Ejemplo n.º 1
0
        public void InitializeLightStyles()
        {
            LightStyles.Initialize();

            //Reset the buffer so all styles will update in UpdateLightStyles
            Array.Fill(_cachedLightStyles, LightStyles.InvalidLightValue);
        }
Ejemplo n.º 2
0
        public void Update(ITime engineTime, float deltaSeconds)
        {
            LightStyles.AnimateLights(engineTime);

            VectorUtils.AngleToVectors(Angles, out _viewAngles);

            foreach (IUpdateable updateable in _updateables)
            {
                updateable.Update(deltaSeconds);
            }
        }
        private static async void OnLineNumbersVisiblePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            // Unpack the parameters and lock the UI
            Hilite_meHighlightStylePreviewControl @this = d.To <Hilite_meHighlightStylePreviewControl>();
            await @this.AnimationSemaphore.WaitAsync();

            // Update the preview
            if (@this.ReadLocalValue(HighlightStyleProperty) != DependencyProperty.UnsetValue)
            {
                bool light = LightStyles.Contains(@this.HighlightStyle);
                @this.FadeCanvas.Background             = new SolidColorBrush(light ? Colors.White : Colors.Black);
                @this.WebControl.DefaultBackgroundColor = light ? Colors.White : Colors.Black;
                String preview = await @this.LoadHTMLPreviewAsync();

                @this.WebControl.NavigateToString(preview);
            }
            @this.AnimationSemaphore.Release();
        }
Ejemplo n.º 4
0
        public void UpdateLightStyles(GraphicsDevice gd, SceneContext sc)
        {
            if (sc.LightStylesBuffer != null)
            {
                //Update the style buffer now, before anything is drawn
                for (var i = 0; i < BSPConstants.MaxLightStyles; ++i)
                {
                    var value = LightStyles.GetStyleValue(i);

                    if (_cachedLightStyles[i] != value)
                    {
                        _cachedLightStyles[i] = value;

                        //Index is multiplied here because of padding. See buffer creation code
                        gd.UpdateBuffer(sc.LightStylesBuffer, (uint)(i * Marshal.SizeOf <float>() * SceneContext.LightStylesElementMultiplier), ref value);
                    }
                }
            }
        }