mirror of
https://gitee.com/akwkevin/aistudio.-wpf.-diagram
synced 2026-03-03 00:00:57 +08:00
694 lines
27 KiB
C#
694 lines
27 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Windows;
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using System.Windows.Controls;
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namespace Util.DiagramDesigner
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{
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// Note: I couldn't find a useful open source library that does
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// orthogonal routing so started to write something on my own.
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// Categorize this as a quick and dirty short term solution.
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// I will keep on searching.
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// Helper class to provide an orthogonal connection path
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public class OrthogonalPathFinder : IPathFinder
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{
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private const int const_margin = 20;
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public List<Point> GetConnectionLine(ConnectorInfo source, ConnectorInfo sink, bool showLastLine, bool sourceInnerPoint = false)
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{
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List<Point> linePoints = new List<Point>();
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int margin1 = sourceInnerPoint ? 0 : const_margin;
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int margin2 = const_margin;
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Rect rectSource = GetRectWithMargin(source, margin1);
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Rect rectSink = GetRectWithMargin(sink, margin2);
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Point startPoint = GetOffsetPoint(source, rectSource, sourceInnerPoint);
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Point endPoint = GetOffsetPoint(sink, rectSink);
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linePoints.Add(startPoint);
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Point currentPoint = startPoint;
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if (!rectSink.Contains(currentPoint) && !rectSource.Contains(endPoint))
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{
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while (true)
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{
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#region source node
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if (IsPointVisible(currentPoint, endPoint, new Rect[] { rectSource, rectSink }))
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{
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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Point neighbour = GetNearestVisibleNeighborSink(currentPoint, endPoint, sink, rectSource, rectSink);
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if (!double.IsNaN(neighbour.X))
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{
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linePoints.Add(neighbour);
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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if (currentPoint == startPoint)
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{
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bool flag;
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Point n = GetNearestNeighborSource(source, endPoint, rectSource, rectSink, out flag, sourceInnerPoint);
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linePoints.Add(n);
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currentPoint = n;
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if (!IsRectVisible(currentPoint, rectSink, new Rect[] { rectSource }))
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{
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Point n1, n2;
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GetOppositeCorners(source.Orientation, rectSource, out n1, out n2, sourceInnerPoint);
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if (flag)
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{
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linePoints.Add(n1);
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currentPoint = n1;
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}
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else
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{
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linePoints.Add(n2);
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currentPoint = n2;
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}
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if (!IsRectVisible(currentPoint, rectSink, new Rect[] { rectSource }))
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{
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if (flag)
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{
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linePoints.Add(n2);
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currentPoint = n2;
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}
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else
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{
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linePoints.Add(n1);
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currentPoint = n1;
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}
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}
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}
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}
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#endregion
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#region sink node
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else // from here on we jump to the sink node
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{
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Point n1, n2; // neighbour corner
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Point s1, s2; // opposite corner
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GetNeighborCorners(sink.Orientation, rectSink, out s1, out s2);
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GetOppositeCorners(sink.Orientation, rectSink, out n1, out n2);
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bool n1Visible = IsPointVisible(currentPoint, n1, new Rect[] { rectSource, rectSink });
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bool n2Visible = IsPointVisible(currentPoint, n2, new Rect[] { rectSource, rectSink });
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if (n1Visible && n2Visible)
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{
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if (rectSource.Contains(n1))
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{
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linePoints.Add(n2);
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if (rectSource.Contains(s2))
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{
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linePoints.Add(n1);
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linePoints.Add(s1);
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}
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else
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linePoints.Add(s2);
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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if (rectSource.Contains(n2))
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{
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linePoints.Add(n1);
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if (rectSource.Contains(s1))
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{
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linePoints.Add(n2);
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linePoints.Add(s2);
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}
