private void addColor(MakeXML xmlHolder, Ink ink, Shape.ShapeType type) { Shape[] shapes = new Shape[0]; switch (type) { case (Shape.ShapeType.LABELED): shapes = xmlHolder.getSketch().Labeled; break; case (Shape.ShapeType.CLUSTERED): shapes = xmlHolder.getSketch().Clustered; break; } foreach (Shape shape in shapes) { string name = shape.Name; Color c = getRandomColor(); foreach (Shape.Arg arg in shape.Args) { string guid = arg.Id; Shape toColor = (Shape)xmlHolder.getSketch().IdToShape[guid]; if (toColor != null) { string guid2 = toColor.Id; if (guidToMStroke.ContainsKey(guid2)) { ((Microsoft.Ink.Stroke)guidToMStroke[guid2]).DrawingAttributes.Color = c; } } } } }
/// <summary> /// Converts the XML format into Ink strokes and creates a mapping between the XML stroke Ids and the /// Ink stroke Ids. /// </summary> public MakeInk(MakeXML xmlHolder, Ink ink, Shape.ShapeType type) { this.ink = ink; this.idToCStroke = this.getIdToCStroke(xmlHolder.getSketch(), this.ink); calculateIdToMStroke(); this.idToMSubstrokes = new Hashtable(); addColor(xmlHolder, ink, type); }
public void Initialise(Shape.ShapeType shapeType, Quaternion rotation, Vector3 position, float radius, float length = 0.0f) { gameObject.SetActive(true); transform.rotation = rotation; transform.position = position; ShapeDefinition.ShapeEnum = shapeType; ShapeDefinition.Radius = radius; ShapeDefinition.Length = length; }
private void SwitchShapeType() { if (shapeType != Shape.ShapeType.Type3) { shapeType++; } else { shapeType = Shape.ShapeType.Type1; } }
void circlec(Shape.ShapeType st, int sol, int gol, int bol, int loc1, int loc2) { Shape newShape = new Shape(); newShape.Size = new Size(20, 20); newShape.Type = st; newShape.Location = new Point(loc1, loc2); newShape.BackColor = Color.FromArgb(sol, gol, bol); newShape.ForeColor = Color.FromArgb(sol, gol, bol); newShape.ShapeName = "R: " + sol + "G: " + gol + "B: " + bol; this.Controls.Add(newShape); }
/// <summary> /// Creates a new shape and puts it on the grid. /// </summary> public void CreateNewShape(Shape.ShapeType type) { // shape size is random therefore doesn't need to be added as a param var shape = new Shape(new CellPosition(x: random.Next(0, GridManager.SizeX - 4)), type, colors[random.Next(0, colors.Length)]); shapes.Add(shape); currentShape = shape; // decreate the timer interval by 5% of what it currently is Tetris.main.IncreaseShapeUpdate(); // add 4 to the score since each block is 4 cells GameManager.AddScore(); }
void manageShapes(Shape.ShapeType sht) { Shape newShape = new Shape(); newShape.Location = new Point(100, 100); newShape.Size = new Size(50, 50); newShape.ForeColor = colorDialog1.Color; newShape.Type = sht; newShape.MouseDown += new MouseEventHandler(_MouseDown); newShape.MouseMove += new MouseEventHandler(_MouseMove); newShape.MouseUp += new MouseEventHandler(_MouseUp); newShape.BackColor = Color.Red; Cursor.Clip = new Rectangle(this.Location, this.Size); this.Controls.Add(newShape); }
/// <summary> /// Creates and adds new shape based on the specified <paramref name="shapeType"/> to the screen. /// </summary> /// <param name="shapeType">Type of the shape to create.</param> /// <returns>Returns <see cref="ShapeState"/> of the added shape.</returns> public ShapeState AddShape(Shape.ShapeType shapeType) { ShapeState newState = null; switch (shapeType) { case Shape.ShapeType.Polygon: newState = new PolygonEditState(new Polygon(), this) { Color = ColorSettings.GoodColors[goodColorsIndex] }; State = newState; break; case Shape.ShapeType.Circle: newState = new CircleEditState(new Circle(), this) { Color = ColorSettings.GoodColors[goodColorsIndex] }; State = newState; break; case Shape.ShapeType.Edge: newState = new EdgeEditState(new Edge(), this) { Color = ColorSettings.GoodColors[goodColorsIndex] }; State = newState; break; } if (newState != null) { if (++goodColorsIndex >= ColorSettings.GoodColors.Length) { goodColorsIndex = 0; } Shapes.Add(newState); } return(newState); }
