FormSelfPropelledArtilleryUnit
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
pictureBoxSelfPropelledArtilleryUnit = new PictureBox();
buttonCreate = new Button();
buttonRight = new Button();
buttonUp = new Button();
buttonLeft = new Button();
buttonDown = new Button();
((System.ComponentModel.ISupportInitialize)pictureBoxSelfPropelledArtilleryUnit).BeginInit();
SuspendLayout();
//
// pictureBoxSelfPropelledArtilleryUnit
//
pictureBoxSelfPropelledArtilleryUnit.Dock = DockStyle.Fill;
pictureBoxSelfPropelledArtilleryUnit.Location = new Point(0, 0);
pictureBoxSelfPropelledArtilleryUnit.Name = "pictureBoxSelfPropelledArtilleryUnit";
pictureBoxSelfPropelledArtilleryUnit.Size = new Size(1414, 772);
pictureBoxSelfPropelledArtilleryUnit.TabIndex = 0;
pictureBoxSelfPropelledArtilleryUnit.TabStop = false;
//
// buttonCreate
//
buttonCreate.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
buttonCreate.Location = new Point(12, 714);
buttonCreate.Name = "buttonCreate";
buttonCreate.Size = new Size(150, 46);
buttonCreate.TabIndex = 1;
buttonCreate.Text = "Создать";
buttonCreate.UseVisualStyleBackColor = true;
buttonCreate.Click += ButtonCreate_Click;
//
// buttonRight
//
buttonRight.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonRight.BackgroundImage = Properties.Resources.arrowRight;
buttonRight.BackgroundImageLayout = ImageLayout.Stretch;
buttonRight.Location = new Point(1367, 725);
buttonRight.Name = "buttonRight";
buttonRight.Size = new Size(35, 35);
buttonRight.TabIndex = 2;
buttonRight.UseVisualStyleBackColor = true;
buttonRight.Click += ButtonMove_Click;
//
// buttonUp
//
buttonUp.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonUp.BackgroundImage = Properties.Resources.arrowUp;
buttonUp.BackgroundImageLayout = ImageLayout.Stretch;
buttonUp.Location = new Point(1326, 684);
buttonUp.Name = "buttonUp";
buttonUp.Size = new Size(35, 35);
buttonUp.TabIndex = 3;
buttonUp.UseVisualStyleBackColor = true;
buttonUp.Click += ButtonMove_Click;
//
// buttonLeft
//
buttonLeft.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonLeft.BackgroundImage = Properties.Resources.arrowLeft;
buttonLeft.BackgroundImageLayout = ImageLayout.Stretch;
buttonLeft.Location = new Point(1285, 725);
buttonLeft.Name = "buttonLeft";
buttonLeft.Size = new Size(35, 35);
buttonLeft.TabIndex = 4;
buttonLeft.UseVisualStyleBackColor = true;
buttonLeft.Click += ButtonMove_Click;
//
// buttonDown
//
buttonDown.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonDown.BackgroundImage = Properties.Resources.arrowDown;
buttonDown.BackgroundImageLayout = ImageLayout.Stretch;
buttonDown.Location = new Point(1326, 725);
buttonDown.Name = "buttonDown";
buttonDown.Size = new Size(35, 35);
buttonDown.TabIndex = 5;
buttonDown.UseVisualStyleBackColor = true;
buttonDown.Click += ButtonMove_Click;
//
// FormSelfPropelledArtilleryUnit
//
AutoScaleDimensions = new SizeF(13F, 32F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(1414, 772);
Controls.Add(buttonDown);
Controls.Add(buttonLeft);
Controls.Add(buttonUp);
Controls.Add(buttonRight);
Controls.Add(buttonCreate);
Controls.Add(pictureBoxSelfPropelledArtilleryUnit);
Name = "FormSelfPropelledArtilleryUnit";
Text = " Самоходная артиллерийская установка";
((System.ComponentModel.ISupportInitialize)pictureBoxSelfPropelledArtilleryUnit).EndInit();
ResumeLayout(false);
}
#endregion
private PictureBox pictureBoxSelfPropelledArtilleryUnit;
private Button buttonCreate;
private Button buttonRight;
private Button buttonUp;
private Button buttonLeft;
private Button buttonDown;
}
}