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else
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linePoints.Add(s1);
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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if ((Distance(n1, endPoint) <= Distance(n2, endPoint)))
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{
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linePoints.Add(n1);
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if (rectSource.Contains(s1))
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{
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linePoints.Add(n2);
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linePoints.Add(s2);
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}
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else
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linePoints.Add(s1);
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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else
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{
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linePoints.Add(n2);
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if (rectSource.Contains(s2))
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{
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linePoints.Add(n1);
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linePoints.Add(s1);
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}
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else
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linePoints.Add(s2);
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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}
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else if (n1Visible)
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{
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linePoints.Add(n1);
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if (rectSource.Contains(s1))
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{
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linePoints.Add(n2);
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linePoints.Add(s2);
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}
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else
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linePoints.Add(s1);
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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else
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{
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linePoints.Add(n2);
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if (rectSource.Contains(s2))
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{
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linePoints.Add(n1);
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linePoints.Add(s1);
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}
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else
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linePoints.Add(s2);
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linePoints.Add(endPoint);
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currentPoint = endPoint;
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break;
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}
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}
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#endregion
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}
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}
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else
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{
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linePoints.Add(endPoint);
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}
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linePoints = OptimizeLinePoints(linePoints, new Rect[] { rectSource, rectSink }, source.Orientation, sink.Orientation);
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CheckPathEnd(source, sink, showLastLine, linePoints, sourceInnerPoint);
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return linePoints;
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}
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public List<Point> GetConnectionLine(ConnectorInfo source, Point sinkPoint, ConnectorOrientation preferredOrientation, bool isInnerPoint = false)
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{
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List<Point> linePoints = new List<Point>();
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int margin = isInnerPoint ? 0 : const_margin;
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Rect rectSource = GetRectWithMargin(source, margin);
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Point startPoint = GetOffsetPoint(source, rectSource, isInnerPoint);
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Point endPoint = sinkPoint;
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linePoints.Add(startPoint);
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Point currentPoint = startPoint;
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if (!rectSource.Contains(endPoint))
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{
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while (true)
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{
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if (IsPointVisible(currentPoint, endPoint, new Rect[] { rectSource }))
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{
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linePoints.Add(endPoint);
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break;
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}
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bool sideFlag;
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Point n = GetNearestNeighborSource(source, endPoint, rectSource, out sideFlag, isInnerPoint);
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linePoints.Add(n);
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currentPoint = n;
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if (IsPointVisible(currentPoint, endPoint, new Rect[] { rectSource }))
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{
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linePoints.Add(endPoint);
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break;
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}
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else
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{
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Point n1, n2;
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GetOppositeCorners(source.Orientation, rectSource, out n1, out n2, isInnerPoint);
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if (sideFlag)
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linePoints.Add(n1);
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else
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linePoints.Add(n2);
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linePoints.Add(endPoint);
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break;
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}
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}
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}
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else
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{
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linePoints.Add(endPoint);
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}
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if (preferredOrientation != ConnectorOrientation.None)
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linePoints = OptimizeLinePoints(linePoints, new Rect[] { rectSource }, source.Orientation, preferredOrientation);
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else
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linePoints = OptimizeLinePoints(linePoints, new Rect[] { rectSource }, source.Orientation, GetOpositeOrientation(source.Orientation));
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if (!isInnerPoint)
