Exemple #1
0
        Point[] GetCenter(Rectangle FRect, ShadowType triangle, int size)
        {
            int size_ = size / 2;
            int tempX = FRect.X + FRect.Width / 2, tempY = FRect.Y + FRect.Height / 2;//中心点

            Point[] pntArr = new Point[3];
            switch (triangle)
            {
            case ShadowType.TOP:
                pntArr[0] = new Point(tempX, FRect.Y + FRect.Height - size_);
                pntArr[1] = new Point(tempX - size_, FRect.Y + FRect.Height);
                pntArr[2] = new Point(tempX + size_, FRect.Y + FRect.Height);
                break;

            case ShadowType.BUTTON:
                pntArr[0] = new Point(tempX, size_);
                pntArr[1] = new Point(tempX - size_, FRect.Y);
                pntArr[2] = new Point(tempX + size_, FRect.Y);
                break;

            case ShadowType.LEFT:
                pntArr[0] = new Point(FRect.X + FRect.Width - size_, tempY);
                pntArr[1] = new Point(FRect.X + FRect.Width, tempY + size_);
                pntArr[2] = new Point(FRect.X + FRect.Width, tempY - size_);
                break;

            case ShadowType.RIGHT:
                pntArr[0] = new Point(size_, tempY);
                pntArr[1] = new Point(FRect.X, tempY + size_);
                pntArr[2] = new Point(FRect.X, tempY - size_);
                break;
            }
            return(pntArr);
        }
Exemple #2
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        //设置阴影分析范围
        private void cb_ShadowType_SelectedIndexChanged(object sender, EventArgs e)
        {
            int index = this.cb_ShadowType.SelectedIndex;

            if (index == 0)
            {
                m_shadowType = ShadowType.ALL;
                m_selection  = null;
            }
            else if (index == 1)
            {
                m_shadowType = ShadowType.SELECTION;
            }
            else if (index == 2)
            {
                m_shadowType = ShadowType.NONE;
                m_selection  = null;
            }

            Layer3Ds layers = m_sceneControl.Scene.Layers;

            //设置阴影类型
            for (int i = 0; i < layers.Count; i++)
            {
                Layer3D layer = layers[i];
                layer.ShadowType = m_shadowType;
            }
        }
Exemple #3
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        public IEncodable Decode(BinaryInput stream)
        {
            Name = stream.ReadString();
            ID   = stream.ReadInt32();

            EntityType = (EntityType)stream.ReadByte();
            ShadowType = (ShadowType)stream.ReadByte();

            ShadowType = ShadowType.Perspective;

            isSubEntity = stream.ReadBoolean();

            ShadowOffset = stream.ReadInt32();
            stream.ReadInt32();

            CollisionMap = stream.ReadObject <CollisionMap>();
            Texture      = stream.ReadObject <TileableTexture>();

            int c = stream.ReadInt32();

            for (int i = 0; i < c; i++)
            {
                Animations.Add(stream.ReadObject <Animation>());
            }
            return(this);
        }
Exemple #4
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 public SLTEntry(string name, Color foreground, Color background, ShadowType shadowType = ShadowType.none)
 {
     Name       = name;
     Foreground = foreground;
     Background = background;
     ShadowType = shadowType;
 }
Exemple #5
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        public bool AddShadowVertices(ShadowType type, MojoVertex[] _shadowVertices, int start, int length)
        {
            if ((ShadowCount + length) * 4 >= ShadowBuffer.Length)
            {
                return(false);
            }

            unsafe
            {
                var vert0  = start;
                var nverts = length;

                Vector2 prevPoint = _shadowVertices[vert0 + nverts - 1].Position;
                for (int i = 0; i < nverts; ++i)
                {
                    Vector2 currentPoint = _shadowVertices[vert0 + i].Position;

                    fixed(MojoVertex *tp = &_buffer[_ShadowCount++ *4])
                    {
                        tp[0].Tex0 = prevPoint;
                        tp[0].Tex1 = currentPoint;
                        tp[1].Tex0 = prevPoint;
                        tp[1].Tex1 = currentPoint;
                        tp[3].Tex0 = prevPoint;
                        tp[3].Tex1 = currentPoint;
                        tp[2].Tex0 = prevPoint;
                        tp[2].Tex1 = currentPoint;
                    }

                    prevPoint = currentPoint;
                }
            }

            return(true);
        }
    // Use this for initialization
    public void Start()
    {
        if (s_shadowSources == null)
        {
            s_shadowSources = new List <ShadowSourceObject>();
        }

