public override ConCol PopColor() { var color = base.PopColor(); System.Console.ForegroundColor = ColorStack.Peek().ConsoleColor; return(color); }
/// <summary> /// Renamable obstacle in the home. /// </summary> /// <param name="parent">Containing panel</param> public Obstacle(Panel parent) : base(parent) { color = new ColorStack(BaseColor, SelectionColor, Color.Red); // Add name label name = new Label { Dock = DockStyle.Fill, TextAlign = ContentAlignment.MiddleLeft }; SetName("New obstacle"); Controls.Add(name); // Marker label marker = new Label { AutoSize = false, Dock = DockStyle.Left, Size = new Size(Room.PixelsPerMeter, Room.PixelsPerMeter), Text = "×", TextAlign = ContentAlignment.MiddleCenter }; marker.Font = new Font(marker.Font.FontFamily, 16); Controls.Add(marker); // Set mouse behaviour (on both labels, because they're on top) SetDraggable(name); SetDraggable(marker); // Design Repaint(); Size = new Size(125, 25); BringToFront(); // Obstacles are always above rooms }
/// <summary> /// Clears all of the renderer's layout parameter stacks. /// </summary> public void ClearLayoutStacks() { StyleStack.Clear(); FontStack.Clear(); ColorStack.Clear(); GlyphShaderStack.Clear(); LinkStack.Clear(); }
/// <summary> /// A room in the home. /// </summary> /// <param name="parent">Containing panel</param> public Room(Panel parent) : base(parent) { color = new ColorStack(BaseColor, SelectionColor, ActivationColor); // Add name label name = new Label { Dock = DockStyle.Fill, TextAlign = ContentAlignment.MiddleCenter }; SetName("New room"); Controls.Add(name); // Set mouse behaviour (on the filling label, because that's on top) SetDraggable(name); // Design BorderStyle = BorderStyle.FixedSingle; Size = new Size(5 * PixelsPerMeter, 5 * PixelsPerMeter); SendToBack(); // Rooms are always behind every other object }
public void PopStyleScope() { var scope = StyleStack.Count; while (FontStack.Count > 0 && FontStack.Peek().Scope == scope) { FontStack.Pop(); } while (ColorStack.Count > 0 && ColorStack.Peek().Scope == scope) { ColorStack.Pop(); } while (GlyphShaderStack.Count > 0 && GlyphShaderStack.Peek().Scope == scope) { GlyphShaderStack.Pop(); } }
/// <summary> /// A sensor in a room. /// </summary> /// <param name="parent">Containing element</param> public Sensor(SerializablePanel parent) : base(parent) { color = new ColorStack(BaseColor, SelectionColor, ActivationColor); // Marker label marker = new Label { AutoSize = false, ForeColor = Color.Gray, Dock = DockStyle.Fill, Size = new Size(SensorSize, SensorSize), Text = "O", TextAlign = ContentAlignment.MiddleCenter }; marker.Font = new Font(marker.Font.FontFamily, SensorSize / 2); Controls.Add(marker); // Set mouse behaviour (on the filling label, because that's on top) SetDraggable(marker); // Design Repaint(); Size = new Size(25, 25); BringToFront(); // Sensors are always above every other object sensors.Add(this); }
void Start() { colorStack = gameObject.GetComponent<ColorStack>(); }
public BaseDrawer() { _colorStack = new ColorStack(); _textureDatabase = TextureDatabaseProvider.GetDatabase(this); _contentCache = new GUIContentCache(); }
public BaseDrawer() { _colorStack = new ColorStack (); _textureDatabase = TextureDatabaseProvider.GetDatabase (this); _contentCache = new GUIContentCache (); }
public ConsoleWriter() { System.Console.ResetColor(); ColorStack.Push(new ConCol(System.Console.ForegroundColor)); }