public override void Apply(ComputedStyle style,Value value){ // Is it lit? bool lit=(value!=null && value.Boolean); if(!lit && style.Shading==null){ // Essentially ignore it anyway. return; } if(style.Shading==null){ // It's lit: style.RequireShading().Lit=true; }else{ // It's not lit: style.Shading.Lit=false; // Optimise - might no longer need the shading info: style.Shading.Optimise(); } // Request a layout now: style.RequestLayout(); }
public override void Apply(ComputedStyle style,Value value){ ShaderSet family=null; // Apply: if(value!=null){ // Lowercase so we can have the best chance at spotting the standard set (which is optimised for). string familyLC=value.Text.ToLower(); if(familyLC!="standardui" && familyLC!="standard" && familyLC!="" && familyLC!="none"){ // Get the family: family=ShaderSet.Get(value.Text); } } // Apply it here: if(style.Shading!=null){ // Update it: style.Shading.Shaders=family; if(family==null){ // Check if the shading data is no longer in use: style.Shading.Optimise(); } }else if(family!=null){ style.RequireShading().Shaders=family; } // Request a layout now: style.RequestLayout(); }