Qt Quick MapPolyLine insertCoordinate - qt

I have a PolyLine on my map and want to add a new co-ordinate to it when a user clicks between two existing points.
I can get the click event with:-
MouseArea {
id: mouseArea
anchors.fill: parent
acceptedButtons: Qt.LeftButton | Qt.RightButton
onClicked: {
console.log('LINE');
}
}
But I cannot figure out how to work out the required index for insertCoordinate() as there does not appear to be a method to get the start/end vertices of the segment clicked. Is this possible?

I had a similar problem. Currently it cannot be done without writing a new Map object type. So I've changed approach completely and done the following:-
stopped using QtLocation for the map as it is too restrictive at present
integrated a WebKit control with Leaflet as the map provider in the browser HTML
used WebChannel and the WebSocketServer to communicate with the map via the javascript API
This has given me all the flexibility I need on the map as Leaflet is easy to configure and extend whilst allowing me to write the rest of the desktop app in Qt

I've revisited this project and found a way to do it without using Webkit. It is quite involved:-
1) use the click to get a coordinate
var mapCoord = gpxLine.mapToItem(mapView,mouseX,mouseY);
var coord = mapView.toCoordinate(Qt.point(mapCoord.x,mapCoord.y));
2) use this coordinate to iterate through the path and calculate the path line segment that it is closest to
float distance = 1000000;
float dx = 0;
int index = 0;
float x0 = coordinate.longitude(),
y0 = coordinate.latitude(),
x1y1x,
x1y1y,
x2y2x,
x2y2y;
double A,B,C,D,dot,len_sq,param,xx,yy,d_x,d_y;
for(int i = 0; i < trackpoints.count() - 1; i++){
//Distance from line algorithm https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
x1y1x = trackpoints[i].latlon.longitude();
x1y1y = trackpoints[i].latlon.latitude();
x2y2x = trackpoints[i+1].latlon.longitude();
x2y2y = trackpoints[i+1].latlon.latitude();
A = x0 - x1y1x;
B = y0 - x1y1y;
C = x2y2x - x1y1x;
D = x2y2y - x1y1y;
dot = A * C + B * D;
len_sq = C * C + D * D;
param = dot /len_sq;
if(param < 0 || (x1y1x == x2y2x && x1y1y == x2y2y)){
xx = x1y1x;
yy = x1y1y;
} else if ( param > 1 ){
xx = x2y2x;
yy = x2y2y;
} else {
xx = x1y1x +param * C;
yy = x1y1y + param * D;
}
d_x = x0 - xx;
d_y = y0 - yy;
dx = sqrt(d_x * d_x + d_y * d_y);
if(dx < distance){
distance = dx;
index = i;
}
}
3) this gives me the index so I can now insert the coordinate at this index

Related

Always display network nodes in a ring in Vis.js

I tried reading the documentation but couldn't find what I was looking for. This is what I want, how can I do it? Thank you.
You can use the initRedraw event to calculate and to set the node coordinates for a circular layout:
var radius = 150
network.on('initRedraw', function () {
var ids = data.nodes.getIds()
var d = 2 * Math.PI / ids.length // Angular pitch
ids.forEach(function(id, i) {
var x = radius * Math.cos(d * i)
var y = radius * Math.sin(d * i)
network.moveNode(id, x, y)
})
})
https://jsfiddle.net/L6s6hjwz/

