public MyScene(SizeF size) : base(size) { BackgroundColor = new MonoTouch.UIKit.UIColor (.15f, .15f, .3f, 1); AddChild( new SKLabelNode ("Chalkduster") { Text = "Hello World", FontSize = 30, Position = new PointF(Frame.GetMidX(),Frame.GetMidY()), }); }
public MyScene(SizeF size) : base(size) { BackgroundColor = new MonoTouch.UIKit.UIColor(.15f, .15f, .3f, 1); AddChild(new SKLabelNode("Chalkduster") { Text = "Hello World", FontSize = 30, Position = new PointF(Frame.GetMidX(), Frame.GetMidY()), }); }
//TODO Convert to HSV or HSB to bump the saturation to something more iOS looking. public Color CalculateColor(Int64 percentage) { if ((percentage < 0) || (percentage > 100)) { return(_tmpCol); } #if __ANDROID__ var tempCol = new Color(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]); #elif __IOS__ var tempCol = UIColor.FromRGB(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]); #endif _tmpCol = tempCol; return(tempCol); }
//TODO Convert to HSV or HSB to bump the saturation to something more iOS looking. public Color CalculateColor(Int64 percentage) { if ((percentage < 0) || (percentage > 100)) return _tmpCol; #if __ANDROID__ var tempCol = new Color(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]); #elif __IOS__ var tempCol = UIColor.FromRGB(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]); #endif _tmpCol = tempCol; return tempCol; }