Sic.Framework-Nanjing-Baishi/MECF.Framework.UI.Core/Control/HandValve.xaml.cs

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C#
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2023-04-13 11:51:03 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
namespace Aitex.Core.UI.Control
{
/// <summary>
/// Interaction logic for HandValve.xaml
/// </summary>
public partial class HandValve : UserControl
{
public HandValve()
{
InitializeComponent();
}
public static readonly DependencyProperty HandValveDirectionProperty = DependencyProperty.Register(
"HandValveDirection", typeof(ValveDirection), typeof(HandValve),
new FrameworkPropertyMetadata(ValveDirection.ToBottom, FrameworkPropertyMetadataOptions.AffectsRender));
/// <summary>
/// direction of the valve
/// </summary>
public ValveDirection HandValveDirection
{
get
{
return (ValveDirection)GetValue(HandValveDirectionProperty);
}
set
{
SetValue(HandValveDirectionProperty, value);
}
}
protected override void OnRender(DrawingContext drawingContext)
{
try
{
base.OnRender(drawingContext);
switch (HandValveDirection)
{
case ValveDirection.ToBottom:
rotateTransform.Angle = 90;
break;
case ValveDirection.ToTop:
rotateTransform.Angle = -90;
break;
case ValveDirection.ToLeft:
rotateTransform.Angle = 180;
break;
case ValveDirection.ToRight:
rotateTransform.Angle = 0;
break;
default:
break;
}
}
catch (Exception ex)
{
//LOG.Write(ex);
throw ex;
}
}
}
}