Find where line-segments intersect with a box

I am trying to figure out where a bunch of line-segments clip into a window around them. I saw the Liang–Barsky algorithm, but that seems to assume the segments already clip the edges of the window, which these do not.
Say I have a window from (0,0) to (26,16), and the following segments:
(7,6) - (16,3)
(10,6) - (19,6)
(13,10) - (21,3)
(16,12) - (19,14)
Illustration:
I imagine I need to extend the segments to a certain X or Y point, till they hit the edge of the window, but I don't know how.
How would I find the points where these segments (converted to lines?) clip into the edge of the window? I will be implementing this in C#, but this is pretty language-agnostic.
If you have two line segments P and Q with points
P0 - P1
Q0 - Q1
The line equations are
P = P0 + t(P1 - P0)
Q = Q0 + r(Q1 - Q0)
then to find out where they intersect after extension you need to solve the following equation for t and r
P0 + t(P1 - P0) = Q0 + r(Q1 - Q0)
The following code can do this. ( Extracted from my own code base )
public static (double t, double r )? SolveIntersect(this Segment2D P, Segment2D Q)
{
// a-d are the entries of a 2x2 matrix
var a = P.P1.X - P.P0.X;
var b = -Q.P1.X + Q.P0.X;
var c = P.P1.Y - P.P0.Y;
var d = -Q.P1.Y + Q.P0.Y;
var det = a*d - b*c;
if (Math.Abs( det ) < Utility.ZERO_TOLERANCE)
return null;
var x = Q.P0.X - P.P0.X;
var y = Q.P0.Y - P.P0.Y;
var t = 1/det*(d*x - b*y);
var r = 1/det*(-c*x + a*y);
return (t, r);
}
If null is returned from the function then it means the lines are parallel and cannot intersect. If a result is returned then you can do.
var result = SolveIntersect( P, Q );
if (result != null)
{
var ( t, r) = result.Value;
var p = P.P0 + t * (P.P1 - P.P0);
var q = Q.P0 + t * (Q.P1 - Q.P0);
// p and q are the same point of course
}
The extended line segments will generally intersect more than one box edge but only one of those intersections will be inside the box. You can check this easily.
bool IsInBox(Point corner0, Point corner1, Point test) =>
(test.X > corner0.X && test.X < corner1.X && test.Y > corner0.Y && test.Y < corner1.Y ;
That should give you all you need to extend you lines to the edge of your box.
I managed to figure this out.
I can extend my lines to the edge of the box by first finding the equations of my lines, then solving for the X and Y of each of the sides to get their corresponding point. This requires passing the max and min Y and the max and min X into the following functions, returning 4 values. If the point is outside the bounds of the box, it can be ignored.
My code is in C#, and is making extension methods for EMGU's LineSegment2D. This is a .NET wrapper for OpenCv.
My Code:
