private void Awake() { var clearWhite = new Color(1, 1, 1, 0); HeldButtonUi.AddTo(this.menuNewSessionButtonImage, Inputs.PrimaryButton); HeldButtonUi.AddTo(this.menuExitGameButtonImage, Inputs.ExitButton); FloatTarget.AddTo(this.gameObject, v => { this._currentRotation = v; this.transform.eulerAngles = new Vector3(0, v, 0); }, () => this._currentRotation, () => this._targetRotation, 7, TargetCurve.Easing); // Fade entire canvas in and out. this.headerText.color = clearWhite; this.resultsText.color = clearWhite; this.menuNewSessionText.color = clearWhite; this.menuExitGameText.color = clearWhite; this.instructionsText.color = clearWhite; ColorTarget.AddToTextGUIColor(this.headerText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.resultsText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.menuNewSessionText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.menuExitGameText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.instructionsText, this.ActiveColor); this.SetVisible(false); }
/// <summary> /// Set color of homeworks text. /// </summary> /// <param name="target">The target of this change. <see cref="ColorTarget"/>.</param> /// <param name="brush">The new value (color or brush).</param> /// <param name="save">If true, this change will be saved.</param> public static void SetColor(ColorTarget target, Brush brush, bool save = true) { switch (target) { case ColorTarget.NormalHomeworks: Global.userData.settings.colors.NormalHomeworksColor = brush; break; case ColorTarget.Tests: Global.userData.settings.colors.TestsColor = brush; break; case ColorTarget.subjects: Global.userData.settings.colors.SubjectsColor = brush; break; case ColorTarget.HighlightedHomeworks: Global.userData.settings.colors.HighlightColor = brush; break; default: throw new Exception("ColorTarget value \"" + target + "\" isn't known (SettingsManager.SetColor)"); } HomeworkManager.RecolorViewers(); EventsManager.Call_ColorChanged(target, brush); if (save) { Save.SaveData(); } }
/// <summary> /// Sets the style color for a particular UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <param name="value">The new color.</param> public void SetColor(ColorTarget target, Color value) { NativePtr->Colors[(int)target * 4 + 0] = value.R; NativePtr->Colors[(int)target * 4 + 1] = value.G; NativePtr->Colors[(int)target * 4 + 2] = value.B; NativePtr->Colors[(int)target * 4 + 3] = value.A; }
/// <summary> /// Sets the style color for a particular UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <param name="value">The new color.</param> public void SetColor(ColorTarget target, Vector4 value) { _stylePtr->Colors[(int)target * 4 + 0] = value.X; _stylePtr->Colors[(int)target * 4 + 1] = value.Y; _stylePtr->Colors[(int)target * 4 + 2] = value.Z; _stylePtr->Colors[(int)target * 4 + 3] = value.W; }
/// <summary> /// Sets the style color for a particular UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <param name="value">The new color.</param> public void SetColor(ColorTarget target, Vector4 value) { NativePtr->Colors[(int)target * 4 + 0] = value.X; NativePtr->Colors[(int)target * 4 + 1] = value.Y; NativePtr->Colors[(int)target * 4 + 2] = value.Z; NativePtr->Colors[(int)target * 4 + 3] = value.W; }
public GUIColorScope( bool condition, Color color, ColorTarget target = ColorTarget.Normal ) : this(condition ? color : GUI.color, target) { }
private void Start() { this.numerator.color = InvisibleColor; this.denominator.color = InvisibleColor; this.dividingLine.color = InvisibleColor; ColorTarget.AddToTextGUIColor(this.numerator, () => this.IsActive && this._visible ? VisibleColor : InvisibleColor, FadeSpeed); ColorTarget.AddToTextGUIColor(this.denominator, () => this.IsActive && this._visible ? VisibleColor : InvisibleColor, FadeSpeed); ColorTarget.AddToImageColor(this.dividingLine, () => this.IsActive && this._visible ? VisibleColor : InvisibleColor, FadeSpeed); }
public ColorMappingInstance(IColorPaletteEntry source, ColorTarget targetColor, ColorPaletteResources targetResources) { _source = source; _targetColor = targetColor; _targetResources = targetResources; Apply(); _source.ActiveColorChanged += Source_ActiveColorChanged; }
private void TargetList_SelectionChanged(object sender, SelectionChangedEventArgs e) { selectedColorTarget = (ColorTarget)targetList.SelectedIndex; switch (selectedColorTarget) { case ColorTarget.Line: R = Settings.PlotVisualParams.LineColor.R; G = Settings.PlotVisualParams.LineColor.G; B = Settings.PlotVisualParams.LineColor.B; break; case ColorTarget.Vector: R = Settings.PlotVisualParams.ArrowColor.R; G = Settings.PlotVisualParams.ArrowColor.G; B = Settings.PlotVisualParams.ArrowColor.B; break; case ColorTarget.BorderFill: R = Settings.PlotVisualParams.BorderFillColor.R; G = Settings.PlotVisualParams.BorderFillColor.G; B = Settings.PlotVisualParams.BorderFillColor.B; break; case ColorTarget.BorderStroke: R = Settings.PlotVisualParams.BorderStrokeColor.R; G = Settings.PlotVisualParams.BorderStrokeColor.G; B = Settings.PlotVisualParams.BorderStrokeColor.B; break; } SetColorSliderValue(); RSlider.Focus(); }
