An abstract class representing a map layer. One can derive from it to add custom content to the map.
Inheritance: MonoBehaviour
        void CompositionTarget_Rendering(object sender, EventArgs e)
        {
            // Change the opacity of the fromLayer and toLayer
            double opacity = -1;
            if (animatingLayer == fromLayer)
            {
                opacity = Math.Max(0, fromLayer.Opacity - .05);
                fromLayer.Opacity = opacity;
            }
            else
            {
                opacity = Math.Min(1, toLayer.Opacity + .05);
                toLayer.Opacity = opacity;
            }

            // When transition complete, set reset properties and unhook handler
            if (opacity == 1 || opacity == 0)
            {
                fromLayer.Opacity = 0;
                fromLayer.Visible = false;
                animatingLayer = null;
                CompositionTarget.Rendering -= CompositionTarget_Rendering;
                // If layer pending animation, start fading
                if (pendingLayer != null)
                    Fade(toLayer, pendingLayer);
                pendingLayer = null;
            }
        }
Example #2
0
        public void Draw(Layer layer)
        {
            if (activeItem != null)
            {
                switch (activeItem.NextItem)
                {
                    case TriggerType.MessageClose :
                        break;

                    default :
                        SpriteBatch spriteBatch = GameState.spriteBatch;
                        spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, Settings.spriteScale);
                        foreach (TutorialPair pair in activeItem.PairList)
                        {
                            if (pair.Kind == PositionKind.POS_2D && layer == Layer.Layer3)
                            {
                                TextWrapping.DrawStringOnScreen(pair.Text, font, Settings.colorMainText, pair.Position.X, pair.Position.Y, spriteBatch, 50f);
                            }
                            else if (pair.Kind == PositionKind.POS_3D && layer == Layer.Layer1)
                            {
                                BoundingFrustum frustum = new BoundingFrustum(GameState.view * GameState.projection);
                                ContainmentType containmentType = frustum.Contains(Vector3.Transform(new Vector3(0.0f, 0.0f, 0.0f), pair.World));
                                if (containmentType != ContainmentType.Disjoint)
                                {
                                    Vector3 point3D = GameState.game.GraphicsDevice.Viewport.Project(new Vector3(0.0f, 0.0f, 0.0f), GameState.projection, GameState.view, pair.World);
                                    TextWrapping.DrawStringOnScreen(pair.Text, font, Settings.colorMainText, Settings.UnScaleW(point3D.X) + pair.Position.X, Settings.UnScaleH(point3D.Y) + pair.Position.Y, spriteBatch, 50f);
                                }
                            }
                        }
                        spriteBatch.End();
                        break;
                }
            }
        }
Example #3
0
        void NumberOfNeuronsChanged(Layer layer)
        {
            dgvTrainingSets.Rows.Clear();
            dgvTrainingSets.Columns.Clear();
            dgvValidationSets.Rows.Clear();
            dgvValidationSets.Columns.Clear();

            int c = 0;
            for (int i = 1; i <= NN.InputLayer.NumberOfNeurons; i++)
            {
                dgvTrainingSets.Columns.Add("col" + c++, "Input " + i);
            }
            for (int i = 1; i <= NN.OutputLayer.NumberOfNeurons; i++)
            {
                dgvTrainingSets.Columns.Add("col" + c++, "Output " + i);
            }
            c = 0;
            for (int i = 1; i <= NN.InputLayer.NumberOfNeurons; i++)
            {
                dgvValidationSets.Columns.Add("col" + c++, "Input " + i);
            }
            for (int i = 1; i <= NN.OutputLayer.NumberOfNeurons; i++)
            {
                dgvValidationSets.Columns.Add("col" + c++, "Output " + i);
            }
        }
Example #4
0
        public void Draw( Layer layer, Texture2D atlas, Rectangle offset, Vector2 position )
        {
            Debug.Assert( atlas != null, "Texture must be valid" );
            Debug.Assert( mSpritesToDraw.Count > (int) layer, "There is so such layer" );

            mSpritesToDraw[(int)layer].Add( new SpriteRenderInfo( atlas, offset, position ) );
        }
        public void LayerTest()
        {
            TestManager.Helpers.CreateTestScene("LayerTest.scene");
              IScene scene = EditorManager.Scene;

              Assert.IsTrue(scene.Save());
              Assert.AreEqual(1,scene.Layers.Count);

              // default layer should be active
              Assert.IsNotNull(scene.ActiveLayer);
              Assert.AreEqual(1,scene.Layers.Count);