public static float GetYIntersection(this LineSegment2D line, float x)
{
Point p1 = line.P1;
Point p2 = line.P2;
float dx = p2.X - p1.X;
if(dx == 0)
{
return float.NaN;
}
float m = (p2.Y - p1.Y) / dx; //Slope
float b = p1.Y - (m * p1.X); //Y-Intercept
return m * x + b;
}
public static float GetXIntersection(this LineSegment2D line, float y)
{
Point p1 = line.P1;
Point p2 = line.P2;
float dx = p2.X - p1.X;
if (dx == 0)
{
return float.NaN;
}
float m = (p2.Y - p1.Y) / dx; //Slope
float b = p1.Y - (m * p1.X); //Y-Intercept
return (y - b) / m;
}
I can then take these points, check if they are in the bounds of the box, discard the ones that are not, remove duplicate points (line goes directly into corner). This will leave me with one x and one y value, which I can then pair to the corresponding min or max Y or X values I passed into the functions to make 2 points. I can then make my new segment with the two points.
Wiki description of Liang-Barsky algorithm is not bad, but code is flaw.
Note: this algorithm intended to throw out lines without intersection as soon as possible. If most of lines intersect the rectangle, then approach from your answer might be rather effective, otherwise L-B algorithm wins.
This page describes approach in details and contains concise effective code:
// Liang-Barsky function by Daniel White # http://www.skytopia.com/project/articles/compsci/clipping.html
// This function inputs 8 numbers, and outputs 4 new numbers (plus a boolean value to say whether the clipped line is drawn at all).
//
bool LiangBarsky (double edgeLeft, double edgeRight, double edgeBottom, double edgeTop, // Define the x/y clipping values for the border.
double x0src, double y0src, double x1src, double y1src, // Define the start and end points of the line.
double &x0clip, double &y0clip, double &x1clip, double &y1clip) // The output values, so declare these outside.
{
double t0 = 0.0; double t1 = 1.0;
double xdelta = x1src-x0src;
double ydelta = y1src-y0src;
double p,q,r;
for(int edge=0; edge<4; edge++) { // Traverse through left, right, bottom, top edges.
if (edge==0) { p = -xdelta; q = -(edgeLeft-x0src); }
if (edge==1) { p = xdelta; q = (edgeRight-x0src); }
if (edge==2) { p = -ydelta; q = -(edgeBottom-y0src);}
if (edge==3) { p = ydelta; q = (edgeTop-y0src); }
if(p==0 && q<0) return false; // Don't draw line at all. (parallel line outside)
r = q/p;
if(p<0) {
if(r>t1) return false; // Don't draw line at all.
else if(r>t0) t0=r; // Line is clipped!
} else if(p>0) {
if(r<t0) return false; // Don't draw line at all.
else if(r<t1) t1=r; // Line is clipped!
}
}
x0clip = x0src + t0*xdelta;
y0clip = y0src + t0*ydelta;
x1clip = x0src + t1*xdelta;
y1clip = y0src + t1*ydelta;
return true; // (clipped) line is drawn
}