        Light light = gameObject.GetComponent <Light>();

        if (light != null)
        {
            m_isShadowSource = (light.shadows != LightShadows.None);
            if (light.type == LightType.Point || light.type == LightType.Area)
            {
                m_type = ShadowType.SHD_TYPE_PERSPECTIVE;
            }
            else
            {
                m_type = ShadowType.SHD_TYPE_DIRECTIONAL;
            }
        }
        else
        {
            m_type = ShadowType.SHD_TYPE_PERSPECTIVE;
        }

        if (m_isShadowSource)
        {
            addToShadowSourceList(gameObject, m_type, m_sharpness);
        }

#if UNITY_EDITOR
        m_startSharpness = m_sharpness;
#endif
    }
Exemple #7
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    // Use this for initialization
    void Start()
    {
        //Define each factors' possibilities
        ShadowType[] shadows = new ShadowType[] { ShadowType.Off, ShadowType.Round, ShadowType.Hard, ShadowType.Soft };
        float[]      dists   = new float[] { 6, 7.5f, 9, 10.5f };

        //Create a List containing each trials
        refExp = new List <Run>();
        foreach (ShadowType shadow in shadows)
        {
            foreach (float d in dists)
            {
                var run = new Run();
                run.shadowType = shadow;
                run.dist       = d;

                refExp.Add(run);
            }
        }

        display = FindObjectOfType <TextMesh>();

        textToSpeech       = FindObjectOfType <TextToSpeech>();
        textToSpeech.Voice = TextToSpeechVoice.Default;
    }
Exemple #8
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        /// <summary>
        /// Adds a shadow caster to the canvas.
        /// </summary>
        public void AddShadowCaster(Vector2[] vertices, float x, float y, ShadowType shadowType = ShadowType.Illuminated)
        {
            if (!_lighting)
            {
                return;
            }

            LightRenderer.AddShadowCaster(Matrix, vertices, x, y, shadowType);
        }
Exemple #9
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 public Light(Table table)
 {
     type       = (LightType)table["LightData"]["Type"];
     range      = table["LightData"]["x"];
     intensity  = table["LightData"]["y"];
     spotCone   = table["LightData"]["z"];
     color      = new ColorRGB(table["LightData"]["color"]);
     shadowType = (ShadowType)table["ShadowType"];
 }
    private static void changeSourceSettings(GameObject obj, ShadowType type, float sharpness)
    {
        int index = findShadowSource(obj);

        if (index >= 0)
        {
            s_shadowSources[index].m_type      = type;
            s_shadowSources[index].m_sharpness = sharpness;
        }
    }
    private static void addToShadowSourceList(GameObject obj, ShadowType type, float sharpness)
    {
        ShadowSourceObject shadowSrcObj = new ShadowSourceObject();

        shadowSrcObj.m_obj       = obj;
        shadowSrcObj.m_type      = type;
        shadowSrcObj.m_sharpness = sharpness;

        //for now assume that the object is not added multiple times...
        s_shadowSources.Add(shadowSrcObj);
    }
 public void Init(Transform node, Transform traShadowNode, Color color, float intension = 0.25f, int renderQueue = 3000, ShadowType shadowType = ShadowType.Auto, string shaderName = "Legacy Shaders/Transparent/Diffuse")
 {
     Intension        = intension;
     this.renderQueue = renderQueue;
     this.shadowType  = shadowType;
     this.color       = color;
     this.shaderName  = shaderName;
     traModelNode     = traShadowNode;
     ghostShader      = Shader.Find(shaderName);
     this.node        = node;
 }
 private void ChangeShowType(ShadowType type)
 {
     if (type == ShadowType.HARD)
     {
         Shader.EnableKeyword("HARD_SHADOW");
         Shader.DisableKeyword("SOFT_SHADOW_PCF4x4");
     }
     if (type == ShadowType.SOFT_PCF4x4)
     {
         Shader.DisableKeyword("HARD_SHADOW");
         Shader.EnableKeyword("SOFT_SHADOW_PCF4x4");
     }
 }
Exemple #14
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        /// <summary>
        /// Adds a shadow caster to the canvas.
        /// </summary>
        public void AddShadowCaster(Vector2[] vertices, float x, float y, float rz, ShadowType shadowType = ShadowType.Illuminated)
        {
            if (!_lighting)
            {
                return;
            }

