The constructor of
the class that you derive from EntityJig will take an argument for the entity
that is being jigged. In this example we create a new circle and pass that
circle into the constructor for a class named myCircleJig that has inherited
from EntityJig. We then use the Drag function of the editor and pass in our
jig object. Once we call the Drag method several things will happen. First user
drag movement is obtained and this movement is interpreted as a distance,
angle, or point. These values are then used to update the entity's data and
the the entity's WorldDraw method is called to redraw the entity on the
screen. When all the desired properties of the entity are gathered by jigging
you can append the entity to the drawing. |
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