OpenCL function calls

I'm working on an openCL kernel that loads up some points, decides which is the highest, and returns it. All good there, but I want to add a calculation before the highest evaluation. This compares the point to a pair of lines. I have it written and working to a degree, as follows:
size_t i = group_id * group_stride + local_id;
while (i < n){
//load up a pair of points using the index to locate them within a massive dataSet
int ia = LOAD_GLOBAL_I1(input, i);
float4 a = LOAD_GLOBAL_F4(dataSet, ia);
int ib = LOAD_GLOBAL_I1(input, i + group_size);
float4 b = LOAD_GLOBAL_F4(dataSet, ib);
//pre-assess the points relative to lines
if(pass == 0){
float px = a.x;
float py = a.y;
int checkAnswer;
//want to write this section as a function
float x1 = tri_input[0].x; float y1 = tri_input[0].y;
float x2 = tri_input[2].x; float y2 = tri_input[2].y;
float check = sign((x1-x2) * (py-y1) - (y2-y1) * (px-x1));
if(check != tri_input[3].x){ //point is outside line 1
checkAnswer = 1;
}
else{
x1 = tri_input[2].x; y1 = tri_input[2].y;
x2 = tri_input[1].x; y2 = tri_input[1].y;
check = sign((x1-x2)*(py-y1) - (y2-y1)*(px-x1));
if(check != tri_input[3].y){ //point is outside line 2
checkAnswer = 2;
}
else{
checkAnswer = 0; //point is within both lines
}}}
//later use the checkAnswer result to change the following
//find the highest of the pair
float4 result;
if(a.z>b.z) result = a;
else result = b;
//load up the previous highest result locally
float4 s = LOAD_LOCAL_F4(shared, local_id);
//if the previous highest beat this, stick, else twist
if(s.z>result.z){ STORE_LOCAL_F4(shared, local_id, s);}
else{ STORE_LOCAL_F4(shared, local_id, result);}
i += local_stride;
}
What I would like to do is call the line check twice as a function, i.e the code becomes:
size_t i = group_id * group_stride + local_id;
while (i < n){
//load up a pair of points using the index to locate them within a massive dataSet
int ia = LOAD_GLOBAL_I1(input, i);
float4 a = LOAD_GLOBAL_F4(dataSet, ia);
int ib = LOAD_GLOBAL_I1(input, i + group_size);
float4 b = LOAD_GLOBAL_F4(dataSet, ib);
//pre-assess the points relative to lines
if(pass == 0){
float px = a.x;
float py = a.y;
int checkA = pointCheck( px, py, tri_input);
px = b.x;
py = b.y;
int checkB = pointCheck( px, py, tri_input);
}
//later use the checkAnswer result to change the following
//find the highest of the pair
float4 result;
if(a.z>b.z) result = a;
else result = b;
//load up the previous highest result locally
float4 s = LOAD_LOCAL_F4(shared, local_id);
//if the previous highest beat this, stick, else twist
if(s.z>result.z){ STORE_LOCAL_F4(shared, local_id, s);}
else{ STORE_LOCAL_F4(shared, local_id, result);}
i += local_stride;
}
In this instance the function is:
int pointCheck( float *px, float *py, float2 *testLines){
float x1 = testLines[0].x; float y1 = testLines[0].y;
float x2 = testLines[2].x; float y2 = testLines[2].y;
float check = sign((x1-x2) * (py-y1) - (y2-y1) * (px-x1));
if(check != testLines[3].x){ //point is outside line 1
return 1;
}
else{
x1 = testLines[2].x; y1 = testLines[2].y;
x2 = testLines[1].x; y2 = testLines[1].y;
check = sign((x1-x2)*(py-y1) - (y2-y1)*(px-x1));
if(check != testLines[3].y){ //point is outside line 2
return 2;
}
else{
return 0; //point is within both lines
}}}
Whilst the longhand version runs fine and returns a normal 'highest point' result, the function version returns an erroneous result (not detecting the highest point I have hidden in the data set). It produces a wrong result even though the function as yet has no overall effect.
What am I doing wrong?
S
[Update]:
This revised function works as far as the commented out line, then hangs on something:
int pointCheck(float4 *P, float2 *testLines){
float2 *l0 = &testLines[0];
float2 *l1 = &testLines[1];
float2 *l2 = &testLines[2];
float2 *l3 = &testLines[3];
float x1 = l0->x; float y1 = l0->y;
float x2 = l2->x; float y2 = l2->y;
float pX = P->x; float pY = P->y;
float c1 = l3->x; float c2 = l3->y;
//float check = sign((x1-x2) * (pY-y1) - (y2-y1) * (pX-x1)); //seems to be a problem with sign
// if(check != c1){ //point is outside line 1
// return 1;
// }
// else{
// x1 = l2->x; y1 = l2->y;
// x2 = l1->x; y2 = l1->y;
// check = sign((x1-x2) * (pY-y1) - (y2-y1) * (pX-x1));
// if(check != c2){ //point is outside line 2
// return 2;
// }
// else{
// return 0; //point is within both lines
// }}
}
One immediate issue is how you pass the parameters to the called function:
int checkA = pointCheck( px, py, tri_input);
whereas the function itself expects pointers for px and py. You should instead call the function as:
int checkA = pointCheck(&px, &py, tri_input);
It is surprising that OpenCL does not give build errors for this kernel.
In my experience, some OpenCL runtimes do not like multiple return statements in a single function. Try to save the return value into a local variable and use a single return statement at the end of the function. This is because OpenCL does not support real function calls, but rather inlines all functions directly into the kernel. A best practice is therefore to mark all non __kernel functions as inline, and treat them as such (i.e. make it easier for the compiler to inline your function by not using multiple return statements).