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{
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linePoints.Insert(0, source.Position);
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}
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return linePoints;
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}
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private static List<Point> OptimizeLinePoints(List<Point> linePoints, Rect[] rectangles, ConnectorOrientation sourceOrientation, ConnectorOrientation sinkOrientation)
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{
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List<Point> points = new List<Point>();
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int cut = 0;
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for (int i = 0; i < linePoints.Count; i++)
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{
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if (i >= cut)
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{
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for (int k = linePoints.Count - 1; k > i; k--)
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{
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if (IsPointVisible(linePoints[i], linePoints[k], rectangles))
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{
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cut = k;
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break;
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}
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}
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points.Add(linePoints[i]);
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}
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}
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#region Line
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for (int j = 0; j < points.Count - 1; j++)
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{
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if (points[j].X != points[j + 1].X && points[j].Y != points[j + 1].Y)
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{
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ConnectorOrientation orientationFrom;
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ConnectorOrientation orientationTo;
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// orientation from point
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if (j == 0)
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orientationFrom = sourceOrientation;
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else
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orientationFrom = GetOrientation(points[j], points[j - 1]);
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// orientation to pint
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if (j == points.Count - 2)
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orientationTo = sinkOrientation;
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else
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orientationTo = GetOrientation(points[j + 1], points[j + 2]);
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if ((orientationFrom == ConnectorOrientation.Left || orientationFrom == ConnectorOrientation.Right) &&
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(orientationTo == ConnectorOrientation.Left || orientationTo == ConnectorOrientation.Right))
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{
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double centerX = Math.Min(points[j].X, points[j + 1].X) + Math.Abs(points[j].X - points[j + 1].X) / 2;
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points.Insert(j + 1, new Point(centerX, points[j].Y));
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points.Insert(j + 2, new Point(centerX, points[j + 2].Y));
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if (points.Count - 1 > j + 3)
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points.RemoveAt(j + 3);
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return points;
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}
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if ((orientationFrom == ConnectorOrientation.Top || orientationFrom == ConnectorOrientation.Bottom) &&
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(orientationTo == ConnectorOrientation.Top || orientationTo == ConnectorOrientation.Bottom))
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{
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double centerY = Math.Min(points[j].Y, points[j + 1].Y) + Math.Abs(points[j].Y - points[j + 1].Y) / 2;
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points.Insert(j + 1, new Point(points[j].X, centerY));
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points.Insert(j + 2, new Point(points[j + 2].X, centerY));
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if (points.Count - 1 > j + 3)
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points.RemoveAt(j + 3);
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return points;
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}
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if ((orientationFrom == ConnectorOrientation.Left || orientationFrom == ConnectorOrientation.Right) &&
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(orientationTo == ConnectorOrientation.Top || orientationTo == ConnectorOrientation.Bottom))
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{
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points.Insert(j + 1, new Point(points[j + 1].X, points[j].Y));
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return points;
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}
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if ((orientationFrom == ConnectorOrientation.Top || orientationFrom == ConnectorOrientation.Bottom) &&
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(orientationTo == ConnectorOrientation.Left || orientationTo == ConnectorOrientation.Right))
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{
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points.Insert(j + 1, new Point(points[j].X, points[j + 1].Y));
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return points;
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}
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}
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}
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#endregion
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return points;
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}
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private static ConnectorOrientation GetOrientation(Point p1, Point p2)
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{
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if (p1.X == p2.X)
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{
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if (p1.Y >= p2.Y)
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return ConnectorOrientation.Bottom;
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else
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return ConnectorOrientation.Top;
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}
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else if (p1.Y == p2.Y)
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{
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if (p1.X >= p2.X)
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return ConnectorOrientation.Right;
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else
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return ConnectorOrientation.Left;
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}
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throw new Exception("Failed to retrieve orientation");
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}
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private static Orientation GetOrientation(ConnectorOrientation sourceOrientation, bool isInnerPoint)
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{
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if (isInnerPoint)