            PushMatrix();
            Translate(x, y);
            Rotate(rz);
            AddShadowCaster(vertices, 0, 0, shadowType);
            PopMatrix();
        }
Exemple #15
0
 /*********
 ** Public Methods
 *********/
 /// <summary>Constructs an instance.</summary>
 /// <param name="type">The type of the shadow.</param>
 /// <param name="name">The name of the shadow.</param>
 /// <param name="level">The level of the shadow.</param>
 /// <param name="hp">The number of health points the shadow has.</param>
 /// <param name="sp">The number of skill points the shadow has.</param>
 /// <param name="experience">The experience you get upon killing the shadow.</param>
 /// <param name="yen">The amount of money you get upon killing the shadow.</param>
 /// <param name="stats">The stats of the shadow.</param>
 /// <param name="elementAffinities">The element affinities of the shadow.</param>
 /// <param name="skills">The skills the shadow has.</param>
 public Shadow(ShadowType type, string name, int level, int hp, int sp, int experience, string yen, Stats stats, ElementAffinities elementAffinities, List <string> skills)
 {
     Type              = type;
     Name              = name;
     Level             = level;
     HP                = hp;
     SP                = sp;
     Experience        = experience;
     Yen               = yen;
     Stats             = stats;
     ElementAffinities = elementAffinities;
     Skills            = skills ?? new();
 }
Exemple #16
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        private void ButtonExpose(EventBox widget, Gdk.EventExpose evnt)
        {
            if (widget.Child is ToggleButton && ((ToggleButton)widget.Child).Active)
            {
                return;
            }

            ShadowType shadow_type = (ShadowType)StyleGetProperty("selected-shadow-type");

            Gtk.Style.PaintBox(Style, widget.GdkWindow, StateType.Prelight, shadow_type,
                               evnt.Area, widget, "menuitem", 0, 0,
                               widget.Allocation.Width, widget.Allocation.Height);
        }
        private static void HandleTransformShadowAlphaTag(AssTagContext context, ShadowType shadowType, DateTime startTime, DateTime endTime, float accel, string arg)
        {
            ShadowColorAnimation anim = FetchColorAnimation(
                context,
                startTime,
                endTime,
                a => a.ShadowType == shadowType,
                s => s.ShadowColors[shadowType],
                (s, e, c) => new ShadowColorAnimation(shadowType, s, c, e, c, accel)
                );

            anim.EndColor = ColorUtil.ChangeColorAlpha(anim.EndColor, 255 - (ParseHex(arg) & 255));
        }
        private static void HandleTransformShadowColorTag(AssTagContext context, ShadowType shadowType, DateTime startTime, DateTime endTime, float accel, string arg)
        {
            ShadowColorAnimation anim = FetchColorAnimation(
                context,
                startTime,
                endTime,
                a => a.ShadowType == shadowType,
                s => s.ShadowColors[shadowType],
                (s, e, c) => new ShadowColorAnimation(shadowType, s, c, e, c, accel)
                );

            anim.EndColor = ParseColor(arg, anim.EndColor.A);
        }
        private void setShadowType(ShadowType type)
        {
            if (m_shadowType == type)
            {
                return;
            }

            if (ShadowReceiver.s_shadowReceivingObjects == null)
            {
                return;
            }
            List <GameObject> receivers = ShadowReceiver.s_shadowReceivingObjects;

            int count = receivers.Count;

            if (count < 1)
            {
                return;
            }

            string enable  = (type == ShadowType.SHDTYPE_PROJECTED) ? "SHDTYPE_PROJECTED" : "SHDTYPE_MASK";
            string disable = (type == ShadowType.SHDTYPE_MASK) ? "SHDTYPE_PROJECTED" : "SHDTYPE_MASK";

            for (int i = 0; i < count; i++)
            {
                if (receivers[i] == null)
                {
                    continue;
                }
                Renderer renderer = receivers[i].GetComponent <Renderer>();
                if (renderer == null)
                {
                    continue;
                }