How to draw a continuous curved line from 3 given points at a time

I am trying to draw a continuous curved line in flash. There are many methods but none of the ones I have found so far quite fit my requirements. First of all, I want to use the flash graphic api's curveTo() method. I DO NOT want to simulate a curve with hundreds of calls to lineTo() per curved line segment. It is my experience and understanding that line segments are processor heavy. Flash's quadratic bezier curve should take less CPU power. Please challenge this assumption if you think I am wrong.
I also do not want to use a pre-made method that takes the entire line as an argument (eg mx.charts.chartClasses.GraphicsUtilities.drawPolyline()).
The reason is that I will need to modify the logic eventually to add decorations to the line I am drawing, so I need something I understand at its lowest level.
I have currently created a method that will draw a curve given 3 points, using the mid-point method found here.
Here is a picture:
The problem is that the lines do not actually curve through the "real" points of the line (the gray circles). Is there a way using the power of math that I can adjust the control point so that the curve will actually pass through the "real" point? Given only the current point and its prev/next point as arguments? The code to duplicate the above picture follows. It would be great if I could modify it to meet this requirement (note the exception for first and last point).
package {
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.geom.Point;
[SWF(width="200",height="200")]
public class TestCurves extends Sprite {
public function TestCurves() {
stage.scaleMode = "noScale";
var points:Array = [
new Point(10, 10),
new Point(80, 80),
new Point(80, 160),
new Point(20, 160),
new Point(20, 200),
new Point(200, 100)
];
graphics.lineStyle(2, 0xFF0000);
var point:Point = points[0];
var nextPoint:Point = points[1];
SplineMethod.drawSpline(graphics, point, null, nextPoint);
var prevPoint:Point = point;
var n:int = points.length;
var i:int;
for (i = 2; i < n + 1; i++) {
point = nextPoint;
nextPoint = points[i]; //will eval to null when i == n
SplineMethod.drawSpline(graphics, point, prevPoint, nextPoint);
prevPoint = point;
}
//straight lines and vertices for comparison
graphics.lineStyle(2, 0xC0C0C0, 0.5);
graphics.drawCircle(points[0].x, points[0].y, 4);
for (i = 1; i < n; i++) {
graphics.moveTo(points[i - 1].x, points[i - 1].y);
graphics.lineTo(points[i].x, points[i].y);
graphics.drawCircle(points[i].x, points[i].y, 4);
}
}
}
}
import flash.display.Graphics;
import flash.geom.Point;
internal class SplineMethod {
public static function drawSpline(target:Graphics, p:Point, prev:Point=null, next:Point=null):void {
if (!prev && !next) {
return; //cannot draw a 1-dimensional line, ie a line requires at least two points
}
var mPrev:Point; //mid-point of the previous point and the target point
var mNext:Point; //mid-point of the next point and the target point
if (prev) {
mPrev = new Point((p.x + prev.x) / 2, (p.y + prev.y) / 2);
}
if (next) {
mNext = new Point((p.x + next.x) / 2, (p.y + next.y) / 2);
if (!prev) {
//This is the first line point, only draw to the next point's mid-point
target.moveTo(p.x, p.y);
target.lineTo(mNext.x, mNext.y);
return;
}
} else {
//This is the last line point, finish drawing from the previous mid-point
target.moveTo(mPrev.x, mPrev.y);
target.lineTo(p.x, p.y);
return;
}
//draw from mid-point to mid-point with the target point being the control point.
//Note, the line will unfortunately not pass through the actual vertex... I want to solve this
target.moveTo(mPrev.x, mPrev.y);
target.curveTo(p.x, p.y, mNext.x, mNext.y);
}
}
Later I will be adding arrows and things to the draw method.
I think you're looking for a Catmull-Rom spline. I've googled an AS3 implementation for you but haven't tried it so use at your own discretion:
http://actionsnippet.com/?p=1031
Ok, the Catmull-Rom spline suggestion is a good one but not exactly what I am looking for.