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{
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return Orientation.Vertical;
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}
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switch (sourceOrientation)
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{
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case ConnectorOrientation.Left:
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return Orientation.Horizontal;
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case ConnectorOrientation.Top:
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return Orientation.Vertical;
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case ConnectorOrientation.Right:
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return Orientation.Horizontal;
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case ConnectorOrientation.Bottom:
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return Orientation.Vertical;
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default:
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throw new Exception("Unknown ConnectorOrientation");
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}
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}
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private static Point GetNearestNeighborSource(ConnectorInfo source, Point endPoint, Rect rectSource, Rect rectSink, out bool flag, bool isInnerPoint)
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{
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Point n1, n2; // neighbors
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GetNeighborCorners(source.Orientation, rectSource, out n1, out n2, isInnerPoint);
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if (rectSink.Contains(n1))
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{
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flag = false;
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return n2;
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}
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if (rectSink.Contains(n2))
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{
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flag = true;
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return n1;
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}
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if ((Distance(n1, endPoint) <= Distance(n2, endPoint)))
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{
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flag = true;
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return n1;
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}
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else
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{
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flag = false;
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return n2;
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}
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}
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private static Point GetNearestNeighborSource(ConnectorInfo source, Point endPoint, Rect rectSource, out bool flag, bool isInnerPoint)
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{
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Point n1, n2; // neighbors
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GetNeighborCorners(source.Orientation, rectSource, out n1, out n2, isInnerPoint);
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if ((Distance(n1, endPoint) <= Distance(n2, endPoint)))
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{
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flag = true;
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return n1;
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}
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else
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{
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flag = false;
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return n2;
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}
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}
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private static Point GetNearestVisibleNeighborSink(Point currentPoint, Point endPoint, ConnectorInfo sink, Rect rectSource, Rect rectSink)
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{
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Point s1, s2; // neighbors on sink side
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GetNeighborCorners(sink.Orientation, rectSink, out s1, out s2);
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bool flag1 = IsPointVisible(currentPoint, s1, new Rect[] { rectSource, rectSink });
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bool flag2 = IsPointVisible(currentPoint, s2, new Rect[] { rectSource, rectSink });
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if (flag1) // s1 visible
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{
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if (flag2) // s1 and s2 visible
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{
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if (rectSink.Contains(s1))
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return s2;
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if (rectSink.Contains(s2))
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return s1;
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if ((Distance(s1, endPoint) <= Distance(s2, endPoint)))
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return s1;
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else
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return s2;
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}
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else
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{
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return s1;
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}
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}
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else // s1 not visible
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{
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if (flag2) // only s2 visible
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{
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return s2;
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}
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else // s1 and s2 not visible
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{
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return new Point(double.NaN, double.NaN);
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}
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}
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}
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private static bool IsPointVisible(Point fromPoint, Point targetPoint, Rect[] rectangles)
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{
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foreach (Rect rect in rectangles)
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{
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if (RectangleIntersectsLine(rect, fromPoint, targetPoint))
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return false;
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}
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return true;
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}
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private static bool IsRectVisible(Point fromPoint, Rect targetRect, Rect[] rectangles)
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{
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if (IsPointVisible(fromPoint, targetRect.TopLeft, rectangles))
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return true;
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if (IsPointVisible(fromPoint, targetRect.TopRight, rectangles))
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return true;
