⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 treedraw.h

📁 Gambit 是一个游戏库理论软件
💻 H
字号:
//// $Source: /home/gambit/CVS/gambit/sources/gui/treedraw.h,v $// $Date: 2002/08/27 20:29:34 $// $Revision: 1.13 $//// DESCRIPTION:// Class to store settings related to extensive form layout and rendering//// This file is part of Gambit// Copyright (c) 2002, The Gambit Project//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.//#ifndef TREEDRAW_H#define TREEDRAW_H#include "wx/font.h"#include "wx/button.h"#include "wx/config.h"#include "base/base.h"const int NODE_TOKEN_LINE = 0;const int NODE_TOKEN_BOX = 1;const int NODE_TOKEN_CIRCLE = 2;const int NODE_TOKEN_DIAMOND = 3;const int BRANCH_STYLE_LINE = 0;const int BRANCH_STYLE_FORKTINE = 1;const int BRANCH_LABEL_HORIZONTAL = 0;const int BRANCH_LABEL_ROTATED = 1;const int INFOSET_JOIN_LINES = 0;const int INFOSET_JOIN_CIRCLES = 1;const int INFOSET_CONNECT_NONE = 0;const int INFOSET_CONNECT_SAMELEVEL = 1;const int INFOSET_CONNECT_ALL = 2;const int SUBGAME_HIDDEN = 0;const int SUBGAME_ARC = 1;const int NODE_ABOVE_NOTHING = 0;const int NODE_ABOVE_LABEL = 1;const int NODE_ABOVE_PLAYER = 2;const int NODE_ABOVE_ISETLABEL = 3;const int NODE_ABOVE_ISETID = 4;const int NODE_ABOVE_OUTCOME = 5;const int NODE_ABOVE_REALIZPROB = 6;const int NODE_ABOVE_BELIEFPROB	= 7;const int NODE_ABOVE_VALUE = 8;const int NODE_BELOW_NOTHING = 0;const int NODE_BELOW_LABEL = 1;const int NODE_BELOW_PLAYER = 2;const int NODE_BELOW_ISETLABEL = 3;const int NODE_BELOW_ISETID = 4;const int NODE_BELOW_OUTCOME = 5;const int NODE_BELOW_REALIZPROB = 6;const int NODE_BELOW_BELIEFPROB = 7;const int NODE_BELOW_VALUE = 8;const int NODE_RIGHT_NOTHING = 0;const int NODE_RIGHT_OUTCOME = 1;const int NODE_RIGHT_NAME = 2;const int BRANCH_ABOVE_NOTHING = 0;const int BRANCH_ABOVE_LABEL = 1;const int BRANCH_ABOVE_PROBS = 2;const int BRANCH_ABOVE_VALUE = 3;const int BRANCH_BELOW_NOTHING = 0;const int BRANCH_BELOW_LABEL = 1;const int BRANCH_BELOW_PROBS = 2;const int BRANCH_BELOW_VALUE = 3;class TreeDrawSettings {private:  // Node styling  long m_nodeSize, m_terminalSpacing;  long m_chanceToken, m_playerToken, m_terminalToken;  bool m_rootReachable;  // Branch styling  long m_branchLength, m_tineLength;  long m_branchStyle, m_branchLabels;  // Information set styling  long m_infosetConnect, m_infosetJoin;  // Subgame styling  long m_subgameStyle;  // Legend styling  long m_nodeAboveLabel, m_nodeBelowLabel, m_nodeRightLabel;  long m_branchAboveLabel, m_branchBelowLabel;  // Fonts for legends  wxFont m_nodeAboveFont, m_nodeBelowFont, m_nodeRightFont;  wxFont m_branchAboveFont, m_branchBelowFont;  // Colors for nodes  wxColour m_chanceColor, m_terminalColor, m_playerColor[8];  // Decimal places to display  long m_numDecimals;  static void LoadFont(const wxString &, const wxConfig &, wxFont &);  static void SaveFont(const wxString &, wxConfig &, const wxFont &);  static void LoadColor(const wxString &, const wxConfig &, wxColour &);  static void SaveColor(const wxString &, wxConfig &, const wxColour &);  public:  // Lifecycle  TreeDrawSettings(void);    // Node styling  long NodeSize(void) const { return m_nodeSize; }  void SetNodeSize(long p_nodeSize) { m_nodeSize = p_nodeSize; }  long TerminalSpacing(void) const { return m_terminalSpacing; }  void SetTerminalSpacing(long p_spacing) { m_terminalSpacing = p_spacing; }  long ChanceToken(void) const { return m_chanceToken; }  void SetChanceToken(long p_token) { m_chanceToken = p_token; }  long PlayerToken(void) const { return m_playerToken; }  void SetPlayerToken(long p_token) { m_playerToken = p_token; }  long TerminalToken(void) const { return m_terminalToken; }  void SetTerminalToken(long p_token) { m_terminalToken = p_token; }  bool RootReachable(void) const { return m_rootReachable; }  void SetRootReachable(bool p_reachable) { m_rootReachable = p_reachable; }  // Branch styling  long BranchLength(void) const { return m_branchLength; }  void SetBranchLength(long p_length) { m_branchLength = p_length; }  long TineLength(void) const { return m_tineLength; }  void SetTineLength(long p_length) { m_tineLength = p_length; }  long BranchStyle(void) const { return m_branchStyle; }  void SetBranchStyle(long p_style) { m_branchStyle = p_style; }  long BranchLabels(void) const { return m_branchLabels; }  void SetBranchLabels(long p_labels) { m_branchLabels = p_labels; }  // Information set styling  long InfosetConnect(void) const { return m_infosetConnect; }  void SetInfosetConnect(long p_connect) { m_infosetConnect = p_connect; }  long InfosetJoin(void) const { return m_infosetJoin; }  void SetInfosetJoin(long p_join) { m_infosetJoin = p_join; }  // Subgame styling  long SubgameStyle(void) const { return m_subgameStyle; }  void SetSubgameStyle(long p_style) { m_subgameStyle = p_style; }  // Legends  long NodeAboveLabel(void) const { return m_nodeAboveLabel; }  void SetNodeAboveLabel(long p_label) { m_nodeAboveLabel = p_label; }  long NodeBelowLabel(void) const { return m_nodeBelowLabel; }  void SetNodeBelowLabel(long p_label) { m_nodeBelowLabel = p_label; }  long NodeRightLabel(void) const { return m_nodeRightLabel; }  void SetNodeRightLabel(long p_label) { m_nodeRightLabel = p_label; }  long BranchAboveLabel(void) const { return m_branchAboveLabel; }  void SetBranchAboveLabel(long p_label) { m_branchAboveLabel = p_label; }  long BranchBelowLabel(void) const { return m_branchBelowLabel; }  void SetBranchBelowLabel(long p_label) { m_branchBelowLabel = p_label; }  // Fonts   const wxFont &NodeAboveFont(void) const { return m_nodeAboveFont; }  void SetNodeAboveFont(const wxFont &p_font) { m_nodeAboveFont = p_font; }  const wxFont &NodeBelowFont(void) const { return m_nodeBelowFont; }  void SetNodeBelowFont(const wxFont &p_font) { m_nodeBelowFont = p_font; }  const wxFont &NodeRightFont(void) const { return m_nodeRightFont; }  void SetNodeRightFont(const wxFont &p_font) { m_nodeRightFont = p_font; }  const wxFont &BranchAboveFont(void) const { return m_branchAboveFont; }  void SetBranchAboveFont(const wxFont &p_font) { m_branchAboveFont = p_font; }  const wxFont &BranchBelowFont(void) const { return m_branchBelowFont; }  void SetBranchBelowFont(const wxFont &p_font) { m_branchBelowFont = p_font; }  // Colors  const wxColour &ChanceColor(void) const { return m_chanceColor; }  void SetChanceColor(const wxColour &p_color) { m_chanceColor = p_color; }  const wxColour &TerminalColor(void) const { return m_terminalColor; }  void SetTerminalColor(const wxColour &p_color) { m_terminalColor = p_color; }  const wxColour &PlayerColor(long pl) const { return m_playerColor[pl-1]; }  void SetPlayerColor(long pl, const wxColour &p_color)  { m_playerColor[pl-1] = p_color; }  // Decimals  long NumDecimals(void) const { return m_numDecimals; }  void SetNumDecimals(long p_decimals) { m_numDecimals = p_decimals; }  // Read and write config files  void SaveOptions(void) const;  void LoadOptions(void);};#endif  // TREEDRAW_H

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -