Esempio n. 1
7
        public static Color ToColor(this char character)
        {
            Color color = new Color();

            switch (character)
            {
                case 'y':
                    color = Color.Yellow;
                    break;
                case 'r':
                    color = Color.Red;
                    break;
                case 'g':
                    color = Color.Green;
                    break;
                case 'o':
                    color = Color.Orange;
                    break;
                case 'b':
                    color = Color.Blue;
                    break;
                case 'w':
                    color = Color.White;
                    break;
            }

            return color;
        }
 void Start()
 {
     currentlySelected = false;
     ctrl = Camera.main.GetComponent<cameraController>();
     startcolor = GetComponent<Renderer>().material.color;
     factories = GetComponentsInChildren<UIReq>();
 }
Esempio n. 3
1
 public Emitter(Vector2 position, Texture2D sprite, Color color, int size)
 {
     this.position = position;
     this.sprite = sprite;
     this.color = color;
     this.size = size;
 }
Esempio n. 4
1
		public void Initialise()
		{
			_primitives = new List<Cube>();
			var random = new Random();
			for (int i = 0; i < Constants.CubeCount; i++)
			{
				_primitives.Add(new Cube
					{
						Color = Color.Red,
						Position = new Vector3(random.Next(100) - 50, random.Next(100) - 50, -random.Next(100)),
						Radius = random.Next(100),
						Rotation = Vector3.Zero
					});
			}
            //How to create a kernel and a channel?
//			_kernel = 
//		    _channel = 

			

			_colour = Color.Beige;
			
			_kernel.Factory.NewCoroutine(ChangePosition);
			_kernel.Factory.NewCoroutine(ChangeColour);
		    
		}
Esempio n. 5
1
 public Texte(string message, Point position, Color couleur)
 {
     this.message = message;
     this.position = position;
     this.couleur = couleur;
     this.police = Fonte.Arial15;
 }
		public CustomLine(int startLineNr, int endLineNr, Color customColor, bool readOnly)
		{
			this.StartLineNr = startLineNr;
			this.EndLineNr = endLineNr;
			this.Color  = customColor;
			this.ReadOnly = readOnly;
		}
 public void ChangeColor(Color newColor)
 {
     nextColor = newColor;
     currentColor = transitionColor;
     changingColor = true;
     colorChangeStartTime = Time.time;
 }
		/// <remarks>
		/// Returns the Color if the line <code>lineNr</code> has custom bg color
		/// otherwise returns <code>defaultColor</code>
		/// </remarks>
		public Color GetCustomColor(int lineNr, Color defaultColor)
		{
			foreach(CustomLine line in lines)
				if (line.StartLineNr <= lineNr && line.EndLineNr >= lineNr)
					return line.Color;
			return defaultColor;
		}
Esempio n. 9
1
 public static void RenderPolygone(SpriteBatch spriteBatch, Texture2D texture, Polygon polygon, int lineThickness, Color color)
 {
     for (int i = 0; i < polygon.Points.Count; ++i)
     {
         RenderLine(spriteBatch, texture, polygon.Points[i], polygon.Edges[i], 1, lineThickness, color);
     }
 }
Esempio n. 10
1
 /// <summary>
 /// Draw a rectangle.
 /// </summary>
 /// <param name="rectangle">The rectangle to draw.</param>
 /// <param name="color">The draw color.</param>
 public void DrawRectangle(Rectangle rectangle, Color color)
 {
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Top, rectangle.Width, 1), color);
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Bottom, rectangle.Width, 1), color);
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Top, 1, rectangle.Height), color);
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Right, rectangle.Top, 1, rectangle.Height + 1), color);
 }
        internal void DrawSpriteGlyph(Texture2D texture, Vector4 dest, Vector4 source, Color color)
        {
            if (!m_DrawString_InProgress)
                Logging.Fatal("BeginDrawString() must be called before DrawSpriteGlyph()");

            Vector4 uv = new Vector4(
                (float)source.X / texture.Width,
                (float)source.Y / texture.Height,
                (float)(source.X + source.Z) / texture.Width,
                (float)(source.Y + source.W) / texture.Height);

            VertexPositionTextureHueExtra[] v = new VertexPositionTextureHueExtra[4]
            {
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y, m_DrawString_Depth), new Vector2(uv.X, uv.Y), color, Vector4.Zero), // top left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y, m_DrawString_Depth), new Vector2(uv.Z, uv.Y), color, Vector4.Zero), // top right
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.X, uv.W), color, Vector4.Zero), // bottom left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.Z, uv.W), color, Vector4.Zero) // bottom right
            };

            /*if (shadow != null)
            {
                Color shadow2 = new Color(
                    shadow.Value.R, shadow.Value.G,
                    shadow.Value.B, 128);
                for (int i = 0; i < 4; i++)
                {
                    VertexPositionTextureHueExtra v0 = v[i];
                    v0.Hue = shadow.Value;
                    v0.Position.Y += 1f;
                    m_DrawString_VertexList.Add(v0);
                }
            }*/
            for (int i = 0; i < 4; i++)
                m_DrawString_VertexList.Add(v[i]);
        }
Esempio n. 12
1
        public Inventory(int SCREEN_WIDTH, int SCREEN_HEIGHT, Pantheon gameReference)
        {
            locationBoxes = new List<Rectangle>();
            equippedBoxes = new List<Rectangle>();
            types = new List<int>();
            infoBox = new Rectangle();
            movingBox = new Rectangle();
            trashBox = new Rectangle();

            tempStorage = new Item();

            this.SCREEN_WIDTH = SCREEN_WIDTH;
            this.SCREEN_HEIGHT = SCREEN_HEIGHT;

            SetBoxes();

            selected = -1;
            hoveredOver = -1;

            color = new Color(34, 167, 222, 50);
            trashColor = Color.White;

            inventorySelector = gameReference.Content.Load<Texture2D>("Inventory/InvSelect");
            trashCan = gameReference.Content.Load<Texture2D>("Inventory/TrashCan");
            nullImage = new Texture2D(gameReference.GraphicsDevice, 1,1);
            nullImage.SetData(new[] { new Color(0,0,0,0) });
        }
Esempio n. 13
1
        /// <summary>
        /// Generates a Windows 8 like skin based on a start color.
        /// </summary>
        /// <param name="baseColor">The base color</param>
        /// <param name="fontName">Font name</param>
        /// <param name="animated">set to true to generate "Hover" and "Clicked" skins</param>
        /// <returns>The skin</returns>
        public static YnSkin Generate(Color baseColor, string fontName, bool animated)
        {
            Color tempColor;
            YnSkin skin = new YnSkin();

            // Default state
            skin.FontNameDefault = fontName;
            skin.FontDefault = YnG.Game.Content.Load<SpriteFont>(fontName);
            skin.TextColorDefault = Color.White;
            skin.BackgroundDefault = YnGraphics.CreateTexture(baseColor, 1, 1);
            skin.BorderDefault = null; // Borders are left blank

            // If the skin is "animated", generate data for "Hover" and "Clicked" states
            if (animated)
            {
                // Hover state : change only background color
                tempColor = Add(baseColor, 50, 50, 50);
                skin.BackgroundHover = YnGraphics.CreateTexture(tempColor, 1, 1);

                // Clicked state : invert background & text color
                skin.TextColorClicked = baseColor;
                skin.BackgroundClicked = YnGraphics.CreateTexture(Color.White, 1, 1);
            }

            return skin;
        }
Esempio n. 14
1
 public string GetHexCode(Color c)
 {
     return string.Format("#{0}{1}{2}",
         c.R.ToString("X2"),
         c.G.ToString("X2"),
         c.B.ToString("X2"));
 }
        public override void OnInspectorGUI()
        {
            serObj.Update();

            EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel);

            EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain"));

            if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) {
                EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info);
            }

            EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome"));

            EditorGUILayout.Separator();

            EditorGUILayout.PropertyField(intensityMultiplier, new GUIContent("Intensity Multiplier"));
            EditorGUILayout.PropertyField(generalIntensity, new GUIContent(" General"));
            EditorGUILayout.PropertyField(blackIntensity, new GUIContent(" Black Boost"));
            EditorGUILayout.PropertyField(whiteIntensity, new GUIContent(" White Boost"));
            midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f);
            if (monochrome.boolValue == false) {
                Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f);
                c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c);
                intensities.vector3Value = new Vector3(c.r, c.g, c.b);
            }

            if (!dx11Grain.boolValue) {
                EditorGUILayout.Separator();

                EditorGUILayout.LabelField("Noise Shape");
                EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture"));
                EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter"));
            }
            else {
                EditorGUILayout.Separator();
                EditorGUILayout.LabelField("Noise Shape");
            }

            softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f);

            if (!dx11Grain.boolValue) {
                EditorGUILayout.Separator();
                EditorGUILayout.LabelField("Advanced");

                if (monochrome.boolValue == false)
                {
                    Vector3 temp = tiling.vector3Value;
                    temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x);
                    temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y);
                    temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z);
                    tiling.vector3Value = temp;
                }
                else {
                    EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling"));
                }
            }

            serObj.ApplyModifiedProperties();
        }
		ContentPage CreatePage (Color backgroundColor)
		{
			_index++;
			var button = new Button () {
				Text = "next Page",
			};
			button.Clicked += (sender, e) => {
				var page = CreatePage (Color.Green);
				_navigationPage.PushAsync (page);
			};

			var contentPage = new ContentPage () {
				Content = new StackLayout () {
					BackgroundColor = backgroundColor,
					VerticalOptions = LayoutOptions.Fill,
					Children = {
						new Label () {
							Text = "page " + _index,
						},

					}
				}
			};
			return contentPage;
		}
Esempio n. 17
1
		// From http://edu.cnzz.cn/show_3281.html
		public static GraphicsPath CalculateGraphicsPathFromBitmap(Bitmap bitmap, Color colorTransparent) 
		{ 
			GraphicsPath graphicsPath = new GraphicsPath(); 
			if (colorTransparent == Color.Empty)
				colorTransparent = bitmap.GetPixel(0, 0); 

			for(int row = 0; row < bitmap.Height; row ++) 
			{ 
				int colOpaquePixel = 0;
				for(int col = 0; col < bitmap.Width; col ++) 
				{ 
					if(bitmap.GetPixel(col, row) != colorTransparent) 
					{ 
						colOpaquePixel = col; 
						int colNext = col; 
						for(colNext = colOpaquePixel; colNext < bitmap.Width; colNext ++) 
							if(bitmap.GetPixel(colNext, row) == colorTransparent) 
								break;
 
						graphicsPath.AddRectangle(new Rectangle(colOpaquePixel, row, colNext - colOpaquePixel, 1)); 
						col = colNext; 
					} 
				} 
			} 
			return graphicsPath; 
		} 
Esempio n. 18
1
        public Model3DGroup Create(Color modelColor,string pictureName, Point3D startPos, double maxHigh)
        {
            try
            {
                Uri inpuri = new Uri(@pictureName, UriKind.Relative);
                BitmapImage bi = new BitmapImage();
                bi.BeginInit();
                bi.UriSource = inpuri;
                bi.EndInit();
                ImageBrush imagebrush = new ImageBrush(bi);
                imagebrush.Opacity = 100;
                imagebrush.Freeze();

                Point[] ptexture0 = { new Point(0, 0), new Point(0, 1), new Point(1, 0) };
                Point[] ptexture1 = { new Point(1, 0), new Point(0, 1), new Point(1, 1) };

                SolidColorBrush modelbrush = new SolidColorBrush(modelColor);
                Model3DGroup cube = new Model3DGroup();
                Point3D uppercircle = startPos;
                modelbrush.Freeze();
                uppercircle.Y = startPos.Y + maxHigh;
                cube.Children.Add(CreateEllipse2D(modelbrush, uppercircle, _EllipseHigh, new Vector3D(0, 1, 0)));
                cube.Children.Add(CreateEllipse2D(modelbrush, startPos, _EllipseHigh, new Vector3D(0, -1, 0)));
                cube.Children.Add(CreateEllipse3D(imagebrush, startPos, _EllipseHigh, maxHigh, ptexture0));
                return cube;
            }
            catch (Exception ex)
            {
                throw ex;
            }
        }
Esempio n. 19
1
        protected override Node Evaluate(Env env)
        {
            Guard.ExpectMinArguments(2, Arguments.Count, this, Index);
            Guard.ExpectMaxArguments(3, Arguments.Count, this, Index);
            Guard.ExpectAllNodes<Color>(Arguments.Take(2), this, Index);

            double weight = 50;
            if (Arguments.Count == 3)
            {
                Guard.ExpectNode<Number>(Arguments[2], this, Index);

                weight = ((Number) Arguments[2]).Value;
            }

            var colors = Arguments.Take(2).Cast<Color>().ToArray();

            // Note: this algorithm taken from http://github.com/nex3/haml/blob/0e249c844f66bd0872ed68d99de22b774794e967/lib/sass/script/functions.rb

            var p = weight/100.0;
            var w = p*2 - 1;
            var a = colors[0].Alpha - colors[1].Alpha;

            var w1 = (((w*a == -1) ? w : (w + a)/(1 + w*a)) + 1)/2.0;
            var w2 = 1 - w1;

            var rgb = colors[0].RGB.Select((x, i) => x*w1 + colors[1].RGB[i]*w2).ToArray();

            var alpha = colors[0].Alpha*p + colors[1].Alpha*(1 - p);

            var color = new Color(rgb[0], rgb[1], rgb[2], alpha);
            return color;
        }
Esempio n. 20
1
 public void SetPixel(int x, int y, Color colour)
 {
     PixelData* p = PixelAt(x, y);
     p->Red = colour.R;
     p->Green = colour.G;
     p->Blue = colour.B;
 }
Esempio n. 21
1
    /**
    * Pull all of our pixels off the texture (Unity stuff isn't thread safe, and this is faster)
    */
    public BitmapData(Color[] _pixels, int _width, int _height)
    {
        height = _height;
        width = _width;

        pixels = _pixels;
    }
    public void Generate2DTexture()
    {
        texture2D = new Texture2D(n,n,TextureFormat.ARGB32,true);
        int size = n*n;
        Color[] cols = new Color[size];
        float u,v;
        int idx = 0;
        Color c = Color.white;
        for(int i = 0; i < n; i++) {
            u = i/(float)n;
            for(int j = 0; j < n; j++, ++idx) {
              	v = j/(float)n;
                float noise = Mathf.PerlinNoise(u,v);
                c.r = c.g = c.b = noise;
                cols[idx] = c;

            }
        }

        texture2D.SetPixels(cols);
        texture2D.Apply();
        renderer.material.SetTexture("g_tex", texture2D);

        //Color[] cs = texture3D.GetPixels();
        //for(int i = 0; i < 10; i++)
        //	Debug.Log (cs[i]);
    }
Esempio n. 23
0
 void Start()
 {
     Color randColor = new Color(Random.value, Random.value, Random.value);
     MeshRenderer[] renderers = GetComponentsInChildren<MeshRenderer>();
     foreach(MeshRenderer r in renderers)
         r.material.color = randColor;
 }
Esempio n. 24
0
 public LandClass(string name, double fractalStart, double fractalEnd, Color baseColor)
 {
     this.name = name;
     this.altStart = fractalStart;
     this.altEnd = fractalEnd;
     this.color = baseColor;
 }
Esempio n. 25
0
 /// <summary>
 /// Draws a line from point1 to point2 with an offset
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="point1">The first point</param>
 /// <param name="point2">The second point</param>
 /// <param name="color">The color to use</param>
 public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color)
 {
     DrawLine (spriteBatch, point1, point2, color, 1.0f);
 }
Esempio n. 26
0
 /// <summary>
 /// Draws a rectangle with the thickness provided
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="rect">The rectangle to draw</param>
 /// <param name="color">The color to draw the rectangle in</param>
 /// <param name="thickness">The thickness of the lines</param>
 public static void DrawRectangle(this SpriteBatch spriteBatch, Microsoft.Xna.Framework.Rectangle rect, Color color, float thickness)
 {
     DrawLine (spriteBatch, new Vector2 (rect.X, rect.Y), new Vector2 (rect.Right, rect.Y), color, thickness); // top
     DrawLine (spriteBatch, new Vector2 (rect.X + 1f, rect.Y), new Vector2 (rect.X + 1f, rect.Bottom + thickness), color, thickness); // left
     DrawLine (spriteBatch, new Vector2 (rect.X, rect.Bottom), new Vector2 (rect.Right, rect.Bottom), color, thickness); // bottom
     DrawLine (spriteBatch, new Vector2 (rect.Right + 1f, rect.Y), new Vector2 (rect.Right + 1f, rect.Bottom + thickness), color, thickness); // right
 }
Esempio n. 27
0
 /// <summary>
 /// Draw a circle
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="x">The center X of the circle</param>
 /// <param name="y">The center Y of the circle</param>
 /// <param name="radius">The radius of the circle</param>
 /// <param name="sides">The number of sides to generate</param>
 /// <param name="color">The color of the circle</param>
 public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, Color color)
 {
     DrawPoints (spriteBatch, new Vector2 (x, y), CreateCircle (radius, sides), color, 1.0f);
 }
Esempio n. 28
0
        private void RenderItemDetailsWithTableTags(HtmlMobileTextWriter writer, ObjectListItem item)
        {
            Style style = this.Style;
            Style labelStyle = Control.LabelStyle;
            Style subCommandStyle = Control.CommandStyle;
            Color foreColor = (Color)style[Style.ForeColorKey, true];

            writer.Write("<table border=0 width=\"100%\">\r\n<tr><td colspan=2>");
            writer.BeginStyleContext();
            writer.EnterStyle(labelStyle);
            writer.WriteText(item[Control.LabelFieldIndex], true);
            writer.ExitStyle(labelStyle);
            writer.EndStyleContext();
            writer.Write("</td></tr>\r\n<tr>");
            RenderRule(writer, foreColor, 2);

            IObjectListFieldCollection fields = Control.AllFields;
            int fieldIndex = 0;

            foreach (ObjectListField field in fields)
            {
                if (field.Visible)
                {
                    writer.Write("<tr><td>");
                    writer.BeginStyleContext();
                    writer.EnterStyle(Style);
                    writer.WriteText(field.Title, true);
                    writer.ExitStyle(Style);
                    writer.EndStyleContext();
                    writer.Write("</td><td>");
                    writer.BeginStyleContext();
                    writer.EnterStyle(style);
                    writer.WriteText(item[fieldIndex], true);
                    writer.ExitStyle(style);
                    writer.EndStyleContext();
                    writer.Write("</td></tr>\r\n");
                }
                fieldIndex++;
            }

            RenderRule(writer, foreColor, 2);

            writer.Write("<tr><td colspan=2>");
            writer.BeginStyleContext();
            BooleanOption cachedItalic = subCommandStyle.Font.Italic;
            subCommandStyle.Font.Italic = BooleanOption.False;
            writer.EnterStyle(subCommandStyle);
            writer.Write("[&nbsp;");
            writer.ExitStyle(subCommandStyle);
            subCommandStyle.Font.Italic = cachedItalic;
            writer.EnterStyle(subCommandStyle);

            ObjectListCommandCollection commands = Control.Commands;

            foreach (ObjectListCommand command in commands)
            {
                RenderPostBackEventAsAnchor(writer, command.Name, command.Text, subCommandStyle);
                writer.Write("&nbsp;|&nbsp;");
            }
            String backCommandText = Control.BackCommandText.Length == 0 ?
                GetDefaultLabel(BackLabel) :
                Control.BackCommandText;

            RenderPostBackEventAsAnchor(writer, BackToList, backCommandText, subCommandStyle);
            writer.ExitStyle(subCommandStyle);
            subCommandStyle.Font.Italic = BooleanOption.False;
            writer.EnterStyle(subCommandStyle);
            writer.Write("&nbsp;]");
            writer.ExitStyle(subCommandStyle);
            subCommandStyle.Font.Italic = cachedItalic;

            writer.EndStyleContext();
            writer.Write("</td></tr></table>");
        }
Esempio n. 29
0
        private void RenderItemsListWithTableTags(HtmlMobileTextWriter writer)
        {
            int pageStart = Control.FirstVisibleItemIndex;
            int pageSize = Control.VisibleItemCount;
            ObjectListItemCollection items = Control.Items;

            // Determine how to render.
            bool shouldRenderAsTable = ShouldRenderAsTable();
            bool hasDefaultCommand = HasDefaultCommand();
            bool onlyHasDefaultCommand = OnlyHasDefaultCommand();
            bool requiresDetailsScreen = HasItemDetails() || (!onlyHasDefaultCommand && HasCommands());
            bool itemRequiresHyperlink = requiresDetailsScreen || hasDefaultCommand;
            bool itemRequiresMoreButton = requiresDetailsScreen && hasDefaultCommand;

            int fieldCount;
            int[] fieldIndices = new int[]{};
            if (shouldRenderAsTable)
            {
                fieldIndices = Control.TableFieldIndices;
            }
            Debug.Assert(fieldIndices != null, "fieldIndices is null");
            fieldCount = fieldIndices.Length;

            if(fieldCount == 0)
            {
                fieldIndices = new int[1];
                fieldIndices[0] = Control.LabelFieldIndex;
                fieldCount = 1;
            }

            Style style = this.Style;
            Style subCommandStyle = Control.CommandStyle;
            Style labelStyle = Control.LabelStyle;
            Color foreColor = (Color)style[Style.ForeColorKey, true];

            writer.BeginStyleContext();
            writer.WriteLine("<table border=0 width=\"100%\">\r\n<tr>");
            for (int field = 0; field < fieldCount; field++)
            {
                writer.Write("<td>");
                writer.BeginStyleContext();
                writer.EnterStyle(labelStyle);
                writer.WriteText(Control.AllFields[fieldIndices[field]].Title, true);
                writer.ExitStyle(labelStyle);
                writer.EndStyleContext();
                writer.Write("</td>");
            }
            if (itemRequiresMoreButton)
            {
                writer.WriteLine("<td/>");
            }
            writer.WriteLine("\r\n</tr>");
            RenderRule(writer, foreColor, fieldCount + 1);

            for (int i = 0; i < pageSize; i++)
            {
                ObjectListItem item = items[pageStart + i];
                writer.WriteLine("<tr>");
                for (int field = 0; field < fieldCount; field++)
                {
                    writer.Write("<td>");
                    if (field == 0 && itemRequiresHyperlink)
                    {
                        writer.BeginStyleContext();
                        writer.EnterStyle(style);
                        String eventArgument =
                            hasDefaultCommand ?
                                item.Index.ToString(CultureInfo.InvariantCulture) :
                                String.Format(CultureInfo.InvariantCulture, ShowMoreFormat, item.Index.ToString(CultureInfo.InvariantCulture));
                        RenderPostBackEventAsAnchor(writer,
                            eventArgument,
                            item[fieldIndices[0]]);
                        writer.ExitStyle(style);
                        writer.EndStyleContext();
                    }
                    else
                    {
                        writer.BeginStyleContext();
                        writer.EnterStyle(style);
                        writer.WriteText(item[fieldIndices[field]], true);
                        writer.ExitStyle(style);
                        writer.EndStyleContext();
                    }
                    writer.WriteLine("</td>");
                }

                if (itemRequiresMoreButton)
                {
                    writer.Write("<td align=right>");
                    writer.BeginStyleContext();
                    writer.EnterFormat(subCommandStyle);
                    String moreText = Control.MoreText.Length == 0 ?
                        GetDefaultLabel(MoreLabel) :
                        Control.MoreText;
                    RenderPostBackEventAsAnchor(writer,
                        String.Format(CultureInfo.InvariantCulture, ShowMoreFormat, item.Index), 
                        moreText,
                        subCommandStyle);
                    writer.ExitFormat(subCommandStyle);
                    writer.EndStyleContext();
                    writer.Write("</td>\r\n");
                }

                writer.WriteLine("</tr>");
            }

            RenderRule(writer, foreColor, fieldCount + 1);

            writer.Write("</table>\r\n");
            writer.EndStyleContext();
        }
Esempio n. 30
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 public XPListViewItem(string[] items, int imageIndex, Color foreColor, Color backColor, Font font, int groupIndex)
   : base(items, imageIndex, foreColor, backColor, font)
 {
   this.GroupIndex = groupIndex;
 }
Esempio n. 31
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 public XPListViewItem(string[] items, int imageIndex, Color foreColor, Color backColor, Font font)
   : base(items, imageIndex, foreColor, backColor, font) {}
Esempio n. 32
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 public Cluster(Dot mean, Color color)
 {
     Mean = mean;
     Color = color;
     Dots = new();
 }
Esempio n. 33
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 /// <summary>
 /// Draw a arc
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="center">The center of the arc</param>
 /// <param name="radius">The radius of the arc</param>
 /// <param name="sides">The number of sides to generate</param>
 /// <param name="startingAngle">The starting angle of arc, 0 being to the east, increasing as you go clockwise</param>
 /// <param name="radians">The number of radians to draw, clockwise from the starting angle</param>
 /// <param name="color">The color of the arc</param>
 /// <param name="thickness">The thickness of the arc</param>
 public static void DrawArc(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, float startingAngle, float radians, Color color, float thickness)
 {
     List<Vector2> arc = CreateArc (radius, sides, startingAngle, radians);
     //List<Vector2> arc = CreateArc2(radius, sides, startingAngle, degrees);
     DrawPoints (spriteBatch, center, arc, color, thickness);
 }
Esempio n. 34
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 /// <summary>
 /// Draw a circle
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="center">The center of the circle</param>
 /// <param name="radius">The radius of the circle</param>
 /// <param name="sides">The number of sides to generate</param>
 /// <param name="color">The color of the circle</param>
 /// <param name="thickness">The thickness of the lines used</param>
 public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color, float thickness)
 {
     DrawPoints (spriteBatch, center, CreateCircle (radius, sides), color, thickness);
 }
Esempio n. 35
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 public static void PutPixel(this SpriteBatch spriteBatch, float x, float y, Color color)
 {
     PutPixel (spriteBatch, new Vector2 (x, y), color);
 }
Esempio n. 36
0
        /// <summary>
        /// Draws a list of connecting points
        /// </summary>
        /// <param name="spriteBatch">The destination drawing surface</param>
        /// /// <param name="position">Where to position the points</param>
        /// <param name="points">The points to connect with lines</param>
        /// <param name="color">The color to use</param>
        /// <param name="thickness">The thickness of the lines</param>
        private static void DrawPoints(SpriteBatch spriteBatch, Vector2 position, List<Vector2> points, Color color, float thickness)
        {
            if (points.Count < 2)
                return;

            for (int i = 1; i < points.Count; i++)
            {
                DrawLine (spriteBatch, points[i - 1] + position, points[i] + position, color, thickness);
            }
        }
Esempio n. 37
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        /// <summary>
        /// Draws a filled rectangle
        /// </summary>
        /// <param name="spriteBatch">The destination drawing surface</param>
        /// <param name="location">Where to draw</param>
        /// <param name="size">The size of the rectangle</param>
        /// <param name="angle">The angle in radians to draw the rectangle at</param>
        /// <param name="color">The color to draw the rectangle in</param>
        public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color, float angle)
        {
            if (pixel == null)
            {
                CreateThePixel (spriteBatch);
            }

            // stretch the pixel between the two vectors
            spriteBatch.Draw (pixel,
                location,
                null,
                color,
                angle,
                Vector2.Zero,
                size,
                SpriteEffects.None,
                0);
        }
Esempio n. 38
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 /// <summary>
 /// Draws a filled rectangle
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="x">The X coord of the left side</param>
 /// <param name="y">The Y coord of the upper side</param>
 /// <param name="w">Width</param>
 /// <param name="h">Height</param>
 /// <param name="color">The color to draw the rectangle in</param>
 /// <param name="angle">The angle of the rectangle in radians</param>
 public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float w, float h, Color color, float angle)
 {
     FillRectangle (spriteBatch, new Vector2 (x, y), new Vector2 (w, h), color, angle);
 }
Esempio n. 39
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 /// <summary>
 /// Draws a filled rectangle
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="location">Where to draw</param>
 /// <param name="size">The size of the rectangle</param>
 /// <param name="color">The color to draw the rectangle in</param>
 public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color)
 {
     FillRectangle (spriteBatch, location, size, color, 0.0f);
 }
Esempio n. 40
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 /// <summary>
 /// Draw a arc
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="center">The center of the arc</param>
 /// <param name="radius">The radius of the arc</param>
 /// <param name="sides">The number of sides to generate</param>
 /// <param name="startingAngle">The starting angle of arc, 0 being to the east, increasing as you go clockwise</param>
 /// <param name="radians">The number of radians to draw, clockwise from the starting angle</param>
 /// <param name="color">The color of the arc</param>
 public static void DrawArc(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, float startingAngle, float radians, Color color)
 {
     DrawArc (spriteBatch, center, radius, sides, startingAngle, radians, color, 1.0f);
 }
Esempio n. 41
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        /// <summary>
        /// Draws a filled rectangle
        /// </summary>
        /// <param name="spriteBatch">The destination drawing surface</param>
        /// <param name="rect">The rectangle to draw</param>
        /// <param name="color">The color to draw the rectangle in</param>
        public static void FillRectangle(this SpriteBatch spriteBatch, Microsoft.Xna.Framework.Rectangle rect, Color color)
        {
            if (pixel == null)
            {
                CreateThePixel (spriteBatch);
            }

            // Simply use the function already there
            spriteBatch.Draw (pixel, rect, color);
        }
Esempio n. 42
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        /// <summary>
        /// Draws a filled rectangle
        /// </summary>
        /// <param name="spriteBatch">The destination drawing surface</param>
        /// <param name="rect">The rectangle to draw</param>
        /// <param name="color">The color to draw the rectangle in</param>
        /// <param name="angle">The angle in radians to draw the rectangle at</param>
        public static void FillRectangle(this SpriteBatch spriteBatch, Microsoft.Xna.Framework.Rectangle rect, Color color, float angle)
        {
            if (pixel == null)
            {
                CreateThePixel (spriteBatch);
            }

            spriteBatch.Draw (pixel, rect, null, color, angle, Vector2.Zero, SpriteEffects.None, 0);
        }
        /// <summary>
        /// Perform color dithering for the specified image.
        /// </summary>
        ///
        /// <param name="sourceImage">Source image to do color dithering for.</param>
        ///
        /// <returns>Returns color dithered image. See <see cref="ColorTable"/> for information about format of
        /// the result image.</returns>
        ///
        /// <exception cref="UnsupportedImageFormatException">Unsupported pixel format of the source image. It must 24 or 32 bpp color image.</exception>
        ///
        public Bitmap Apply(UnmanagedImage sourceImage)
        {
            if ((sourceImage.PixelFormat != PixelFormat.Format24bppRgb) &&
                (sourceImage.PixelFormat != PixelFormat.Format32bppRgb) &&
                (sourceImage.PixelFormat != PixelFormat.Format32bppArgb) &&
                (sourceImage.PixelFormat != PixelFormat.Format32bppPArgb))
            {
                throw new UnsupportedImageFormatException("Unsupported pixel format of the source image.");
            }

            cache.Clear();

            // make a copy of the original image
            UnmanagedImage source = sourceImage.Clone();

            // get image size
            width     = sourceImage.Width;
            height    = sourceImage.Height;
            stride    = sourceImage.Stride;
            pixelSize = Bitmap.GetPixelFormatSize(sourceImage.PixelFormat) / 8;

            int offset = stride - width * pixelSize;

            // create destination image
            Bitmap destImage = new Bitmap(width, height, (colorTable.Length > 16) ?
                                          PixelFormat.Format8bppIndexed : PixelFormat.Format4bppIndexed);
            // and init its palette
            ColorPalette cp = destImage.Palette;

            for (int i = 0, n = colorTable.Length; i < n; i++)
            {
                cp.Entries[i] = colorTable[i];
            }
            destImage.Palette = cp;

            // lock destination image
            BitmapData destData = destImage.LockBits(new Rectangle(0, 0, width, height),
                                                     ImageLockMode.ReadWrite, destImage.PixelFormat);

            // pixel values
            int r, g, b;

            // do the job
            unsafe
            {
                byte *ptr     = (byte *)source.ImageData.ToPointer();
                byte *dstBase = (byte *)destData.Scan0.ToPointer();
                byte  colorIndex;

                bool is8bpp = (colorTable.Length > 16);

                // for each line
                for (y = 0; y < height; y++)
                {
                    byte *dst = dstBase + y * destData.Stride;

                    // for each pixels
                    for (x = 0; x < width; x++, ptr += pixelSize)
                    {
                        r = ptr[RGB.R];
                        g = ptr[RGB.G];
                        b = ptr[RGB.B];

                        // get color from palette, which is the closest to current pixel's value
                        Color closestColor = GetClosestColor(r, g, b, out colorIndex);

                        // do error diffusion
                        Diffuse(r - closestColor.R, g - closestColor.G, b - closestColor.B, ptr);

                        // write color index as pixel's value to destination image
                        if (is8bpp)
                        {
                            *dst = colorIndex;
                            dst++;
                        }
                        else
                        {
                            if (x % 2 == 0)
                            {
                                *dst |= (byte)(colorIndex << 4);
                            }
                            else
                            {
                                *dst |= (colorIndex);
                                dst++;
                            }
                        }
                    }
                    ptr += offset;
                }
            }

            destImage.UnlockBits(destData);
            source.Dispose();

            return(destImage);
        }
Esempio n. 44
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 /// <summary>
 /// Draws a rectangle with the thickness provided
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="location">Where to draw</param>
 /// <param name="size">The size of the rectangle</param>
 /// <param name="color">The color to draw the rectangle in</param>
 /// <param name="thickness">The thickness of the line</param>
 public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color, float thickness)
 {
     DrawRectangle (spriteBatch, new Microsoft.Xna.Framework.Rectangle ((int) location.X, (int) location.Y, (int) size.X, (int) size.Y), color, thickness);
 }
Esempio n. 45
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        /// <summary>
        /// Draws a line from point1 to point2 with an offset
        /// </summary>
        /// <param name="spriteBatch">The destination drawing surface</param>
        /// <param name="point1">The first point</param>
        /// <param name="point2">The second point</param>
        /// <param name="color">The color to use</param>
        /// <param name="thickness">The thickness of the line</param>
        public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color, float thickness)
        {
            // calculate the distance between the two vectors
            float distance = Vector2.Distance (point1, point2);

            // calculate the angle between the two vectors
            float angle = (float) Math.Atan2 (point2.Y - point1.Y, point2.X - point1.X);

            DrawLine (spriteBatch, point1, distance, angle, color, thickness);
        }
Esempio n. 46
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        /// <summary>
        /// Draws a line from point1 to point2 with an offset
        /// </summary>
        /// <param name="spriteBatch">The destination drawing surface</param>
        /// <param name="point">The starting point</param>
        /// <param name="length">The length of the line</param>
        /// <param name="angle">The angle of this line from the starting point</param>
        /// <param name="color">The color to use</param>
        /// <param name="thickness">The thickness of the line</param>
        public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color, float thickness)
        {
            if (pixel == null)
            {
                CreateThePixel (spriteBatch);
            }