                Material[] material = receivers[i].GetComponent <Renderer>().sharedMaterials;
                if (material == null)
                {
                    continue;
                }

                int mcount = material.Length;
                for (int m = 0; m < mcount; m++)
                {
                    material[m].EnableKeyword(enable);
                    material[m].DisableKeyword(disable);
                }
            }

            m_shadowType = type;
        }
Exemple #20
0
 private LockInfo[] natureLockListColo(int natureLockIndex)
 {
     switch (natureLockIndex)
     {
     case 0:     // Gligar
     case 1:     // Heracross
     case 2:     // Makuhita
     case 3:     // Murkrow
     case 4:     // Ursaring
         type = ShadowType.FirstShadow;
         break;
     }
     return(coloInfo[natureLockIndex]);
 }
Exemple #21
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 public void SetShadowTypeEnabled(ShadowType type, bool enable)
 {
     if (enable)
     {
         if (!ShadowTypes.Contains(type))
         {
             ShadowTypes.Add(type);
         }
     }
     else
     {
         ShadowTypes.Remove(type);
     }
 }
Exemple #22
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    public GameObject instatiateShadow(GameObject parent, ShadowType shadowType)
    {
        switch (shadowType)
        {
        case ShadowType.Small:
            return(Instantiate(shadowSpriteS, parent.transform));

        case ShadowType.Midiam:
            return(Instantiate(shadowSpriteM, parent.transform));

        case ShadowType.Large:
            return(Instantiate(shadowSpriteL, parent.transform));
        }
        return(null);
    }
Exemple #23
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 internal void Read(Class434 or, DxfVisualStyle.Class486 pr)
 {
     if (or.Version < DxfVersion.Dxf24)
     {
         this.displayFlags_0 = (DisplayFlags)pr.vmethod_3();
         this.double_0       = (double)pr.vmethod_3();
         this.shadowType_0   = (ShadowType)pr.vmethod_3();
     }
     else
     {
         this.displayFlags_0 = (DisplayFlags)pr.vmethod_3();
         this.double_0       = pr.vmethod_4();
         this.shadowType_0   = (ShadowType)pr.vmethod_3();
     }
 }
Exemple #24
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        public Shadow(Entity parent, Vector2 offset, ShadowType type = ShadowType.Normal, float fps = 8)
            : base(parent.Position, DrawOrder.SHADOWS)
        {
            _parent     = parent;
            this.offset = offset - new Vector2(_parent.frameWidth / 4, _parent.frameHeight / 4);

            switch (type)
            {
            case ShadowType.Normal:
                frameWidth = frameHeight = 8;

                SetTexture("8x8_shadow");

                AddAnimation("get_big", CreateAnimFrameArray(0, 1, 2, 3), fps, false);
                AddAnimation("get_small", CreateAnimFrameArray(3, 2, 1, 0), fps, false);
                break;

            case ShadowType.Big:
                frameWidth  = 28;
                frameHeight = 10;

                SetTexture("28x10_shadow");

                AddAnimation("get_big", CreateAnimFrameArray(0, 1, 2, 3, 4), fps, false);
                AddAnimation("get_small", CreateAnimFrameArray(4, 3, 2, 1, 0), fps, false);
                break;

            case ShadowType.Tiny:
                frameWidth = frameHeight = 3;

                SetTexture("teeny_shadow");
                break;

            case ShadowType.RollerHorizontal:
                frameWidth  = 128;
                frameHeight = 16;

                SetTexture("spike_roller_horizontal_shadow");
                break;

            case ShadowType.RollerVertical:
                frameWidth  = 16;
                frameHeight = 128;

                SetTexture("spike_roller_shadow");
                break;
            }
        }
        private (int, Section) ReadPen(XmlElement elem)
        {
            int     id  = elem.GetIntAttribute("id") ?? 0;
            Section pen = new Section();

            int fontStyleId = elem.GetIntAttribute("fs") ?? 0;

            pen.Font  = GetFontName(fontStyleId);
            pen.Scale = GetRealFontScale(elem.GetIntAttribute("sz") ?? 100);

            pen.Offset    = GetOffsetType(elem.GetIntAttribute("of") ?? 1);
            pen.Bold      = Convert.ToBoolean(elem.GetIntAttribute("b") ?? 0);
            pen.Italic    = Convert.ToBoolean(elem.GetIntAttribute("i") ?? 0);
            pen.Underline = Convert.ToBoolean(elem.GetIntAttribute("u") ?? 0);