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@ -0,0 +1,67 @@
namespace ProjectSelfPropelledArtilleryUnit;
public partial class FormSelfPropelledArtilleryUnit : Form
{
private DrawingSelfPropelledArtilleryUnit? _drawingSelfPropelledArtilleryUnit;
public FormSelfPropelledArtilleryUnit()
{
InitializeComponent();
}
private void Draw()
{
if (_drawingSelfPropelledArtilleryUnit == null)
{
return;
}
Bitmap bmp = new(pictureBoxSelfPropelledArtilleryUnit.Width, pictureBoxSelfPropelledArtilleryUnit.Height);
Graphics gr = Graphics.FromImage(bmp);
_drawingSelfPropelledArtilleryUnit.DrawTransport(gr);
pictureBoxSelfPropelledArtilleryUnit.Image = bmp;
}
private void ButtonCreate_Click(object sender, EventArgs e)
{
Random random = new();
_drawingSelfPropelledArtilleryUnit = new DrawingSelfPropelledArtilleryUnit();
_drawingSelfPropelledArtilleryUnit.Init(random.Next(100, 300), random.Next(1000, 3000),
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
Convert.ToBoolean(random.Next(0, 2)), Convert.ToBoolean(random.Next(0, 2)), Convert.ToBoolean(random.Next(0, 2)));
_drawingSelfPropelledArtilleryUnit.SetPictureSize(pictureBoxSelfPropelledArtilleryUnit.Width, pictureBoxSelfPropelledArtilleryUnit.Height);
_drawingSelfPropelledArtilleryUnit.SetPosition(random.Next(10, 100), random.Next(10, 100));
Draw();
}
private void ButtonMove_Click(object sender, EventArgs e)
{
if (_drawingSelfPropelledArtilleryUnit == null)
{
return;
}
string name = ((Button)sender)?.Name ?? string.Empty;
bool result = false;
switch (name)
{
case "buttonUp":
result = _drawingSelfPropelledArtilleryUnit.MoveTransport(DirectionType.Up);
break;
case "buttonDown":
result = _drawingSelfPropelledArtilleryUnit.MoveTransport(DirectionType.Down);
break;
case "buttonLeft":
result = _drawingSelfPropelledArtilleryUnit.MoveTransport(DirectionType.Left);
break;
case "buttonRight":
result = _drawingSelfPropelledArtilleryUnit.MoveTransport(DirectionType.Right);
break;
}
if (result)
{
Draw();
}
}
}

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@ -1,17 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
@ -26,36 +26,36 @@
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->

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@ -11,7 +11,7 @@ namespace ProjectSelfPropelledArtilleryUnit
// To customize application configuration such as set high DPI settings or default font,
// see https://aka.ms/applicationconfiguration.
ApplicationConfiguration.Initialize();
Application.Run(new Form1());
Application.Run(new FormSelfPropelledArtilleryUnit());
}
}
}

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@ -8,4 +8,19 @@
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<Compile Update="Properties\Resources.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Update="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
</Project>

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@ -0,0 +1,103 @@
//------------------------------------------------------------------------------
// <auto-generated>
// Этот код создан программой.
// Исполняемая версия:4.0.30319.42000
//
// Изменения в этом файле могут привести к неправильной работе и будут потеряны в случае
// повторной генерации кода.
// </auto-generated>
//------------------------------------------------------------------------------
namespace ProjectSelfPropelledArtilleryUnit.Properties {
using System;
/// <summary>
/// Класс ресурса со строгой типизацией для поиска локализованных строк и т.д.
/// </summary>
// Этот класс создан автоматически классом StronglyTypedResourceBuilder
// с помощью такого средства, как ResGen или Visual Studio.
// Чтобы добавить или удалить член, измените файл .ResX и снова запустите ResGen
// с параметром /str или перестройте свой проект VS.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Возвращает кэшированный экземпляр ResourceManager, использованный этим классом.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ProjectSelfPropelledArtilleryUnit.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Перезаписывает свойство CurrentUICulture текущего потока для всех
/// обращений к ресурсу с помощью этого класса ресурса со строгой типизацией.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowDown {
get {
object obj = ResourceManager.GetObject("arrowDown", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowLeft {
get {
object obj = ResourceManager.GetObject("arrowLeft", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowRight {
get {
object obj = ResourceManager.GetObject("arrowRight", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowUp {
get {
object obj = ResourceManager.GetObject("arrowUp", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

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@ -0,0 +1,133 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="arrowDown" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowDown.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="arrowLeft" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowLeft.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="arrowRight" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowRight.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="arrowUp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowUp.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

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