            // stretch the pixel between the two vectors
            spriteBatch.Draw (pixel,
                point,
                null,
                color,
                angle,
                Vector2.Zero,
                new Vector2 (length, thickness),
                SpriteEffects.None,
                0);
        }
Esempio n. 47
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 public static SharpDX.Color ToSharpDxColor(this Color color)
 {
     return new SharpDX.Color(color.R, color.G, color.B, color.A);
 }
Esempio n. 48
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 /// <summary>
 /// Draws a rectangle with the thickness provided
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="rect">The rectangle to draw</param>
 /// <param name="color">The color to draw the rectangle in</param>
 public static void DrawRectangle(this SpriteBatch spriteBatch, Microsoft.Xna.Framework.Rectangle rect, Color color)
 {
     DrawRectangle (spriteBatch, rect, color, 1.0f);
 }
Esempio n. 49
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        /// <summary>
        ///     Setups the menu.
        /// </summary>
        private static void SetupMenu()
        {
            Menu = new Menu("Irelia Reloaded", "cmIreliaReloaded", true);

            // Target Selector
            var tsMenu = new Menu("Target Selector", "cmTS");
            TargetSelector.AddToMenu(tsMenu);
            Menu.AddSubMenu(tsMenu);

            // Orbwalker
            var orbwalkMenu = new Menu("Orbwalking", "cmOrbwalk");
            Orbwalker = new Orbwalking.Orbwalker(orbwalkMenu);
            Menu.AddSubMenu(orbwalkMenu);

            // Combo
            var comboMenu = new Menu("Combo Settings", "cmCombo");
            comboMenu.AddItem(new MenuItem("Seperator5", ":: Q SETTINGS ::").SetFontStyle(FontStyle.Bold, Color.Aqua.ToSharpDxColor()));
            comboMenu.AddItem(new MenuItem("useQ", "Use Q").SetValue(true));
            comboMenu.AddItem(new MenuItem("useQGapclose", "Gapclose with Q").SetValue(true));
            comboMenu.AddItem(new MenuItem("minQRange", "Minimum Q Range")).SetValue(new Slider(250, 20, 400));

            comboMenu.AddItem(new MenuItem("Seperator1", ":: W SETTINGS ::").SetFontStyle(FontStyle.Bold, Color.Yellow.ToSharpDxColor()));
            comboMenu.AddItem(new MenuItem("useW", "Use W").SetValue(true));
            comboMenu.AddItem(new MenuItem("useWBeforeQ", "Use W before Q").SetValue(true));

            comboMenu.AddItem(new MenuItem("Seperator2", ":: E SETTINGS ::").SetFontStyle(FontStyle.Bold, Color.IndianRed.ToSharpDxColor()));  
            comboMenu.AddItem(new MenuItem("useE", "Use E").SetValue(true));
            comboMenu.AddItem(new MenuItem("useEStun", "Only Use E to Stun").SetValue(false));

            comboMenu.AddItem(new MenuItem("Seperator3", ":: R SETTINGS ::").SetFontStyle(FontStyle.Bold, Color.Aquamarine.ToSharpDxColor()));
            comboMenu.AddItem(new MenuItem("useR", "Use R").SetValue(true));       
            comboMenu.AddItem(new MenuItem("procSheen", "Proc Sheen Before Firing R").SetValue(true));
            comboMenu.AddItem(new MenuItem("useRGapclose", "Use R to Weaken Minion to Gapclose").SetValue(true));

            comboMenu.AddItem(new MenuItem("Seperator4", ":: OTHER SETTINGS ::").SetFontStyle(FontStyle.Bold, SharpDX.Color.Red));
            comboMenu.AddItem(new MenuItem("useIgnite", "Use Ignite").SetValue(true));
            Menu.AddSubMenu(comboMenu);

            // Harass
            var harassMenu = new Menu("Harass Settings", "cmHarass");
            harassMenu.AddItem(new MenuItem("UseQHarass", "Use Q").SetValue(false));
            harassMenu.AddItem(new MenuItem("UseWHarass", "Use W").SetValue(false));
            harassMenu.AddItem(new MenuItem("UseEHarass", "Use E").SetValue(false));
            harassMenu.AddItem(new MenuItem("HarassMana", "Harass Mana %").SetValue(new Slider(75, 0)));
            Menu.AddSubMenu(harassMenu);

            // KS
            var ksMenu = new Menu("KillSteal Settings", "cmKS");
            ksMenu.AddItem(new MenuItem("useQKS", "KS With Q").SetValue(true));
            ksMenu.AddItem(new MenuItem("useRKS", "KS With R").SetValue(false));
            ksMenu.AddItem(new MenuItem("useIgniteKS", "KS with Ignite").SetValue(true));
            Menu.AddSubMenu(ksMenu);

            // Farming
            var farmingMenu = new Menu("Farming Settings", "cmFarming");
            var lastHitMenu = new Menu("Last Hit", "cmLastHit");
            lastHitMenu.AddItem(new MenuItem("lastHitQ", "Last Hit with Q").SetValue(false));
            lastHitMenu.AddItem(new MenuItem("manaNeededQ", "Last Hit Mana %")).SetValue(new Slider(35));
            lastHitMenu.AddItem(new MenuItem("noQMinionTower", "Don't Q Minion Undertower").SetValue(true));
            farmingMenu.AddSubMenu(lastHitMenu);
            farmingMenu.AddItem(new MenuItem("gatotsuTime", "Legit Q Delay (MS)")).SetValue(new Slider(250, 0, 1500));
            
            // Wave Clear SubMenu
            var waveClearMenu = new Menu("Wave Clear", "cmWaveClear");
            waveClearMenu.AddItem(new MenuItem("waveclearQ", "Use Q").SetValue(true));
            waveClearMenu.AddItem(new MenuItem("waveclearQKillable", "Only Q Killable Minion").SetValue(true));
            waveClearMenu.AddItem(new MenuItem("waveclearW", "Use W").SetValue(true));
            waveClearMenu.AddItem(new MenuItem("waveclearR", "Use R").SetValue(false));
            waveClearMenu.AddItem(new MenuItem("waveClearMana", "Wave Clear Mana %").SetValue(new Slider(20)));
            farmingMenu.AddSubMenu(waveClearMenu);

            var jungleClearMenu = new Menu("Jungle Clear", "cmJungleClear");
            jungleClearMenu.AddItem(new MenuItem("UseQJungleClear", "Use Q").SetValue(true));
            jungleClearMenu.AddItem(new MenuItem("UseWJungleClear", "Use W").SetValue(true));
            jungleClearMenu.AddItem(new MenuItem("UseEJungleClear", "Use E").SetValue(true));
            farmingMenu.AddSubMenu(jungleClearMenu);
            Menu.AddSubMenu(farmingMenu);