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if (IsPointVisible(fromPoint, targetRect.BottomLeft, rectangles))
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return true;
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if (IsPointVisible(fromPoint, targetRect.BottomRight, rectangles))
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return true;
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return false;
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}
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private static bool RectangleIntersectsLine(Rect rect, Point startPoint, Point endPoint)
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{
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rect.Inflate(-1, -1);
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return rect.IntersectsWith(new Rect(startPoint, endPoint));
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}
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private static void GetOppositeCorners(ConnectorOrientation orientation, Rect rect, out Point n1, out Point n2, bool isInnerPoint = false)
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{
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if (isInnerPoint)
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{
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n1 = rect.Location; n2 = rect.Location;
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return;
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}
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switch (orientation)
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{
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case ConnectorOrientation.Left:
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n1 = rect.TopRight; n2 = rect.BottomRight;
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break;
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case ConnectorOrientation.Top:
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n1 = rect.BottomLeft; n2 = rect.BottomRight;
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break;
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case ConnectorOrientation.Right:
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n1 = rect.TopLeft; n2 = rect.BottomLeft;
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break;
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case ConnectorOrientation.Bottom:
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n1 = rect.TopLeft; n2 = rect.TopRight;
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break;
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default:
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throw new Exception("No opposite corners found!");
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}
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}
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private static void GetNeighborCorners(ConnectorOrientation orientation, Rect rect, out Point n1, out Point n2, bool isInnerPoint = false)
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{
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if (isInnerPoint)
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{
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n1 = rect.Location; n2 = rect.Location;
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return;
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}
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switch (orientation)
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{
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case ConnectorOrientation.Left:
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n1 = rect.TopLeft; n2 = rect.BottomLeft;
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break;
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case ConnectorOrientation.Top:
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n1 = rect.TopLeft; n2 = rect.TopRight;
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break;
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case ConnectorOrientation.Right:
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n1 = rect.TopRight; n2 = rect.BottomRight;
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break;
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case ConnectorOrientation.Bottom:
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n1 = rect.BottomLeft; n2 = rect.BottomRight;
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break;
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default:
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throw new Exception("No neighour corners found!");
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}
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}
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|
|
private static double Distance(Point p1, Point p2)
|
|
{
|
|
return Point.Subtract(p1, p2).Length;
|
|
}
|
|
|
|
private static Rect GetRectWithMargin(ConnectorInfo connectorThumb, double margin)
|
|
{
|
|
Rect rect = new Rect(connectorThumb.DesignerItemLeft,
|
|
connectorThumb.DesignerItemTop,
|
|
0,
|
|
0);
|
|
|
|
rect.Inflate(margin, margin);
|
|
|
|
return rect;
|
|
}
|
|
|
|
private static Point GetOffsetPoint(ConnectorInfo connector, Rect rect, bool isInnerPoint = false)
|
|
{
|
|
Point offsetPoint = new Point();
|
|
if (isInnerPoint)
|
|
{
|
|
offsetPoint = new Point(connector.Position.X, connector.Position.Y);
|
|
return offsetPoint;
|
|
}
|
|
|
|
switch (connector.Orientation)
|
|
{
|
|
case ConnectorOrientation.Left:
|
|
offsetPoint = new Point(rect.Left, connector.Position.Y);
|
|
break;
|
|
case ConnectorOrientation.Top:
|
|
offsetPoint = new Point(connector.Position.X, rect.Top);
|
|
break;
|
|
case ConnectorOrientation.Right:
|
|
offsetPoint = new Point(rect.Right, connector.Position.Y);
|
|
break;
|
|
case ConnectorOrientation.Bottom:
|
|
offsetPoint = new Point(connector.Position.X, rect.Bottom);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return offsetPoint;
|
|
}
|
|
|
|
private static void CheckPathEnd(ConnectorInfo source, ConnectorInfo sink, bool showLastLine, List<Point> linePoints, bool sourceInnerPoint)
|
|
{
|
|
if (showLastLine)
|
|
{
|
|
Point startPoint = new Point(0, 0);
|
|
Point endPoint = new Point(0, 0);
|
|
double marginPath = 15;
|
|
switch (source.Orientation)
|
|
{
|
|
case ConnectorOrientation.Left:
|
|
startPoint = new Point(source.Position.X - marginPath, source.Position.Y);
|
|
break;
|
|
case ConnectorOrientation.Top:
|
|
startPoint = new Point(source.Position.X, source.Position.Y - marginPath);
|
|
break;
|
|
case ConnectorOrientation.Right:
|
|
startPoint = new Point(source.Position.X + marginPath, source.Position.Y);
|
|
break;
|
|
case ConnectorOrientation.Bottom:
|
|
startPoint = new Point(source.Position.X, source.Position.Y + marginPath);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (sourceInnerPoint)
|
|
{
|
|
startPoint = new Point(source.Position.X, source.Position.Y);
|
|
}
|
|
|
|
switch (sink.Orientation)
|
|
{
|
|
case ConnectorOrientation.Left:
|
|
endPoint = new Point(sink.Position.X - marginPath, sink.Position.Y);
|
|
break;
|
|
case ConnectorOrientation.Top:
|
|
endPoint = new Point(sink.Position.X, sink.Position.Y - marginPath);
|
|
break;
|
|
case ConnectorOrientation.Right:
|
|
endPoint = new Point(sink.Position.X + marginPath, sink.Position.Y);
|
|
break;
|
|
case ConnectorOrientation.Bottom:
|
|
endPoint = new Point(sink.Position.X, sink.Position.Y + marginPath);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
linePoints.Insert(0, startPoint);
|
|
linePoints.Add(endPoint);
|
|
}
|
|
else
|
|
{
|
|
linePoints.Insert(0, source.Position);
|
|
linePoints.Add(sink.Position);
|
|
}
|
|
}
|
|
|
|
private static ConnectorOrientation GetOpositeOrientation(ConnectorOrientation connectorOrientation)
|
|
{
|
|
switch (connectorOrientation)
|
|
{
|
|
case ConnectorOrientation.Left:
|
|
return ConnectorOrientation.Right;
|
|
case ConnectorOrientation.Top:
|
|
return ConnectorOrientation.Bottom;
|
|
case ConnectorOrientation.Right:
|
|
return ConnectorOrientation.Left;
|
|
case ConnectorOrientation.Bottom:
|
|
return ConnectorOrientation.Top;
|
|
default:
|
|
return ConnectorOrientation.Top;
|
|
}
|
|
}
|
|
}
|
|
}
|