Ejemplo n.º 1
0
        /// <summary>Creates a high quality rounded corner color-map.</summary>
        /// <param name="innerRadius">The inner radius.</param>
        /// <param name="outerRadius">The outer radius.</param>
        /// <param name="innerColor">Color of the inner.</param>
        /// <param name="outerColor">Color of the outer.</param>
        /// <returns>A color-map with a high quality rounded corner inside.</returns>
        private static ColorMap CreateHighQualityRoundedCornerColorMap(int innerRadius, int outerRadius, GUIColor innerColor, GUIColor outerColor)
        {
            int       x;
            int       y;
            const int GrowFactor = 4;
            int       width      = outerRadius * GrowFactor;
            int       height     = outerRadius * GrowFactor;

            // create a grown round corner
            var array = new ColorMap(width, height);

            for (x = 0; x < +width; x++)
            {
                for (y = 0; y < +height; y++)
                {
                    // get the distance to x,y
                    var r = Math.Sqrt((x * x) + (y * y));

                    if (r < innerRadius * GrowFactor)
                    {
                        array.Set(x, y, innerColor);
                    }
                    else if (r >= innerRadius * GrowFactor && r < outerRadius * GrowFactor)
                    {
                        array.Set(x, y, outerColor);
                    }
                }
            }

            // and shrink it
            array = ResizeImage(array, outerRadius, outerRadius);

            return(array);
        }
Ejemplo n.º 2
0
        private static ColorMap CreateRoundedCornerColorMap(int innerRadius, int outerRadius, GUIColor innerColor, GUIColor outerColor)
        {
            int x;
            int y;
            int width  = outerRadius;
            int height = outerRadius;

            var array = new ColorMap(width, height);

            for (x = 0; x < +width; x++)
            {
                for (y = 0; y < +height; y++)
                {
                    // get the distance to x,y
                    var r = Math.Sqrt((x * x) + (y * y));

                    if (r < innerRadius)
                    {
                        array.Set(x, y, innerColor);
                    }
                    else if (r >= innerRadius && r < outerRadius)
                    {
                        array.Set(x, y, outerColor);
                    }
                }
            }

            return(array);
        }
Ejemplo n.º 3
0
 /// <summary>
 /// Draws the vertical line on the given color-map.
 /// </summary>
 /// <param name="colorMap">The color map to draw into.</param>
 /// <param name="x">The x position to draw the line.</param>
 /// <param name="startY">The start y to draw the line.</param>
 /// <param name="endY">The end y to draw the line.</param>
 /// <param name="colorToUse">The color to use.</param>
 private static void DrawVerticalLineOnColorMap(ref ColorMap colorMap, int x, int startY, int endY, GUIColor colorToUse)
 {
     for (int y = startY; y < endY; y++)
     {
         colorMap.Set(x, y, colorToUse);
     }
 }
Ejemplo n.º 4
0
 /// <summary>
 /// Draws a horizontal line on the given color-map.
 /// </summary>
 /// <param name="colorMap">The color map to draw into.</param>
 /// <param name="y">The y position to draw the line.</param>
 /// <param name="startX">The start x to draw the line.</param>
 /// <param name="endX">The end x to draw the line.</param>
 /// <param name="colorToUse">The color to use.</param>
 private static void DrawHorizontalLineOnColorMap(ref ColorMap colorMap, int y, int startX, int endX, GUIColor colorToUse)
 {
     for (var x = startX; x < endX; x++)
     {
         colorMap.Set(x, y, colorToUse);
     }
 }
Ejemplo n.º 5
0
        private static void SetPixel(ref ColorMap colorMap, int imageWidth, int imageHeight, float x, float y, GUIColor colorToUse)
        {
            // all is centered , so shift it back t bitmap coordinates