The example from the link provided was a good starting point, but a bit inflexible. I have taken it and modified my original source code to use it. I am posting this as an answer because I think it is more modular and easier to understand than Zevan's blog post (no offense Zevan!). The following code will display the following image:
Here is the code:
package {
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.geom.Point;
[SWF(width="300",height="300")]
public class TestCurves extends Sprite {
public function TestCurves() {
stage.scaleMode = "noScale";
//draw a helpful grid
graphics.lineStyle(1, 0xC0C0C0, 0.5);
for (var x:int = 0; x <= 300; x += 10) {
graphics.moveTo(x, 0);
graphics.lineTo(x, 300);
graphics.moveTo(0, x);
graphics.lineTo(300, x);
}
var points:Array = [
new Point(40, 20),
new Point(120, 80),
new Point(120, 160),
new Point(60, 160),
new Point(60, 200),
new Point(240, 150),
new Point(230, 220),
new Point(230, 280)
];
SplineMethod.setResolution(5);
graphics.lineStyle(2, 0xF00000);
graphics.moveTo(points[0].x, points[0].y);
var n:int = points.length;
var i:int;
for (i = 0; i < n - 1; i++) {
SplineMethod.drawSpline(
graphics,
points[i], //segment start
points[i + 1], //segment end
points[i - 1], //previous point (may be null)
points[i + 2] //next point (may be null)
);
}
//straight lines and vertices for comparison
graphics.lineStyle(2, 0x808080, 0.5);
graphics.drawCircle(points[0].x, points[0].y, 4);
for (i = 1; i < n; i++) {
graphics.moveTo(points[i - 1].x, points[i - 1].y);
graphics.lineTo(points[i].x, points[i].y);
graphics.drawCircle(points[i].x, points[i].y, 4);
}
}
}
}
import flash.display.Graphics;
import flash.geom.Point;
internal class SplineMethod {
//default setting will just draw a straight line
private static var hermiteValues:Array = [0, 0, 1, 0];
public static function setResolution(value:int):void {
var resolution:Number = 1 / value;
hermiteValues = [];
for (var t:Number = resolution; t <= 1; t += resolution) {
var h00:Number = (1 + 2 * t) * (1 - t) * (1 - t);
var h10:Number = t * (1 - t) * (1 - t);
var h01:Number = t * t * (3 - 2 * t);
var h11:Number = t * t * (t - 1);
hermiteValues.push(h00, h10, h01, h11);
}
}
public static function drawSpline(target:Graphics, segmentStart:Point, segmentEnd:Point, prevSegmentEnd:Point=null, nextSegmentStart:Point=null):void {
if (!prevSegmentEnd) {
prevSegmentEnd = segmentStart;
}
if (!nextSegmentStart) {
nextSegmentStart = segmentEnd;
}
var m1:Point = new Point((segmentEnd.x - prevSegmentEnd.x) / 2, (segmentEnd.y - prevSegmentEnd.y) / 2);
var m2:Point = new Point((nextSegmentStart.x - segmentStart.x) / 2, (nextSegmentStart.y - segmentStart.y) / 2);
var n:int = hermiteValues.length;
for (var i:int = 0; i < n; i += 4) {
var h00:Number = hermiteValues[i];
var h10:Number = hermiteValues[i + 1];
var h01:Number = hermiteValues[i + 2];
var h11:Number = hermiteValues[i + 3];
var px:Number = h00 * segmentStart.x + h10 * m1.x + h01 * segmentEnd.x + h11 * m2.x;
var py:Number = h00 * segmentStart.y + h10 * m1.y + h01 * segmentEnd.y + h11 * m2.y;
target.lineTo(px, py);
}
}
}
This is not a perfect solution. But unfortunately, I cannot piece together how to accomplish what I want using curveTo(). Note that GraphicsUtilities.drawPolyLine() does accomplish what I am attempting to do--the problem there is that it is inflexible and I cannot parse the code (more importantly, it doesn't appear to properly draw acute angles--correct me if I am wrong). If anyone can provide any insight, please post. For now, the above is my answer.
I code this, I think it may help:
SWF: http://dl.dropbox.com/u/2283327/stackoverflow/SplineTest.swf
Code: http://dl.dropbox.com/u/2283327/stackoverflow/SplineTest.as
I left a lot of comments on the code. I wish it helps!
Here is the theory behind the code:
A and C are the first and last point, B is the "control point" in AS3 you can draw the curve like this:
graphics.moveTo(A.x, A.y);
graphics.curveTo(B.x, B.y, C.x, C.y);
Now, D is the mid-point of the vector AC. And the mid-point of DB is the mid-point of the curve. Now what I did in the code was to move B exactly to D+DB*2 so, if you draw the curve using that point as control point, the mid-point of the curve will be B.
PS: Sorry for my poor Enlgish

