GuPuInputPage.xaml.cs

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using System.Collections.Generic;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using Chess.OpenSource;
using Newtonsoft.Json;
using Chess.SubWindow;
using Chess.CustomClass;
using System.Data;
using System.Diagnostics;
using System.Windows.Threading;
using System;

namespace Chess
{
    /// <summary>
    /// QiPanPage.xaml 的交互逻辑
    /// </summary>
    public partial class GuPuInputPage : Page
    {
        private static DataTable GuPuNameList;

        public GuPuInputPage()
        {
            InitializeComponent();
            #region 添加界面控件元素
            GlobalValue.yuanWeiZhi = new();
            _ = qiziCanvas.Children.Add(GlobalValue.yuanWeiZhi);// 棋子原位置图片
            for (int i = 0; i < 32; i++)
            {
                GlobalValue.qiZiArray[i] = new QiZi(i);  // 初始化32个棋子
                _ = qiziCanvas.Children.Add(GlobalValue.qiZiArray[i]);
            }
            for (int i = 0; i <= 8; i++)
            {
                for (int j = 0; j <= 9; j++)
                {
                    GlobalValue.pathPointImage[i, j] = new PathPoint(i, j);  // 走棋路径
                    _ = qiziCanvas.Children.Add(GlobalValue.pathPointImage[i, j]);
                }
            }
            GlobalValue.BestMoveInfo = new()
            {
                Text = "",
                Foreground = Brushes.Black,
                FontSize = 14,
                Width = 300,
                Margin = new Thickness(10, 10, 10, 10),
                Padding = new Thickness(5, 5, 5, 5),
                VerticalAlignment = VerticalAlignment.Center,
                HorizontalAlignment = HorizontalAlignment.Stretch,
                TextWrapping = TextWrapping.Wrap,

            };
            //Infomation_board.Children.Add(GlobalValue.BestMoveInfo); // 下一步最佳着法提示信息
            GlobalValue.jiangJunTiShi = new()
            {
                Text = "战况信息:",
                Foreground = Brushes.Black,
                FontSize = 14,
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