              Layer layer1 = new Layer("added1");
              scene.AddLayer(layer1,false);
              Assert.AreEqual(2,scene.Layers.Count);

              Layer layer2 = new Layer("added2");
              scene.AddLayer(layer2,true);
              Assert.AreEqual(3,scene.Layers.Count);
              Assert.AreEqual(layer2,scene.ActiveLayer);

              Assert.IsTrue(scene.RemoveLayer(layer2));
              Assert.IsNotNull(scene.ActiveLayer);
              Assert.IsFalse(layer2==scene.ActiveLayer);

              TestManager.Helpers.CloseTestProject();
        }
Example #6
0
    private void MoveCaravan(Layer layer, Caravan caravan)
    {
        var d = layer.Sections[1].gameObject.transform.position.x * -1;
        Vector3 normal;
        float y;
        layer.Sections[1].GetAt(d, out normal, out y);
        caravan.Followers[0].SetPosition(new Vector3(0, layer.Sections[1].gameObject.transform.position.y + y, 0));
        caravan.Followers[0].SetRotation(new Vector3(0, 0, (float)(Mathf.Rad2Deg * Math.Atan2(normal.y, normal.x)) - 90));

        for (int i = 1; i < caravan.Followers.Count; i++)
        {
            var del = (layer.Sections[1].gameObject.transform.position.x * -1) - i * 1.5f;
            if (del >= 0)
            {
                d = del;
                layer.Sections[1].GetAt(d, out normal, out y);
                caravan.Followers[i].SetPosition(new Vector3(0 - i * 1.5f, layer.Sections[1].gameObject.transform.position.y + y, 0));
                caravan.Followers[i].SetRotation(new Vector3(0, 0,
                    (float) (Mathf.Rad2Deg*Math.Atan2(normal.y, normal.x)) - 90));
            }
            else
            {
                d = layer.SectionLength + del;
                layer.Sections[0].GetAt(d, out normal, out y);
                caravan.Followers[i].SetPosition(new Vector3(0 - i * 1.5f, layer.Sections[0].gameObject.transform.position.y + y, 0));
                caravan.Followers[i].SetRotation(new Vector3(0, 0,
                    (float) (Mathf.Rad2Deg*Math.Atan2(normal.y, normal.x)) - 90));
            }
        }
    }
 public virtual void OnLayerChanged(Layer newLayer, Layer oldLayer)
 {
     if (LayerChangedEventHandler != null)
     {
         LayerChangedEventHandler(this, new LayerChangedEventArgs { NewLayer = newLayer, OldLayer = oldLayer });
     }
 }
        public void Think_CausesEachNeuronInLayerToThink()
        {
            Layer layer = new Layer(numberOfNeurons: 2);

            // Give each neuron one input and one output.
            layer.Neurons[0].Inputs.Add(new Synapse { Weight = 1, Value = 4 });
            layer.Neurons[1].Inputs.Add(new Synapse { Weight = 2, Value = 3 });
            layer.Neurons[0].Outputs.Add(new Synapse());
            layer.Neurons[1].Outputs.Add(new Synapse());

            // Reset the biases since we know they are randomized, and we want to disregard them.
            layer.Neurons[0].Bias = layer.Neurons[1].Bias = 0;

            // Execute the code to test.
            layer.Think();

            // Validate that each neuron sets the value for its output.
            // -4 is the sum of the neurons bias and all its inputs weights times their value.
            Assert.AreEqual(
                1 / (1 + Math.Pow(Math.E, -4)),
                layer.Neurons[0].Outputs[0].Value,
                "First neuron output");

            // -6 is the sum of the neurons bias and all its inputs weights times their value.
            Assert.AreEqual(
                1 / (1 + Math.Pow(Math.E, -6)),
                layer.Neurons[1].Outputs[0].Value,
                "Second neuron output");
        }
 public DeleteLayerHistoryMemento(string name, ImageResource image, IHistoryWorkspace historyWorkspace, Layer deleteMe)
     : base(name, image)
 {
     this.historyWorkspace = historyWorkspace;
     this.index = historyWorkspace.Document.Layers.IndexOf(deleteMe);
     this.Data = new DeleteLayerHistoryMementoData(deleteMe);
 }
Example #10
0
 public Highlight()
 {
     Color = Color.White;
     Layer = SpriteManager.AddLayer();
     Layer.Name = "GlueView Highlight shapes layer";
     mHighlightShapes = new List<Polygon>();
 }
        public void Constructor_CreatesCorrectNumberOfNeurons()
        {
            Layer layer = new Layer(numberOfNeurons: 5);