protected override MutableObject Mutate(MutableObject mutable) { var groupId = GroupId.GetLastKeyValue(mutable); var index = DataShare.ContainsKey(groupId) ? DataShare[groupId] : 0; if (groupId != "") { DataShare[groupId] = index + 1; } ColorTarget.SetValue(ColorPalette.ColorFromIndex(index), mutable); return(mutable); }
private void Awake() { this.titleText.color = this.titleText.color.AsTransparent(); this.startButtonText.color = this.startButtonText.color.AsTransparent(); this.exitButtonText.color = this.exitButtonText.color.AsTransparent(); ColorTarget.AddToTextGUIColor(this.titleText, () => this._isActive ? this.titleText.color.AsOpaque() : this.titleText.color.AsTransparent()); ColorTarget.AddToTextGUIColor(this.startButtonText, () => this._isActive ? this.startButtonText.color.AsOpaque() : this.startButtonText.color.AsTransparent()); ColorTarget.AddToTextGUIColor(this.exitButtonText, () => this._isActive ? this.exitButtonText.color.AsOpaque() : this.exitButtonText.color.AsTransparent()); HeldButtonUi.AddTo(this.startButtonImage, Inputs.PrimaryButton); HeldButtonUi.AddTo(this.exitButtonImage, Inputs.ExitButton); }
public PushColor(Color inColor, ColorTarget inTarget = ColorTarget.All) { _colorTarget = inTarget; switch(inTarget) { case ColorTarget.Background: _oldColor = GUI.backgroundColor; GUI.backgroundColor = inColor; break; case ColorTarget.Content: _oldColor = GUI.color; GUI.contentColor = inColor; break; case ColorTarget.All: _oldColor = GUI.color; GUI.color = inColor; break; } }
private void Awake() { for (var i = 0; i < this.textMeshes.Length; i++) { var textMesh = this.textMeshes[i]; var index = i; ColorTarget.AddToTextGUIColor(textMesh, () => new Color(1, 1, 1, this._showMeshArray != null && this._showMeshArray.Length > index && this._showMeshArray[index] ? 1f : 0f), NormalSpeed); } FloatTarget.AddTo(this.gameObject, v => { this._currentAngle = v; this.transform.eulerAngles = new Vector3(0, this._currentAngle, 0); }, () => this._currentAngle, () => this._currentAngleTarget, 1f, TargetCurve.Easing); }
public GUIColorScope(Color red, ColorTarget target = ColorTarget.Normal) { this.target = target; switch (target) { case ColorTarget.Normal: color = GUI.color; GUI.color = red; break; case ColorTarget.Content: color = GUI.contentColor; GUI.contentColor = red; break; case ColorTarget.Background: color = GUI.backgroundColor; GUI.backgroundColor = red; break; default: throw new ArgumentOutOfRangeException(nameof(target), target, null); } }
public static void PushStyleColor(ColorTarget target, Vector4 color) { ImGuiNative.igPushStyleColor(target, color); }
public static extern string igGetStyleColName(ColorTarget idx);
public static extern void igPushStyleColor(ColorTarget idx, Vector4 col);
/// <summary> /// Gets the current style color for the given UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <returns>The element's color as currently configured.</returns> public Vector4 GetColor(ColorTarget target) => *(Vector4 *)&NativePtr->Colors[(int)target * 4];
/// <summary> /// Sets the style color for a particular UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <param name="value">The new color.</param> public void SetColor(ColorTarget target, float value) => _stylePtr->Colors[(int)target] = value;
protected override void OnProcessOutputSchema(MutableObject newSchema) { ColorTarget.SetValue(Color.magenta, newSchema); Router.TransmitAllSchema(newSchema); }
public ColorMapping(IColorPaletteEntry source, ColorTarget targetColor) { _source = source; _targetColor = targetColor; }
public static void PushStyleColor(ColorTarget target, Color color) { ImGuiNative.igPushStyleColor(target, color.ToNumericsVector4()); }
/// <summary> /// Gets the current style color for the given UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <returns>The element's color as currently configured.</returns> public Vector4 GetColor(ColorTarget target) => *(Vector4*)&_stylePtr->Colors[(int)target * 4];
/// <summary> /// Invoke ColorChanged event /// </summary> /// <param name="target">Type of element of this color (homework, test, subject)</param> /// <param name="brush">New color</param> internal static void Call_ColorChanged(ColorTarget target, Brush brush) { ColorChanged?.Invoke(target, brush); }
/// <summary> /// Gets the current style color for the given UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <returns>The element's color as currently configured.</returns> public float GetColor(ColorTarget target) => _stylePtr->Colors[(int)target];
/// <summary> /// Gets the current style color for the given UI element type. /// </summary> /// <param name="target">The type of UI element.</param> /// <returns>The element's color as currently configured.</returns> public Color GetColor(ColorTarget target) { var vec4 = *(System.Numerics.Vector4 *) & NativePtr->Colors[(int)target * 4]; return(new Color(vec4.X, vec4.Y, vec4.Z, vec4.W)); }