            // Drawing
            var drawMenu = new Menu("Drawing Settings", "cmDraw");
            drawMenu.AddItem(new MenuItem("drawQ", "Draw Q").SetValue(true));
            drawMenu.AddItem(new MenuItem("drawE", "Draw E").SetValue(true));
            drawMenu.AddItem(new MenuItem("drawR", "Draw R").SetValue(true));
            drawMenu.AddItem(new MenuItem("drawDmg", "Draw Combo Damage").SetValue(true));
            drawMenu.AddItem(new MenuItem("drawStunnable", "Draw Stunnable").SetValue(true));
            drawMenu.AddItem(new MenuItem("drawKillableQ", "Draw Minions Killable with Q").SetValue(false));
            Menu.AddSubMenu(drawMenu);

            // Misc
            var miscMenu = new Menu("Miscellaneous Settimgs", "cmMisc");
            miscMenu.AddItem(new MenuItem("interruptE", "E to Interrupt").SetValue(true));
            miscMenu.AddItem(new MenuItem("interruptQE", "Use Q & E to Interrupt").SetValue(true));
            miscMenu.AddItem(new MenuItem("gapcloserE", "Use E on Gapcloser").SetValue(true));
            Menu.AddSubMenu(miscMenu);

            var color = Color.FromArgb(124, 252, 0);
            Menu.AddItem(new MenuItem("Seperator", ""));
            Menu.AddItem(
                new MenuItem("Version", "Irelia Reloaded " + Assembly.GetExecutingAssembly().GetName().Version)
                    .SetFontStyle(FontStyle.Bold, new SharpDX.Color(color.R, color.G, color.B, color.A)));   
            Menu.AddItem(new MenuItem("Author", "Made by ChewyMoon"));

            Menu.AddToMainMenu();
        }
Esempio n. 50
0
 /// <summary>
 /// Draws a line from point1 to point2 with an offset
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="point">The starting point</param>
 /// <param name="length">The length of the line</param>
 /// <param name="angle">The angle of this line from the starting point in radians</param>
 /// <param name="color">The color to use</param>
 public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color)
 {
     DrawLine (spriteBatch, point, length, angle, color, 1.0f);
 }
Esempio n. 51
0
 /// <summary>
 /// Draws a line from point1 to point2 with an offset
 /// </summary>
 /// <param name="spriteBatch">The destination drawing surface</param>
 /// <param name="x1">The X coord of the first point</param>
 /// <param name="y1">The Y coord of the first point</param>
 /// <param name="x2">The X coord of the second point</param>
 /// <param name="y2">The Y coord of the second point</param>
 /// <param name="color">The color to use</param>
 /// <param name="thickness">The thickness of the line</param>
 public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color, float thickness)
 {
     DrawLine (spriteBatch, new Vector2 (x1, y1), new Vector2 (x2, y2), color, thickness);
 }
Esempio n. 52
-2
 public CashTick(WPos pos, Color color, int value)
 {
     this.font = Game.Renderer.Fonts["TinyBold"];
     this.pos = pos;
     this.color = color;
     this.text = "{0}${1}".F(value < 0 ? "-" : "+", Math.Abs(value));
 }
        internal void DrawSpriteGlyphDF(Texture2D texture, Vector4 dest, Vector4 source, Color color, float font_scale)
        {
            if (!m_DrawString_InProgress)
                Logging.Fatal("BeginDrawString() must be called before DrawSpriteGlyph()");

            Vector4 uv = new Vector4(
                (float)source.X / texture.Width,
                (float)source.Y / texture.Height,
                (float)(source.X + source.Z) / texture.Width,
                (float)(source.Y + source.W) / texture.Height);

            float smoothing = 0.4f * Math.Pow(0.333f, font_scale * 2f) + 0.05f;
            Vector4 extra = new Vector4(0, 0, smoothing, 2);

            VertexPositionTextureHueExtra[] v = new VertexPositionTextureHueExtra[4]
            {
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y, m_DrawString_Depth), new Vector2(uv.X, uv.Y), color, extra), // top left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y, m_DrawString_Depth), new Vector2(uv.Z, uv.Y), color, extra), // top right
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.X, uv.W), color, extra), // bottom left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.Z, uv.W), color, extra) // bottom right
            };

            for (int i = 0; i < 4; i++)
                m_DrawString_VertexList.Add(v[i]);
        }
Esempio n. 54
-8
 public Texte(string message, Point position)
 {
     this.message = message;
     this.position = position;
     this.couleur = Structure.Color.White;
     this.police = Fonte.Arial15;
 }
Esempio n. 55
-10
		public AreaInfo(Rect theRect, int thePriority, string theName)
		{
			itsRect = theRect;
			itsPriority = thePriority;
			itsColor = new Color(Random.value,Random.value,Random.value);
			itsName = theName;
		}
Esempio n. 56
-14
 public Texte(string message, Point position, Color couleur, Fonte police)
 {
     this.message = message;
     this.position = position;
     this.couleur = couleur;
     this.police = police;
 }
Esempio n. 57
-24
 public void ShowIcon( string iName, string position, float scale )
 {
     string itemName = iName.Replace(' ', '_');
     image.sprite = ItemManager.Instance.GetItemTexture( itemName );
     Color col = new Color();
     col = Color.white;
     image.color = col;
     iconPos pos = new iconPos();
     switch( position.ToLower() )
     {
     case "middle":
     case "mid":
     case "m":
     pos = iconPos.middle;
     break;
     case "left":
     case "l":
     pos = iconPos.left;
     break;
     case "right":
     case "r":
     pos = iconPos.right;
     break;
     }
     image.GetComponent<Transform>().position = destinationTransforms[(int)pos].position;
     image.GetComponent<Transform>().localScale *= scale;
 }