            Assert.AreEqual(5, layer.Neurons.Count);
            Assert.IsTrue(layer.Neurons.All(n => n != null));
        }
Example #12
0
 public AddBrick(LayerBrick layer, Layer.LayerItem brickOrGroup)
 {
     mBrickLayer = layer;
     mBrickOrGroup = brickOrGroup;
     // after setting the brick or group, call the init brick list function
     initBrickList();
 }
Example #13
0
        public StateEditor(int Row, int Column)
            : base(StateID.Editor)
        {
            //Draw Cursor
            m_VisibleCursor = true;

            //Set Values
            BoardRow        = Row;
            BoardColumn     = Column;
            SelectedHeight  = 1;
            SelectedWidth   = 1;

            //Nulling Stuffs
            m_Data          = null;
            m_Buttons       = null;
            m_MenuButtons   = null;
            m_Sky           = null;
            m_SkyLayer      = null;
            m_Arrow         = null;
            m_Ships         = null;
            m_Board         = null;
            m_SideBar       = null;
            m_SideBarPanel  = null;
            m_Window        = null;
            m_Help          = null;
        }
        private void Fade(Layer from, Layer to)
        {
            // If in process of animating
            if (animatingLayer != null)
            {
                pendingLayer = to;
                return;
            }
            pendingLayer = null;

            to.Opacity = 0;
            to.Visible = true;
            Dispatcher.BeginInvoke(() =>
            {
                if (progress >= 97)
                    StartFade(from, to);
                else // Wait for layer to load before fading to it
                {
                    EventHandler<ProgressEventArgs> handler = null;
                    handler = (s, e) =>
                    {
                        if (e.Progress >= 97)
                        {
                            MyMap.Progress -= handler;
                            StartFade(from, to);
                        }
                    };
                    MyMap.Progress += handler;
                }
            });
        }
        public ScalableElementRuntime(IElement elementSave, Layer layerProvidedByContainer,
            NamedObjectSave namedObjectSave, EventHandler<VariableSetArgs> onBeforeVariableSet,
            EventHandler<VariableSetArgs> onAfterVariableSet)
            : base(elementSave, layerProvidedByContainer, namedObjectSave, onBeforeVariableSet, onAfterVariableSet)
        {

        }
Example #16
0
        public ReactiveHud()
        {			

            mMarkerLayer = SpriteManager.AddLayer();

            #region Create the Sprite Over Marker

            mSpriteOverMarker = SpriteManager.AddSprite(
                FlatRedBallServices.Load<Texture2D>("Content/smallSquareClear.bmp", AppState.Self.PermanentContentManager),
                mMarkerLayer);
            mSpriteOverMarker.RelativeZ = -.0001f;
            mSpriteOverMarker.Visible = false;
            mSpriteOverMarker.Alpha = 100;                

			#endregion

            #region Create the Current Emitter Marker

            mCurrentEmitterMarker = SpriteManager.AddSprite(
                FlatRedBallServices.Load<Texture2D>("Content/smallSquare.bmp", AppState.Self.PermanentContentManager),
                mMarkerLayer);
            mCurrentEmitterMarker.Visible = false;

            #endregion

            mEmissionAreaVisibleRepresentation = new EmissionAreaVisibleRepresentation();
        }
Example #17
0
 public LayeredItem(Board board, Layer layer, int zm, int x, int y, int z)
     : base(board, x, y, z)
 {
     this.layer = layer;
     layer.Items.Add(this);
     this.zm = zm;
 }
Example #18
0
 public Background(GraphicsDeviceManager graphics, Color backgroundColor, Layer[] layerList)
 {
     _graphics = graphics;
     BackgroundColor = backgroundColor;
     _layerList = new List<Layer>();
     _layerList.AddRange(layerList);
 }
        public override bool Execute()
        {
            var layer = new Layer(SelectedLayer);
              ActiveImage.InsertLayer(layer, 0);

              if (_name != null)
            {
              layer.Name = _name;
            }
              else
            {
              var rx = new Regex(@"(.* copy)(.+)");
              var m = rx.Match(layer.Name);
              if (m.Groups.Count == 3)
            {
              int nr = Convert.ToInt32("1") + 1;
              layer.Name = m.Groups[1] + " " + nr;
            }
            }