            // shift x to bitmap location
            var tempX = (imageWidth / 2) + (int)x;

            if (tempX >= imageWidth)
            {
                return;
            }

            if (tempX <= 0)
            {
                return;
            }

            // shift y to bitmap location
            var tempY = (imageHeight / 2) + (int)y;

            if (tempY >= imageHeight)
            {
                return;
            }

            if (tempY <= 0)
            {
                return;
            }

            // get the location into my array
            colorMap.Set(tempX, tempY, colorToUse);
        }
Ejemplo n.º 6
0
        /// <summary>Creates the a texture with a rectangle with given color and border.</summary>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="borderWidth">Width of the border.</param>
        /// <param name="color">The color.</param>
        /// <param name="borderColor">Color of the border.</param>
        /// <returns>A color map with a rectangle image in the colorMap.</returns>
        public static ColorMap CreateRectangleColorMap(int width, int height, int borderWidth, GUIColor color, GUIColor borderColor)
        {
            var colorMap = new ColorMap(width, height);

            var left   = borderWidth;
            var right  = width - borderWidth;
            var top    = borderWidth;
            var bottom = height - borderWidth;

            GUIColor colorToUse;

            for (var wY = 0; wY < height; wY++)
            {
                for (var wX = 0; wX < width; wX++)
                {
                    colorToUse = color;

                    if (wX < left || wX >= right)
                    {
                        colorToUse = borderColor;
                    }

                    if (wY < top || wY >= bottom)
                    {
                        colorToUse = borderColor;
                    }

                    colorMap.Set(wX, wY, colorToUse);
                }
            }

            return(colorMap);
        }
Ejemplo n.º 7
0
 private static void CreateEmptyRectangleColorMap(ref ColorMap colorMap, int imageWidth, int imageHeight, GUIColor colorToUse)
 {
     for (var wY = 0; wY < imageHeight; wY++)
     {
         for (var wX = 0; wX < imageWidth; wX++)
         {
             colorMap.Set(wX, wY, colorToUse);
         }
     }
 }
Ejemplo n.º 8
0
 /// <summary>
 /// Draws a color filled rectangle on given color-map.
 /// </summary>
 /// <param name="colorMap">The color map.</param>
 /// <param name="startX">The start x.</param>
 /// <param name="startY">The start y.</param>
 /// <param name="endX">The end x.</param>
 /// <param name="endY">The end y.</param>
 /// <param name="colorToUse">The color to use.</param>
 private static void DrawRectangleOnColorMap(ref ColorMap colorMap, int startX, int startY, int endX, int endY, GUIColor colorToUse)
 {
     for (var x = startX; x < endX; x++)
     {
         for (var y = startY; y < endY; y++)
         {
             colorMap.Set(x, y, colorToUse);
         }
     }
 }
Ejemplo n.º 9
0
        /// <summary>Create a new color-map with a vertical flip of given color-map.</summary>
        /// <param name="source">The source.</param>
        /// <returns>A vertical flipped color-map.</returns>
        private static ColorMap FlipColorMapHVertical(ColorMap source)
        {
            var target = new ColorMap(source.Width, source.Height);

            for (int x = 0; x < source.Width; x++)
            {
                for (int y = 0; y < source.Height; y++)
                {
                    var sourcePixel = source.Get(x, y);
                    target.Set(x, (source.Height - 1) - y, sourcePixel);
                }
            }

            return(target);
        }
Ejemplo n.º 10
0
        private static ColorMap CreateRoundedCornerColorMap(int innerRadius, int outerRadius, GUIColor innerColor, GUIColor outerColor)
        {
            int x;
            int y;
            int width = outerRadius;
            int height = outerRadius;

            var array = new ColorMap(width, height);
            for (x = 0; x < +width; x++)
            {
                for (y = 0; y < +height; y++)
                {
                    // get the distance to x,y
                    var r = Math.Sqrt((x * x) + (y * y));

                    if (r < innerRadius)
                    {
                        array.Set(x, y, innerColor);
                    }
                    else if (r >= innerRadius && r < outerRadius)
                    {
                        array.Set(x, y, outerColor);
                    }
                }
            }

            return array;
        }
Ejemplo n.º 11
0
        private static void SetPixel(ref ColorMap colorMap, int imageWidth, int imageHeight, float x, float y, GUIColor colorToUse)
        {
            // all is centered , so shift it back t bitmap coordinates

