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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