              ActiveDrawable = layer;
              SelectedLayer = layer;

              return true;
        }
 /// <summary>
 /// This function adds a given layer to the tree. 
 /// </summary>
 /// <param name="layer">The layer that is being added. </param>
 public void AddLayerToTree(Layer layer)
 {
     MenuItem root = new MenuItem() { Title = "Location" };
     root.Items.Add(new MenuItem() { Title = "Time" });
     //TreeViewItems.Add(root);
     //LayerView.Items.Add(root);
 }
Example #21
0
        //liczba warstw i neuronow w kazdej warstwie
        public Perceptron(int[] neurons)
        {
            layerList = new List<Layer>();

            if (neurons == null)
            {
                throw new Exception("Bad parameters for perceptron constructor");
            }
            int layers = neurons.Length;
            this.inputSize = neurons[0];
            this.outputSize = neurons[layers - 1];
            Random r = new Random();
            for (int i = 0; i < layers; i++)
            {
                Layer l = new Layer(i,neurons[i]);
                layerList.Add(l);
            }
              /*      for (int i = 0; i < layers-1; i++)
            {
                for (int j = 0; j < neurons[i+1]; j++)
                {
                    List<Neuron> l = this.layerList[i].getNeuronList();
                    Neuron n = this.layerList[i+1].getNeuronIndex(j);

                    for (int k = 0; k < l.Count; k++)
                    {
                        n.addToHashtable(l[k],0.1);//r.NextDouble() );
                    }
                }
            }*/
            SetRandomWeights();
        }
Example #22
0
 public AddLayer(string layerType, bool updateLayerView)
 {
     // update the view unless specified by the parameter.
     // This param can be null in case we want to create several layer and updating the view at the end (which is the case at startup)
     // but we won't keep that settings after the first redo
     mUpdateLayerView = updateLayerView ? UpdateViewType.FULL : UpdateViewType.NONE;
     mLayerType = layerType;
     // create the layer according to the type
     // if the layer does not exists
     switch (layerType)
     {
         case "LayerGrid":
             mLayerAdded = new LayerGrid();
             break;
         case "LayerBrick":
             mLayerAdded = new LayerBrick();
             break;
         case "LayerText":
             mLayerAdded = new LayerText();
             break;
         case "LayerArea":
             mLayerAdded = new LayerArea();
             break;
         case "LayerRuler":
             mLayerAdded = new LayerRuler();
             break;
     }
 }
    void CalcNoise(Layer layer)
    {
        // For each pixel in the texture...
        for (int x = 0; x < noiseTex.width; x++)
        {
            for (int y = layer.start[x]; y < layer.end[x]; y++)
            {
                // Get a sample from the corresponding position in the noise plane
                // and create a greyscale pixel from it.
                float xCoord = layer.xOff + Mathf.Abs((float)x / (noiseTex.width / 2) - 1.0f) * layer.scale;
                float yCoord = layer.yOff + (float)y / noiseTex.height * layer.scale;
                float sample = Mathf.PerlinNoise(xCoord, yCoord);

                for(int i = 0; i < colors.Length; ++i)
                {
                    if (sample < colors[i].threshold)
                    {
                        //pix[y * noiseTex.width + x] = colors[i].color;
                        pix[y * noiseTex.width + x] = Color.Lerp(colors[i].color, layer.color, layer.ratio);
                        break;
                    }
                }
            }
        }

        // Copy the pixel data to the texture and load it into the GPU.
        noiseTex.SetPixels(pix);
        noiseTex.Apply();
    }
Example #24
0
        public int UpdateLayer(Layer layerInfo)
        {
            var command = string.Format(SqlUpdateLayer, layerInfo.Caption, layerInfo.Description, layerInfo.ID, layerInfo.Visible ? 1 : 0, layerInfo.LineWidth, layerInfo.BorderWidth, layerInfo.Opacity, 
                layerInfo.LineColor, layerInfo.RegionColor, layerInfo.BorderColor);

           return adapter.ExecuteNonQuery(command);
        }
Example #25
0
 public BaseClothing( int itemID, Layer layer, int hue )
     : base(itemID)
 {
     Layer = layer;
     Hue = hue;
     m_Quality = CraftQuality.Regular;
 }
Example #26
0
        private void buttonAddLayer_Click(object sender, EventArgs e)
        {
            if (treeViewLayers.SelectedNode != null)
            {
                if (treeViewLayers.SelectedNode.Parent != null)
                {
                    int index = treeViewLayers.SelectedNode.Parent.Nodes.IndexOf(treeViewLayers.SelectedNode);

                    TreeNode newNode =  treeViewLayers.SelectedNode.Parent.Nodes.Insert(index + 1, "untitled");