            // shift x to bitmap location
            var tempX = (imageWidth / 2) + (int)x;
            if (tempX >= imageWidth)
            {
                return;
            }

            if (tempX <= 0)
            {
                return;
            }

            // shift y to bitmap location
            var tempY = (imageHeight / 2) + (int)y;
            if (tempY >= imageHeight)
            {
                return;
            }

            if (tempY <= 0)
            {
                return;
            }

            // get the location into my array
            colorMap.Set(tempX, tempY, colorToUse);
        }
Ejemplo n.º 12
0
        /// <summary>Resizes the color-map to the given target size.</summary>
        /// <param name="sourceArray">The source array.</param>
        /// <param name="targetWidth">Width of the target.</param>
        /// <param name="targetHeight">Height of the target.</param>
        /// <returns>A color-map with given target size.</returns>
        private static ColorMap ResizeImage(ColorMap sourceArray, int targetWidth, int targetHeight)
        {
            var targetArray = new ColorMap(targetWidth, targetHeight);

            // walk trough every pixel on the target
            // find out the area that the a pixel on target is covering on the source
            // average the source area into one pixel to be used on the target
            //
            // the way i am looking at it is that you have a target (emitting) rectangle standing on a table
            // and somewhere further in the distance you have a larger source (receiving) rectangle standing on a table
            // we are shooting beams trough the target (emitting) rectangle
            // those hit the source (receiving) rectangle at a given position
            // we use those hit-points to calculate what the color will be in the target rectangle
            for (int targetX = 0; targetX < targetWidth; targetX++)
            {
                for (int targetY = 0; targetY < targetHeight; targetY++)
                {
                    // we walk trough every point in the target rectangle

                    // find out, how big the source rectangle is
                    var sourceAreaWidth = (float)sourceArray.Width / targetWidth;
                    var sourceAreaHeight = (float)sourceArray.Height / targetHeight;

                    // find the center of the source rectangle (receiver) on the table
                    var percentageTargetX = (float)targetX / targetWidth;
                    var percentageTargetY = (float)targetY / targetHeight;
                    var sourceCentreX = Lerp(0, sourceArray.Width, percentageTargetX);
                    var sourceCentreY = Lerp(0, sourceArray.Height, percentageTargetY);

                    // get the array of pixels on the source rectangle , that we will use for averaging my location on the target rectangle
                    var sourceLeft = Math.Floor(sourceCentreX - (sourceAreaWidth * 0.5f));
                    var sourceRight = Math.Ceiling(sourceCentreX + (sourceAreaWidth * 0.5f));
                    var sourceTop = Math.Floor(sourceCentreY - (sourceAreaHeight * 0.5f));
                    var sourceBottom = Math.Ceiling(sourceCentreY + (sourceAreaHeight * 0.5f));

                    // get all the colors in the source rectangle that are targeted
                    var colorToAverage = new List<GUIColor>();
                    for (var parseX = (int)sourceLeft; parseX < sourceRight; parseX++)
                    {
                        for (var parseY = (int)sourceTop; parseY < sourceBottom; parseY++)
                        {
                            if (parseX < 0 || parseX > sourceArray.Width || parseY < 0 || parseY > sourceArray.Height)
                            {
                                continue;
                            }

                            var sourceColor = sourceArray.Get(parseX, parseY);
                            colorToAverage.Add(sourceColor);
                        }
                    }

