예제 #1
0
        public void Transform(changes color = changes.Rgba64)
        {
            BitmapImage LayerBitmapImage = base.toBitmapImage();

            format = new FormatConvertedBitmap();
            format.BeginInit();
            format.Source = LayerBitmapImage;
            switch (color)
            {
            case changes.cmyk32:
                format.DestinationFormat = PixelFormats.Cmyk32;
                break;

            case changes.blackwhite:
                format.DestinationFormat = PixelFormats.BlackWhite;
                break;

            case changes.gray:
                format.DestinationFormat = PixelFormats.Gray32Float;
                break;

            default:
                format.DestinationFormat = PixelFormats.Rgba64;
                break;
            }
            format.EndInit();
        }
예제 #2
0
파일: Form5.cs 프로젝트: ananasnas/wcf
        private void button1_Click(object sender, EventArgs e)
        {
            Regex regex = new Regex("^[А-Яа-я]+$");

            if (regex.IsMatch(textBox1.Text))
            {
                changes ch = new changes();
                ch.name_group = textBox1.Text;
                ch.IDs_privgr = "-1";
                ch.name_priv  = "-1";
                ch.name       = "-11";
                OperationChangesClient operationclient = new OperationChangesClient("BasicHttpBinding_IOperationChanges");
                int flag = operationclient.add_group(ch);
                if (flag == 1)
                {
                    MessageBox.Show("Операция прошла успешно.");
                }
                else
                {
                    MessageBox.Show("Ошибка! Попробуйте еще раз.");
                }
                this.Close();
            }
            else
            {
                MessageBox.Show("Некорректный ввод.");
            }
        }
예제 #3
0
        private void button2_Click(object sender, EventArgs e)
        {
            Regex regex = new Regex("^[А-Яа-я]+$");

            if (regex.IsMatch(textBox2.Text))
            {
                changes ch = new changes();
                ch.ID_group   = Convert.ToInt32(textBox1.Text);
                ch.name_group = textBox2.Text;
                try
                {
                    for (int i = 0; i <= dataGridView1.RowCount - 1; i++)
                    {
                        if (dataGridView1.Rows[i].Cells[2].Value.ToString() == "True")
                        {
                            if (ch.IDs_privgr != null)
                            {
                                ch.IDs_privgr = ch.IDs_privgr + ", " + dataGridView1.Rows[i].Cells[0].Value;
                            }
                            else
                            {
                                ch.IDs_privgr = dataGridView1.Rows[i].Cells[0].Value.ToString();
                            }
                        }
                    }
                }
                catch { }
                Form2 ad = new Form2();
                ch.ID_person = -1;
                ch.name      = "-1";
                //admin ad = new admin();
                OperationChangesClient operationclient = new OperationChangesClient("BasicHttpBinding_IOperationChanges");
                int flag = operationclient.update_groups(ch);
                if (flag == 1)
                {
                    MessageBox.Show("Операция прошла успешно.");
                }
                else
                {
                    MessageBox.Show("Ошибка! Попробуйте еще раз.");
                }
            }
            else
            {
                MessageBox.Show("Ошибка! Некорректный ввод.");
            }
        }
예제 #4
0
 /// <summary>
 ///   Called to queue a change to a prim
 ///   to use in place of old taint mechanism so changes do have a time sequence
 /// </summary>
 public void AddChange(AuroraODECharacter character, changes what, Object arg)
 {
     AODEchangeitem item = new AODEchangeitem {character = character, what = what, arg = arg};
     ChangesQueue.Enqueue(item);
 }
예제 #5
0
 /// <summary>
 ///   Called to queue a change to a prim
 ///   to use in place of old taint mechanism so changes do have a time sequence
 /// </summary>
 public void AddChange(AuroraODEPrim prim, changes what, Object arg)
 {
     AODEchangeitem item = new AODEchangeitem {prim = prim, what = what, arg = arg};
     ChangesQueue.Enqueue(item);
 }
예제 #6
0
        /// <summary>
        /// Called to queue a change to a prim
        /// to use in place of old taint mechanism so changes do have a time sequence
        /// </summary>
        public void AddChange(AuroraODEPrim prim,changes what,Object arg)
            {
            AODEchangeitem item = new AODEchangeitem();
            item.prim = prim;
            item.what = what;
            item.arg = arg;
//            lock (ChangesQueue)
                {
                ChangesQueue.Enqueue(item);
                }
            }
예제 #7
0
 /// <summary>
 /// Called to queue a change to a prim
 /// to use in place of old taint mechanism so changes do have a time sequence
 /// </summary>
 public void AddChange(OdeCharacter character, changes what, Object arg)
 {
     ODEchangeitem item = new ODEchangeitem();
     item.character = character;
     item.what = what;
     item.arg = arg;
     ChangesQueue.Enqueue(item);
 }
예제 #8
0
 public void AddChange(OdePrim prim, changes what, Object arg)
 {
     ODEchangeitem item = new ODEchangeitem();
     item.prim = prim;
     item.what = what;
     item.arg = arg;
     ChangesQueue.Enqueue(item);
 }
예제 #9
0
 public void AddChange(changes what, object arg)
 {
     _parent_scene.AddChange((PhysicsActor)this, what, arg);
 }
예제 #10
0
        public bool DoAChange(changes what, object arg)
        {
            if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
            {
                return false;
            }