            Color fc = ColorUtil.FromHtml(elem.Attributes["fc"]?.Value ?? "#FFFFFF");
            int   fo = elem.GetIntAttribute("fo") ?? 254;

            pen.ForeColor = ColorUtil.ChangeColorAlpha(fc, fo);

            Color bc = ColorUtil.FromHtml(elem.Attributes["bc"]?.Value ?? "#080808");
            int   bo = elem.GetIntAttribute("bo") ?? 192;

            pen.BackColor = ColorUtil.ChangeColorAlpha(bc, bo);

            int et = elem.GetIntAttribute("et") ?? 0;

            if (et != 0)
            {
                ShadowType   shadowType = GetEdgeType(et);
                Color        shadowColor;
                XmlAttribute ecAttr = elem.Attributes["ec"];
                if (ecAttr != null)
                {
                    shadowColor = ColorUtil.ChangeColorAlpha(ColorUtil.FromHtml(ecAttr.Value), 254);
                }
                else
                {
                    shadowColor = Color.FromArgb(fo, 0x22, 0x22, 0x22);
                }

                pen.ShadowColors.Add(shadowType, shadowColor);
            }

            pen.RubyPart = GetRubyPart(elem.GetIntAttribute("rb") ?? 0);
            pen.Packed   = Convert.ToBoolean(elem.GetIntAttribute("hg") ?? 0);
            return(id, pen);
        }
Exemple #26
0
        /// <summary>
        /// Invoke the creation of ProgressBoxView
        /// </summary>
        /// <param name="title">The title of the box</param>
        /// <param name="description">The description under the title</param>
        /// <param name="percent">The percent of the progress bar</param>
        /// <param name="percentDescription">The percent description.</param>
        /// <param name="cssBackground">The CSS background.</param>
        /// <param name="fontawesomeIcon">The fontawesome icon.</param>
        /// <param name="shadow">The shadow type for the box</param>
        /// <returns>A Task&lt;IViewComponentResult&gt; representing the asynchronous operation.</returns>
        public async Task<IViewComponentResult> InvokeAsync(string title, string description, 
            int percent, string percentDescription,
            string cssBackground, string fontawesomeIcon,
            ShadowType shadow)
        {
            ProgressBoxModel model = new ProgressBoxModel();
            model.BackgroundColor = cssBackground ?? null;
            model.Icon = fontawesomeIcon ?? null;
            model.Shadow = shadow;
            model.SubText = description ?? string.Empty;
            model.Text = title;
            model.Percent = percent;
            model.PercentDescription = percentDescription;

            return View("Default", model);
        }
Exemple #27
0
        /// <summary>
        /// Invoke the creation of ShowBoxView
        /// </summary>
        /// <param name="title">The title of the box</param>
        /// <param name="description">The description under the title</param>
        /// <param name="src">The URL to redirect the user</param>
        /// <param name="alt">The alternate text for the URL</param>
        /// <param name="cssBackground">The CSS background.</param>
        /// <param name="fontawesomeIcon">The fontawesome icon to display</param>
        /// <param name="shadow">The shadow type for the box</param>
        /// <returns>A Task&lt;IViewComponentResult&gt; representing the asynchronous operation.</returns>
        public async Task <IViewComponentResult> InvokeAsync(string title, string description,
                                                             string src, string alt, string cssBackground, string fontawesomeIcon,
                                                             ShadowType shadow)
        {
            ShowBoxModel model = new ShowBoxModel();

            model.BackgroundColor = cssBackground ?? null;
            model.Icon            = fontawesomeIcon ?? null;
            model.Shadow          = shadow;
            model.SubText         = description ?? string.Empty;
            model.Text            = title;
            model.Link            = src ?? "#";
            model.LinkDescription = alt;

            return(View("Default", model));
        }
Exemple #28
0
        TypeOfShadow convertShadowType(ShadowType shadowType)
        {
            if (shadowType == ShadowType.Illuminated)
            {
                return(TypeOfShadow.Illuminated);
            }

            if (shadowType == ShadowType.Occluded)
            {
                return(TypeOfShadow.Occluded);
            }

            if (shadowType == ShadowType.Solid)
            {
                return(TypeOfShadow.Solid);
            }

            throw new NotSupportedException(@"Don't know how to handle a shadow type of '{0}'.".FormatWith(shadowType));
        }
Exemple #29
0
        public static void UpdateZScale(SETItem item, bool oneBall, ShadowType shadow, bool chain, long yspeed)
        {
            float value = oneBall ? 1 : 0;

            if (shadow == ShadowType.Off)
            {
                value += 10;
            }
            else if (shadow == ShadowType.Heavy)
            {
                value += 90;
            }
            if (!chain)
            {
                value += 100;
            }
            value       += (float)yspeed * 1000;
            item.Scale.Z = value;
        }
        public bool AddShadowVertices(ShadowType type, MojoVertex[] _shadowVertices, int start, int length)
        {
            if ((ShadowCount + length) * 4 >= ShadowBuffer.Length)
            {
                return(false);
            }

            var vert0  = start;
            var nverts = length;