                    // average those colors into the color that will be used in the target rectangle
                    float r = 0;
                    float g = 0;
                    float b = 0;
                    float a = 0;
                    for (var index = 0; index < colorToAverage.Count; index++)
                    {
                        var clr = colorToAverage[index];
                        r = r + clr.R;
                        g = g + clr.G;
                        b = b + clr.B;
                        a = a + clr.A;
                    }

                    r = r / colorToAverage.Count;
                    g = g / colorToAverage.Count;
                    b = b / colorToAverage.Count;
                    a = a / colorToAverage.Count;

                    targetArray.Set(targetX, targetY, new GUIColor((byte)r, (byte)g, (byte)b, (byte)a));
                }
            }

            return targetArray;
        }
Ejemplo n.º 13
0
        /// <summary>Creates the a texture with a rectangle with given color and border.</summary>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="borderWidth">Width of the border.</param>
        /// <param name="color">The color.</param>
        /// <param name="borderColor">Color of the border.</param>
        /// <returns>A color map with a rectangle image in the colorMap.</returns>
        public static ColorMap CreateRectangleColorMap(int width, int height, int borderWidth, GUIColor color, GUIColor borderColor)
        {
            var colorMap = new ColorMap(width, height);

            var left = borderWidth;
            var right = width - borderWidth;
            var top = borderWidth;
            var bottom = height - borderWidth;

            GUIColor colorToUse;

            for (var wY = 0; wY < height; wY++)
            {
                for (var wX = 0; wX < width; wX++)
                {
                    colorToUse = color;

                    if (wX < left || wX >= right)
                    {
                        colorToUse = borderColor;
                    }

                    if (wY < top || wY >= bottom)
                    {
                        colorToUse = borderColor;
                    }

                    colorMap.Set(wX, wY, colorToUse);
                }
            }

            return colorMap;
        }
Ejemplo n.º 14
0
 private static void CreateEmptyRectangleColorMap(ref ColorMap colorMap, int imageWidth, int imageHeight, GUIColor colorToUse)
 {
     for (var wY = 0; wY < imageHeight; wY++)
     {
         for (var wX = 0; wX < imageWidth; wX++)
         {
             colorMap.Set(wX, wY, colorToUse);
         }
     }
 }
Ejemplo n.º 15
0
        /// <summary>Resizes the color-map to the given target size.</summary>
        /// <param name="sourceArray">The source array.</param>
        /// <param name="targetWidth">Width of the target.</param>
        /// <param name="targetHeight">Height of the target.</param>
        /// <returns>A color-map with given target size.</returns>
        private static ColorMap ResizeImage(ColorMap sourceArray, int targetWidth, int targetHeight)
        {
            var targetArray = new ColorMap(targetWidth, targetHeight);

            // walk trough every pixel on the target
            // find out the area that the a pixel on target is covering on the source
            // average the source area into one pixel to be used on the target
            //
            // the way i am looking at it is that you have a target (emitting) rectangle standing on a table
            // and somewhere further in the distance you have a larger source (receiving) rectangle standing on a table
            // we are shooting beams trough the target (emitting) rectangle
            // those hit the source (receiving) rectangle at a given position
            // we use those hit-points to calculate what the color will be in the target rectangle
            for (int targetX = 0; targetX < targetWidth; targetX++)
            {
                for (int targetY = 0; targetY < targetHeight; targetY++)
                {
                    // we walk trough every point in the target rectangle

                    // find out, how big the source rectangle is
                    var sourceAreaWidth  = (float)sourceArray.Width / targetWidth;
                    var sourceAreaHeight = (float)sourceArray.Height / targetHeight;

                    // find the center of the source rectangle (receiver) on the table
                    var percentageTargetX = (float)targetX / targetWidth;
                    var percentageTargetY = (float)targetY / targetHeight;
                    var sourceCentreX     = Lerp(0, sourceArray.Width, percentageTargetX);
                    var sourceCentreY     = Lerp(0, sourceArray.Height, percentageTargetY);