            // nasty switch
            switch (what)
            {
                case changes.Add:
                    changeAdd();
                    break;
                case changes.Remove:
                    changeRemove();
                    break;

                case changes.Position:
                    changePosition((Vector3)arg);
                    break;

                case changes.Orientation:
                    changeOrientation((Quaternion)arg);
                    break;

                case changes.PosOffset:
                    donullchange();
                    break;

                case changes.OriOffset:
                    donullchange();
                    break;

                case changes.Velocity:
                    changeVelocity((Vector3)arg);
                    break;

                //                case changes.Acceleration:
                //                    changeacceleration((Vector3)arg);
                //                    break;
                //                case changes.AngVelocity:
                //                    changeangvelocity((Vector3)arg);
                //                    break;

                case changes.Force:
                    changeForce((Vector3)arg);
                    break;

                case changes.Torque:
                    changeSetTorque((Vector3)arg);
                    break;

                case changes.AddForce:
                    changeAddForce((Vector3)arg);
                    break;

                case changes.AddAngForce:
                    changeAddAngularForce((Vector3)arg);
                    break;

                case changes.AngLock:
                    changeAngularLock((byte)arg);
                    break;

                case changes.Size:
                    changeSize((Vector3)arg);
                    break;

                case changes.AvatarSize:
                    changeAvatarSize((strAvatarSize)arg);
                    break;

                case changes.Momentum:
                    changeMomentum((Vector3)arg);
                    break;

                case changes.PIDHoverHeight:
                    changePIDHoverHeight((float)arg);
                    break;

                case changes.PIDHoverType:
                    changePIDHoverType((PIDHoverType)arg);
                    break;

                case changes.PIDHoverTau:
                    changePIDHoverTau((float)arg);
                    break;

                case changes.PIDHoverActive:
                    changePIDHoverActive((bool)arg);
                    break;

/* not in use for now
                case changes.Shape:
                    changeShape((PrimitiveBaseShape)arg);
                    break;

                case changes.CollidesWater:
                    changeFloatOnWater((bool)arg);
                    break;

                case changes.VolumeDtc:
                    changeVolumedetetion((bool)arg);
                    break;

                case changes.Physical:
                    changePhysicsStatus((bool)arg);
                    break;

                case changes.Selected:
                    changeSelectedStatus((bool)arg);
                    break;

                case changes.disabled:
                    changeDisable((bool)arg);
                    break;

                case changes.building:
                    changeBuilding((bool)arg);
                    break;
*/
                case changes.Null:
                    donullchange();
                    break;

                default:
                    donullchange();
                    break;
            }
            return false;
        }
예제 #11
0
 public void AddChange(changes what, object arg)
 {
     _parent_scene.AddChange(this, what, arg);
 }
예제 #12
0
        public bool DoAChange(changes what, object arg)
        {
            if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
            {
                return false;
            }

            // nasty switch
            switch (what)
            {
                case changes.Add:
                    changeadd();
                    break;
                case changes.Remove:
                    //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
                    //When we return true, it destroys all of the prims in the linkset anyway
                    if (_parent != null)
                    {
                        OdePrim parent = (OdePrim)_parent;
                        parent.ChildRemove(this,false);
                    }
                    else
                        ChildRemove(this,false);

                    RemoveGeom();
                    m_targetSpace = IntPtr.Zero;
                    return true;

                case changes.Link:
                    OdePrim tmp = (OdePrim)arg;
                    changeLink(tmp);
                    break;

                case changes.DeLink:
                    changeLink(null);
                    break;

                case changes.Position:
                    changePosition((Vector3)arg);
                    break;

                case changes.Orientation:
                    changeOrientation((Quaternion)arg);
                    break;

                case changes.PosOffset:
                    donullchange();
                    break;

                case changes.OriOffset:
                    donullchange();
                    break;

                case changes.Velocity:
                    changevelocity((Vector3)arg);
                    break;

//                case changes.Acceleration:
//                    changeacceleration((Vector3)arg);
//                    break;
//                case changes.AngVelocity:
//                    changeangvelocity((Vector3)arg);
//                    break;

                case changes.Force:
                    changeForce((Vector3)arg);
                    break;

                case changes.Torque:
                    changeSetTorque((Vector3)arg);
                    break;

                case changes.AddForce:
                    changeAddForce((Vector3)arg);
                    break;

                case changes.AddAngForce:
                    changeAddAngularForce((Vector3)arg);
                    break;

                case changes.AngLock:
                    changeAngularLock((Vector3)arg);
                    break;

                case changes.Size:
                    changeSize((Vector3)arg);
                    break;

                case changes.Shape:
                    changeShape((PrimitiveBaseShape) arg);
                    break;

                case changes.CollidesWater:
                    changeFloatOnWater((bool)arg);
                    break;

                case changes.VolumeDtc:
                    changeVolumedetetion((bool)arg);
                    break;

                case changes.Physical:
                    changePhysicsStatus((bool)arg);
                    break;

                case changes.Selected:
                    changeSelectedStatus((bool)arg);
                    break;

                case changes.disabled:
                    changeDisable((bool) arg);
                    break;

                case changes.building:
                    changeBuilding((bool)arg);
                    break;

                case changes.Null:
                    donullchange();
                    break;

                default:
                    donullchange();
                    break;
            }
            return false;
        }
예제 #13
0
        /// <summary>
        /// Called to queue a change to a actor
        /// to use in place of old taint mechanism so changes do have a time sequence
        /// </summary>

        public void AddChange(PhysicsActor actor, changes what, Object arg)
        {
            ODEchangeitem item = new ODEchangeitem();
            item.actor = actor;
            item.what = what;
            item.arg = arg;
            ChangesQueue.Enqueue(item);
        }