Tournament Brackets algorithm

I need to create an asp.net page that auto generate a brackets tournament tennis style.
Regarding the managing of match in database, it's not a problem.
The problem is the dynamic graphics creation of brackets.
The user will be able to create tournament by 2-4...32 players.
And i don't know ho to create the graphics bracket in html or gdi...
Using Silverlight, and a Grid, You can produce something like this:
To do it, define a regular UserControl containing a Grid. (This is the default when you build a silverlight app in VS2008 with the Silverlight 3.0 SDK).
Then, add a call to the following in the constructor for the user control:
private void SetupBracket(int n)
{
var black = new SolidColorBrush(Colors.Gray);
// number of levels, or rounds, in the single-elim tourney
int levels = (int)Math.Log(n, 2) + 1;
// number of columns in the Grid. There's a "connector"
// column between round n and round n+1.
int nColumns = levels * 2 - 1;
// add the necessary columns to the grid
var cdc = LayoutRoot.ColumnDefinitions;
for (int i = 0; i < nColumns; i++)
{
var cd = new ColumnDefinition();
// the width of the connector is half that of the regular columns
int width = ((i % 2) == 1) ? 1 : 2;
cd.Width = new GridLength(width, GridUnitType.Star);
cdc.Add(cd);
}
var rdc = LayoutRoot.RowDefinitions;
// in the grid, there is one row for each player, and
// an interleaving row between each pair of players.
int totalSlots = 2 * n - 1;
for (int i = 0; i < totalSlots; i++)
{
rdc.Add(new RowDefinition());
}
// Now we have a grid of the proper geometry.
// Next: fill it.
List<int> slots = new List<int>();
ImageBrush brush = new ImageBrush();
brush.ImageSource = new BitmapImage(new Uri("Bridge.png", UriKind.Relative));
// one loop for each level, or "round" in the tourney.
for (int j = 0; j < levels; j++)
{
// Figure the number of players in the current round.
// Since we insert the rounds in the reverse order,
// think of j as the "number of rounds remaining."
// Therefore, when j==0, playersThisRound=1.
// When j == 1, playersThisRound = 2. etc.
int playersThisRound = (int)Math.Pow(2, j);
int x = levels - j;
int f = (int)Math.Pow(2, x - 1);
for (int i = 0; i < playersThisRound; i++)
{
// do this in reverse order. The innermost round is
// inserted first.
var r = new TextBox();
r.Background = black;
if (j == levels - 1)
r.Text = "player " + (i + 1).ToString();
else
r.Text = "player ??";
// for j == 0, this is the last column in the grid.
// for j == levels-1, this is the first column.
// The grid column is not the same as the current
// round, because of the columns used for the
// interleaved connectors.
int k = 2 * (x - 1);
r.SetValue(Grid.ColumnProperty, k);
int m = (i * 2 + 1) * f - 1;
r.SetValue(Grid.RowProperty, m);
LayoutRoot.Children.Add(r);
// are we not on the last round?
if (j > 0)
{
slots.Add(m);
// Have we just inserted two rows? Then we need
// a connector between these two and the next
// round (the round previously added).
if (slots.Count == 2)
{
string xamlTriangle = "<Path xmlns='http://schemas.microsoft.com/winfx/2006/xaml/presentation' "+
"xmlns:x='http://schemas.microsoft.com/winfx/2006/xaml' " +
"Data='M0,0 L 100 50 0 100 Z' Fill='LightBlue' Stretch='Fill'/>";
Path path = (Path)System.Windows.Markup.XamlReader.Load(xamlTriangle);
path.SetValue(Grid.ColumnProperty, 2 * (x - 1) + 1);
path.SetValue(Grid.RowProperty, slots[0]);
path.SetValue(Grid.RowSpanProperty, slots[1] - slots[0] + 1);
this.LayoutRoot.Children.Add(path);
slots.Clear();
}
}
}
}
}
In the above, the connector is just an isosceles triangle, with the apex pointing to the right. It is generated by XamlReader.Load() on a string.
You would also want to pretty it up, style it with different colors and fonts, I guess.
You can insert this silverlight "user control" into any HTML web page, something like embedding a flash app into a page. There are silverlight plugins for IE, Firefox, Opera, Safari, and Chrome.
If you don't want to use Silverlight, you could use a similar approach to construct an HTML table.

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