                    // get the array of pixels on the source rectangle , that we will use for averaging my location on the target rectangle
                    var sourceLeft   = Math.Floor(sourceCentreX - (sourceAreaWidth * 0.5f));
                    var sourceRight  = Math.Ceiling(sourceCentreX + (sourceAreaWidth * 0.5f));
                    var sourceTop    = Math.Floor(sourceCentreY - (sourceAreaHeight * 0.5f));
                    var sourceBottom = Math.Ceiling(sourceCentreY + (sourceAreaHeight * 0.5f));

                    // get all the colors in the source rectangle that are targeted
                    var colorToAverage = new List <GUIColor>();
                    for (var parseX = (int)sourceLeft; parseX < sourceRight; parseX++)
                    {
                        for (var parseY = (int)sourceTop; parseY < sourceBottom; parseY++)
                        {
                            if (parseX < 0 || parseX > sourceArray.Width || parseY < 0 || parseY > sourceArray.Height)
                            {
                                continue;
                            }

                            var sourceColor = sourceArray.Get(parseX, parseY);
                            colorToAverage.Add(sourceColor);
                        }
                    }

                    // average those colors into the color that will be used in the target rectangle
                    float r = 0;
                    float g = 0;
                    float b = 0;
                    float a = 0;
                    for (var index = 0; index < colorToAverage.Count; index++)
                    {
                        var clr = colorToAverage[index];
                        r = r + clr.R;
                        g = g + clr.G;
                        b = b + clr.B;
                        a = a + clr.A;
                    }

                    r = r / colorToAverage.Count;
                    g = g / colorToAverage.Count;
                    b = b / colorToAverage.Count;
                    a = a / colorToAverage.Count;

                    targetArray.Set(targetX, targetY, new GUIColor((byte)r, (byte)g, (byte)b, (byte)a));
                }
            }

            return(targetArray);
        }
Ejemplo n.º 16
0
        /// <summary>Fills in the content of the control showing all values of Luminance (0 to 100%) for the given
        /// Hue and Saturation.</summary>
        /// <param name="map">The map to update.</param>
        private void DrawStyleLuminance(ref ColorMap map)
        {
            // Use the H and S values of the current color (m_hsl)
            var colorToConvert = new HSL
            {
                H = this.hsl.H,
                S = this.hsl.S
            };

            // i represents the current line of pixels we want to draw horizontally
            for (var i = 0; i < map.Height; i++)
            {
                // L (Luminance) is based on the current vertical position
                colorToConvert.L = 1.0 - ((double)i / map.Height);

                // Get the Color for this line
                var rgb = AdobeColors.HSLToRGB(colorToConvert);
                for (var l = 0; l < map.Width; l++)
                {
                    map.Set(l, i, rgb);
                }
            }
        }
Ejemplo n.º 17
0
        /// <summary>Create a new color-map with a vertical flip of given color-map.</summary>
        /// <param name="source">The source.</param>
        /// <returns>A vertical flipped color-map.</returns>
        private static ColorMap FlipColorMapHVertical(ColorMap source)
        {
            var target = new ColorMap(source.Width, source.Height);
            for (int x = 0; x < source.Width; x++)
            {
                for (int y = 0; y < source.Height; y++)
                {
                    var sourcePixel = source.Get(x, y);
                    target.Set(x, (source.Height - 1) - y, sourcePixel);
                }
            }

            return target;
        }
Ejemplo n.º 18
0
 /// <summary>
 /// Draws the vertical line on the given color-map.
 /// </summary>
 /// <param name="colorMap">The color map to draw into.</param>
 /// <param name="x">The x position to draw the line.</param>
 /// <param name="startY">The start y to draw the line.</param>
 /// <param name="endY">The end y to draw the line.</param>
 /// <param name="colorToUse">The color to use.</param>
 private static void DrawVerticalLineOnColorMap(ref ColorMap colorMap, int x, int startY, int endY, GUIColor colorToUse)
 {
     for (int y = startY; y < endY; y++)
     {
         colorMap.Set(x, y, colorToUse);
     }
 }
Ejemplo n.º 19
0
        /// <summary>Creates a high quality rounded corner color-map.</summary>
        /// <param name="innerRadius">The inner radius.</param>
        /// <param name="outerRadius">The outer radius.</param>
        /// <param name="innerColor">Color of the inner.</param>
        /// <param name="outerColor">Color of the outer.</param>
        /// <returns>A color-map with a high quality rounded corner inside.</returns>
        private static ColorMap CreateHighQualityRoundedCornerColorMap(int innerRadius, int outerRadius, GUIColor innerColor, GUIColor outerColor)
        {
            int x;
            int y;
            const int GrowFactor = 4;
            int width = outerRadius * GrowFactor;
            int height = outerRadius * GrowFactor;