                    Layer newLayer = new Layer((Layer)treeViewLayers.SelectedNode.Parent.Tag);
                    newLayer.AttachToTreeNode(newNode);
                    Layer parentLayer = (Layer)treeViewLayers.SelectedNode.Parent.Tag;

                    _scene.Layers.Add(newLayer, parentLayer);

                }
                else
                {
                    int index = treeViewLayers.Nodes.IndexOf(treeViewLayers.SelectedNode);
                    TreeNode newNode = treeViewLayers.Nodes.Insert(index + 1, "untitled");

                    Layer newLayer = new Layer(null);
                    newLayer.AttachToTreeNode(newNode);
                    _scene.Layers.Add(newLayer);
                }

            }
        }
        protected override void WriteAttributes(Layer layer)
        {
            base.WriteAttributes(layer);
            ArcGISDynamicMapServiceLayer dynamicLayer = layer as ArcGISDynamicMapServiceLayer;
            if (dynamicLayer != null)
            {
                WriteAttribute("Url", dynamicLayer.Url);

                if (!LayerExtensions.GetUsesProxy(layer))
                {
                    if (!string.IsNullOrEmpty(dynamicLayer.ProxyURL))
                    {
                        WriteAttribute("ProxyURL", dynamicLayer.ProxyURL);
                    }
                    if (!string.IsNullOrEmpty(dynamicLayer.Token))
                    {
                        WriteAttribute("Token", dynamicLayer.Token);
                    }
                }
                if (dynamicLayer.VisibleLayers != null)
                {
                    string visibleLayersStr = string.Empty;
                    if (dynamicLayer.VisibleLayers.Length > 0)
                    {
                        foreach (int layerId in dynamicLayer.VisibleLayers)
                        {
                            visibleLayersStr += layerId.ToString() + ',';
                        }

                        visibleLayersStr = visibleLayersStr.TrimEnd(',');
                    }
                    WriteAttribute("VisibleLayers", visibleLayersStr);
                }
            }
        }           
Example #28
0
 /// <summary>
 ///     Initializes a new instance of the <see cref="RecurrentContext" /> class.
 /// </summary>
 /// <param name='sourceNode'>
 ///     Source node.
 /// </param>
 /// <param name='rateOfUpdate'>
 ///     Rate of update.
 /// </param>
 /// <param name='parentLayer'>
 ///     Parent layer.
 /// </param>
 /// <param name='activationFunction'>
 ///     Activation function.
 /// </param>
 public RecurrentContext(Base sourceNode, Double rateOfUpdate, Layer.Base parentLayer, ActivationFunction.Base activationFunction)
     : base(parentLayer, activationFunction)
 {
     _Value = 0.0f;
     _SourceNode = sourceNode;
     _RateOfUpdate = rateOfUpdate;
 }
 public static Symbol GetDefaultSymbolForLayer(Layer layer)
 {
     GraphicsLayer graphicsLayer = layer as GraphicsLayer;
     if (graphicsLayer != null)
     {
         ClassBreaksRenderer renderer = graphicsLayer.Renderer as ClassBreaksRenderer;
         if (renderer != null)
             return renderer.DefaultSymbol;
         else
         {
             ConfigurableFeatureLayer featureLayer = layer as ConfigurableFeatureLayer;
             if (featureLayer != null)
             {
                 if (featureLayer.FeatureSymbol != null)
                     return featureLayer.FeatureSymbol;
                 else
                 {
                     // All Graphics share the same symbol. Return a reference to the first one
                     if (featureLayer.Graphics.Count > 0)
                         return featureLayer.Graphics[0].Symbol;
                 }
             }
             else
             {
                 // All Graphics share the same symbol. Return a reference to the first one
                 if (graphicsLayer.Graphics.Count > 0)
                     return graphicsLayer.Graphics[0].Symbol;
             }
         }
     }
     return null;
 }
Example #30
0
        public override void Render(Image image, double x, double y, 
            double w, double h)
        {
            if (_convert)
            {
              x *= _resolution;
              y *= _resolution;
              w *= _resolution;
              h *= _resolution;
            }
              int ix = (int) x;
              int iy = (int) y;
              int iw = (int) w;
              int ih = (int) h;

              var clone = RotateAndScale(image, w, h);
              int tw = clone.Width;
              int th = clone.Height;

              Layer layer = new Layer(clone.ActiveDrawable, _composed);
              ix += (iw - tw) / 2;
              iy += (ih - th) / 2;
              layer.Translate(ix, iy);

              // clone.Delete();
              _composed.InsertLayer(layer, -1);
        }