private void cbShape_SelectionChangeCommitted(object sender, EventArgs e) { //Sự kiện "chọn hình khối" if (cbShape.SelectedIndex == 0) { choosingShape = Shape.ShapeType.CUBE; } else if (cbShape.SelectedIndex == 1) { choosingShape = Shape.ShapeType.PYRAMID; } else if (cbShape.SelectedIndex == 2) { choosingShape = Shape.ShapeType.PRISMATIC; } else { choosingShape = Shape.ShapeType.NONE; } }
void shapik(Shape.ShapeType st, Point cur) { newShape = new Shape(); newShape.Size = new Size(0, 0); newShape.ForeColor = Color.Black; newShape.Type = st; newShape.Location = cur; newShape.MouseDown += new MouseEventHandler(_MouseDown); newShape.MouseMove += new MouseEventHandler(_MouseMove); newShape.MouseUp += new MouseEventHandler(_MouseUp); newShape.BackColor = Color.Green; // shape = newShape; this.Controls.Add(newShape); // MessageBox.Show("sssssssssssssssssssssssssssss"); ContextMenu contextMenu = new ContextMenu(); contextMenu.MenuItems.Add("Pick Back colour", new EventHandler(newShape.BackColourChange)); contextMenu.MenuItems.Add("Pick Font colour", new EventHandler(newShape.ForeColourChange)); newShape.ContextMenu = contextMenu; newShape.BackColor = Color.Red; this.Controls.Add(newShape); }
public void OnBodyAddedCallback(Body body)// IntPtr bodyHandle) { // Create the game object bool isFinger = false; GameObject gameObject; Shape.ShapeType type = body.Shape.Type; if (type == Shape.ShapeType.Capsule) { float capsuleRadius = body.Shape.CapsuleRadius; float capsuleSegmentLength = body.Shape.CapsuleSegmentLength; gameObject = GameObject.Instantiate(Resources.Load(UnityUtil.ResourcesFolder + UnityUtil.FingerBoneTemplateName) as GameObject) as GameObject; // Adjust dimensions float capsuleHeight = capsuleRadius * 2f + capsuleSegmentLength; float yScale = capsuleHeight / 2f; float zxScale = capsuleRadius / 0.5f; gameObject.transform.localScale = new Vector3(zxScale, yScale, zxScale); gameObject.name = UnityUtil.FingerBoneName; LeapTransform t = new LeapTransform(); t = new LeapTransform(Native.AccessPropertyAsTransform(body, Native.Property.BodyTransform, Native.Mode.Get, t.ToNative())); gameObject.transform.position = t.Position; gameObject.transform.rotation = t.Rotation; gameObject.rigidbody.maxAngularVelocity = 100.0f; isFinger = true; fingerBoneCount++; } else { gameObject = GameObject.Instantiate(Resources.Load(UnityUtil.ResourcesFolder + UnityUtil.HandPalmTemplateName) as GameObject) as GameObject; gameObject.name = UnityUtil.HandPalmName; LeapTransform t = new LeapTransform(); t = new LeapTransform(Native.AccessPropertyAsTransform(body, Native.Property.BodyTransform, Native.Mode.Get, t.ToNative())); gameObject.transform.position = t.Position; gameObject.transform.rotation = t.Rotation; gameObject.rigidbody.maxAngularVelocity = 100.0f; latestHandPalmAdded = gameObject; fingerBoneCount = 0; } BodyMapper.Add(gameObject, body); GameObject container = isFinger && latestHandPalmAdded != null ? latestHandPalmAdded : GameObject.Find(UnityUtil.DynamicObjectContainerName) as GameObject; gameObject.transform.parent = container.transform; gameObject.layer = UnityUtil.LayerForHands; if (fingerBoneCount % 3 == 0 && fingerBoneCount > 0) { gameObject.name = UnityUtil.FingerTipBoneName; if (fingerBoneCount == 3) { gameObject.name = UnityUtil.ThumbTipBoneName; } } if (fingerBoneCount == 15) { latestHandPalmAdded = null; fingerBoneCount = 0; if (UnityUtil.FilterHandCollisionPerColliderExplicitly) { DisableHandSelfCollisions(gameObject.transform.parent); } } }