            // create a grown round corner
            var array = new ColorMap(width, height);
            for (x = 0; x < +width; x++)
            {
                for (y = 0; y < +height; y++)
                {
                    // get the distance to x,y
                    var r = Math.Sqrt((x * x) + (y * y));

                    if (r < innerRadius * GrowFactor)
                    {
                        array.Set(x, y, innerColor);
                    }
                    else if (r >= innerRadius * GrowFactor && r < outerRadius * GrowFactor)
                    {
                        array.Set(x, y, outerColor);
                    }
                }
            }

            // and shrink it
            array = ResizeImage(array, outerRadius, outerRadius);

            return array;
        }
Ejemplo n.º 20
0
 /// <summary>
 /// Draws a horizontal line on the given color-map.
 /// </summary>
 /// <param name="colorMap">The color map to draw into.</param>
 /// <param name="y">The y position to draw the line.</param>
 /// <param name="startX">The start x to draw the line.</param>
 /// <param name="endX">The end x to draw the line.</param>
 /// <param name="colorToUse">The color to use.</param>
 private static void DrawHorizontalLineOnColorMap(ref ColorMap colorMap, int y, int startX, int endX, GUIColor colorToUse)
 {
     for (var x = startX; x < endX; x++)
     {
         colorMap.Set(x, y, colorToUse);
     }
 }
Ejemplo n.º 21
0
        /// <summary>
        /// Draws this control in the style blue.
        /// </summary>
        /// <param name="map">The map to update.</param>
        private void DrawStyleBlue(ref ColorMap map)
        {
            var blue = this.rgba.B;
            for (var x = 0; x < map.Width; x++)
            {
                for (var y = 0; y < map.Height; y++)
                {
                    // red = x, green = y , blue is constant
                    var red = Round((x / map.Width) * 255);
                    var green = Round(255 - (255 * (double)y / (map.Height - 4)));

                    map.Set(x, y, new GUIColor((byte)red, (byte)green, blue));
                }
            }
        }
Ejemplo n.º 22
0
 /// <summary>
 /// Draws a color filled rectangle on given color-map.
 /// </summary>
 /// <param name="colorMap">The color map.</param>
 /// <param name="startX">The start x.</param>
 /// <param name="startY">The start y.</param>
 /// <param name="endX">The end x.</param>
 /// <param name="endY">The end y.</param>
 /// <param name="colorToUse">The color to use.</param>
 private static void DrawRectangleOnColorMap(ref ColorMap colorMap, int startX, int startY, int endX, int endY, GUIColor colorToUse)
 {
     for (var x = startX; x < endX; x++)
     {
         for (var y = startY; y < endY; y++)
         {
             colorMap.Set(x, y, colorToUse);
         }
     }
 }
Ejemplo n.º 23
0
        /// <summary>
        /// Draws this control in the style red.
        /// </summary>
        /// <param name="map">The map to update.</param>
        private void DrawStyleRed(ref ColorMap map)
        {
            var red = this.rgba.G;
            for (var x = 0; x < map.Width; x++)
            {
                for (var y = 0; y < map.Height; y++)
                {
                    // red = constant, green = x , blue = y
                    var green = Round((x / map.Width) * 255);
                    var blue = Round(255 - (255 * (double)y / (map.Height - 4)));

                    map.Set(x, y, new GUIColor(red, (byte)green, (byte)blue));
                }
            }
        }
Ejemplo n.º 24
0
        /// <summary>
        /// Fills in the content of the control showing all values of Hue (from 0 to 360) , a rainbow
        /// </summary>
        /// <param name="map">The map to update.</param>
        private static void DrawStyleHue(ref ColorMap map)
        {
            // S and L will both be at 100% for this DrawStyle
            var hsl = new HSL
            {
                S = 1.0,
                L = 1.0
            };