            Vector2 tv = _shadowVertices[vert0 + nverts - 1].Position;

            for (int i = 0; i < nverts; ++i)
            {
                var pv = tv;
                tv = _shadowVertices[vert0 + i].Position;

                if (IsBackFacing(lv, pv, tv))
                {
                    continue;
                }

                var pv2 = pv + Vector2.Normalize(pv - lv) * EXTRUDE;
                var tv2 = tv + Vector2.Normalize(tv - lv) * EXTRUDE;

                unsafe
                {
                    fixed(MojoVertex *tp = &_buffer[ShadowCount++ *4])
                    {
                        tp[0].Position.X = tv.X;
                        tp[0].Position.Y = tv.Y;
                        tp[1].Position.X = tv2.X;
                        tp[1].Position.Y = tv2.Y;
                        tp[2].Position.X = pv2.X;
                        tp[2].Position.Y = pv2.Y;
                        tp[3].Position.X = pv.X;
                        tp[3].Position.Y = pv.Y;
                    }
                }
            }

            return(true);
        }
Exemple #31
0
		public IEncodable Decode(BinaryInput stream) {
			Name = stream.ReadString();
			ID = stream.ReadInt32();

			EntityType = (EntityType) stream.ReadByte();
			ShadowType = (ShadowType) stream.ReadByte();

			ShadowType = ShadowType.Perspective;

			isSubEntity = stream.ReadBoolean();

			ShadowOffset = stream.ReadInt32();
			stream.ReadInt32();

			CollisionMap = stream.ReadObject<CollisionMap>();
			Texture = stream.ReadObject<TileableTexture>();

			int c = stream.ReadInt32();
			for (int i = 0; i < c; i++) {
				Animations.Add(stream.ReadObject<Animation>());
			}
			return this;
		}
 public static void UpdateZScale(SETItem item, bool oneBall, ShadowType shadow, bool chain, long yspeed)
 {
     float value = oneBall ? 1 : 0;
     if (shadow == ShadowType.Off)
         value += 10;
     else if (shadow == ShadowType.Heavy)
         value += 90;
     if (!chain)
         value += 100;
     value += (float)yspeed * 1000;
     item.Scale.Z = value;
 }
 public PointLight(int size, ShadowType type = ShadowType.Illuminated)
     : base()
 {
     mSize = size;
     Light.ShadowType = type;
 }
        TypeOfShadow convertShadowType( ShadowType shadowType )
        {
            if( shadowType == ShadowType.Illuminated )
            {
                return TypeOfShadow.Illuminated;
            }

            if( shadowType == ShadowType.Occluded )
            {
                return TypeOfShadow.Occluded;
            }

            if( shadowType == ShadowType.Solid )
            {
                return TypeOfShadow.Solid;
            }

            throw new NotSupportedException( @"Don't know how to handle a shadow type of '{0}'.".FormatWith( shadowType ) ) ;
        }
Exemple #35
0
 public PointLight(int size, ShadowType type = ShadowType.Solid)
     : base()
 {
     mSize = size;
     mLight2D.ShadowType = type;
 }
Exemple #36
0
 public ShadowOption(Color c, Point offset, ShadowType type)
 {
     Color = c;
     Offset = offset;
     Type = type;
 }
Exemple #37
0
 public SLTEntry(string name, Color foreground, Color background, ShadowType shadowType = ShadowType.none)
 {
     Name = name;
     Foreground = foreground;
     Background = background;
     ShadowType = shadowType;
 }
Exemple #38
0
 public SLTEntry(string name, string foreground, string background, ShadowType shadowType = ShadowType.none)
     : this(name, ColorTranslator.FromHtml(foreground), ColorTranslator.FromHtml(background), shadowType)
 {
 }