            // i represents the current line of pixels we want to draw horizontally
            for (var i = 0; i < map.Height; i++)
            {
                // H (hue) is based on the current vertical position
                hsl.H = 1.0 - ((double)i / map.Height);

                // Get the Color for this line
                var rgb = AdobeColors.HSLToRGB(hsl);
                for (var l = 0; l < map.Width; l++)
                {
                    map.Set(l, i, rgb);
                }
            }
        }
Ejemplo n.º 25
0
        /// <summary>
        /// Draws this control in the style saturation.
        /// </summary>
        /// <param name="map">The map to update.</param>
        private void DrawStyleSaturation(ref ColorMap map)
        {
            var hslStart = new HSL();
            var hslEnd = new HSL();
            hslStart.S = this.hsl.S;
            hslEnd.S = this.hsl.S;
            hslStart.L = 1.0;
            hslEnd.L = 0.0;

            for (var x = 0; x < map.Width; x++)
            {
                for (var y = 0; y < map.Height; y++)
                {
                    // Calculate Hue at this line (Saturation and Luminance are constant)
                    hslStart.H = (double)x / map.Width;
                    hslEnd.H = hslStart.H;

                    var rgbStart = AdobeColors.HSLToRGB(hslStart);
                    var rgbEnd = AdobeColors.HSLToRGB(hslEnd);

                    var lerpValue = y / map.Height;

                    var rgbValue = AdobeColors.Lerp(rgbStart, rgbEnd, lerpValue);
                    map.Set(x, y, rgbValue);
                }
            }
        }
Ejemplo n.º 26
0
        /// <summary>Fills in the content of the control showing all values of Blue (0 to 255) for the given
        /// Red and Green.</summary>
        /// <param name="map">The map to update.</param>
        private void DrawStyleBlue(ref ColorMap map)
        {
            // i represents the current line of pixels we want to draw horizontally
            for (var i = 0; i < map.Height; i++)
            {
                // red is based on the current vertical position
                var blue = 255 - Round(255 * (double)i / map.Height);

                // Get the Color for this line
                var rgb = GUIColor.FromARGB(this.rgba.R, this.rgba.G, blue);
                for (var l = 0; l < map.Width; l++)
                {
                    map.Set(l, i, rgb);
                }
            }
        }
Ejemplo n.º 27
0
        /// <summary>
        /// Draws this control in the style hue.
        /// </summary>
        /// <param name="map">The map to update.</param>
        private void DrawStyleHue(ref ColorMap map)
        {
            var hslStart = new HSL();
            var hslEnd = new HSL();

            hslStart.H = this.hsl.H;
            hslEnd.H = this.hsl.H;

            hslStart.S = 0;
            hslEnd.S = 1;

            for (var y = 0; y < map.Height; y++)
            {
                hslStart.L = (float)y / map.Height;
                hslEnd.L = hslStart.L;

                var rgbStart = AdobeColors.HSLToRGB(hslStart);
                var rgbEnd = AdobeColors.HSLToRGB(hslEnd);

                for (var x = 0; x < map.Width; x++)
                {
                    var lerpValue = 1 - (x / (float)map.Width);

                    // System.Diagnostics.Debug.WriteLine(lerpValue);
                    var rgbValue = AdobeColors.Lerp(rgbStart, rgbEnd, lerpValue);
                    map.Set(x, y, rgbValue);
                }
            }
        }