public override string ToString() { var result = new StringBuilder(); // todo : header result.Append("{"); var missingBars = 0; result.Append(BonesID); if (Skins == null || !Skins.Any()) { missingBars++; } else { result.Append("|".ConcatCopy(missingBars + 1)); missingBars = 0; result.Append(string.Join(",", Skins)); } if (Colors == null || !Colors.Any()) { missingBars++; } else { result.Append("|".ConcatCopy(missingBars + 1)); missingBars = 0; result.Append(string.Join(",", from entry in Colors select entry.Key + "=" + entry.Value.ToArgb())); } if (Scales == null || !Scales.Any()) { missingBars++; } else { result.Append("|".ConcatCopy(missingBars + 1)); missingBars = 0; result.Append(string.Join(",", Scales)); } if (SubLooks == null || !SubLooks.Any()) { missingBars++; } else { result.Append("|".ConcatCopy(missingBars + 1)); result.Append(string.Join(",", SubLooks.Select(entry => entry))); } result.Append("}"); return(result.ToString()); }
private IEnumerator CreateSprites(string _skinID) { var form = new WWWForm(); form.AddField("id", _skinID); using (var www = UnityWebRequest.Post(Constants.WebServer + "retrieveskinimage.php", form)) { yield return(www.SendWebRequest()); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); } else { var bytes = www.downloadHandler.data; var texture = new Texture2D(2, 2); texture.LoadImage(bytes); var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f)); Skins.PopulateSkinImage(sprite); _imageRetrieved = true; } } }
private void Start() { menu = GameObject.Find("Main Camera").GetComponent <GUIGame>(); controlCamera = GameObject.Find("Main Camera").GetComponent <ControlCamera>(); GUIOperations = GameObject.Find("spaceship").GetComponent <GUIOperations>(); Skins = GameObject.Find("spaceship").GetComponent <Skins>(); }
public static void BuySkin(Skins skin) { Debug.Log(skin.ToString()); PlayerPrefs.SetInt("Skin-" + skin.ToString(), 1); PlayerPrefs.SetInt("SkinFree", 0); PlayerPrefs.Save(); }
private void Back() { Skins.gameObject.SetActive(true); Particle.gameObject.SetActive(false); Skins.SetAsLastSibling(); FirstButton.GetComponent <Animator>().updateMode = AnimatorUpdateMode.Normal; if (ControllerManager.Mouse_Controller == 1) { EventSystem.current.SetSelectedGameObject(null); } else { EventSystem.current.SetSelectedGameObject(null); EventSystem.current.SetSelectedGameObject(FirstButton); } ColorPickerUI.GetComponent <ColorPickerUnityUI>().enabled = false; menuAnim.SetBool("Menu", true); menuAnim.SetBool("SkinSelectorToSettings", false); menuAnim.SetBool("Settings", false); menuAnim.SetBool("SettingsToSkinSelector", false); menuAnim.SetBool("SkinSelector", false); menuAnim.SetBool("MenuToLocations", false); menuAnim.SetBool("LocationsToSkinSelector", false); menuAnim.SetBool("LocationsToOptions", false); menuAnim.SetBool("MenuToMultiplayer", false); menuAnim.SetBool("MultiplayerToOptions", false); menuAnim.SetBool("MultiplayerToSkinSelector", false); }
public void Button_EditTeam() { EditTeam.SetActive(false); Characters.SetActive(false); Skins.SetActive(false); ChaBack.SetActive(true); }
public AppSettingModel() { this.Header = "Основные настройки"; this.Languages = Generic.GetEnumValues <Languages>(); this.SkinSettings = Skins.SkinSettings; var appConfig = ConfigStorage.Instance.AppConfig; this.UpdateReader = appConfig.UpdateReader; this.MinimizeToTray = appConfig.MinimizeToTray; this.Language = appConfig.Language; this.AutoUpdateHours = appConfig.AutoUpdateInHours.ToString(); this.Skin = Skins.GetSkinSetting(ConfigStorage.Instance.ViewConfig.SkinGuid); this.StartAppMinimizedToTray = appConfig.StartMinimizedToTray; this.FolderNamingStrategy = new FolderNamingModel(); using (var context = Repository.GetEntityContext()) { #warning DB connection in ctor var config = context.Get <DatabaseConfig>().Single(); this.FolderNamingStrategy.SelectedGuid = config.FolderNamingStrategy; } this.Sort = new SortModel(); var appSort = ConfigStorage.Instance.ViewConfig.LibraryFilter.SortDescription; if (appSort.PropertyName != null) { Sort.SelectedDescription = appSort; } }
/// <summary> /// Function invoked after layout. /// </summary> /// <param name="skin">Skin to use.</param> protected override void PostLayout(Skins.Skin skin) { foreach (Control child in Children) // ok? { child.Position(m_Pos); } }
public override void Initialize(IEntity entity) { BonesId = entity.Look().BonesId; Skins.AddRange(entity.Look().Skins); IndexedColors.AddRange(entity.Look().IndexedColors); Scales.AddRange(entity.Look().Scales); }
private void Awake() { if (Instance == null) { Instance = this; itemsDictionary = new Dictionary <string, ShopItem[]>(); for (int i = 0; i < skins.Length; i++) { Skins skin = skins[i]; if (!itemsDictionary.ContainsKey(skin.type)) { ShopItem[] newList = new ShopItem[skin.items.Length]; itemsDictionary.Add(skin.type, newList); } for (int j = 0; j < skin.items.Length; j++) { skin.items[j].index = j; itemsDictionary[skin.type][j] = skin.items[j]; } } dataManager = DataManager.Instance; cubeMesh = itemsDictionary["Cube"][dataManager.GetUserData().SelectedCube].model; cubeMat = itemsDictionary["Cube"][dataManager.GetUserData().SelectedCube].objectMat; platformMat = itemsDictionary["Platform"][dataManager.GetUserData().SelectedPlatform].objectMat; platformMesh = itemsDictionary["Platform"][dataManager.GetUserData().SelectedPlatform].model; backgroundMat = itemsDictionary["Background"][dataManager.GetUserData().SelectedBackground].objectMat; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
//public GameController(){ // HighestScore = 0; // BallMaterial = null; // BorderMaterials = null; //} // Use this for initialization void Awake() { //if (gameObject == null) //{ // DontDestroyOnLoad(gameObject); //} //else if(gameObject != this) //{ // Destroy(gameObject); //} //File.Delete(Application.persistentDataPath + "/playerInfo.dat"); //UnityEditor.AssetDatabase.Refresh(); if (!File.Exists(Application.persistentDataPath + "/playerInfo.dat")) { HighestScore = 0; BallMaterial = "Ball"; BorderMaterials = "White"; Coins = 0; BallLock = "111111111111111111111"; BorderLock = "111111111111111111111"; Save(); } else { Skins.loadSkin(); Skins.loadSkinBall(); } }
// Should be in SkinManager, but how to access getMMRowOfPosition from there? public void changeSkin(Skins skin) { ResourceDictionary selectedDictionary = SkinManager.GetSkin(skin); App.Current.MainWindow.Resources.MergedDictionaries.Add(selectedDictionary); if (_assemblerModel.undoStack().size() == 0) { _currentTextBox.Foreground = (Brush)FindResource("TextBoxForegroundOff"); } else { _currentTextBox.Foreground = (Brush)FindResource("TextBoxForegroundOn"); } for (int i = 0; i <= 255; i++) { getMMRowOfPosition(255 - i).ChangeSkin(selectedDictionary); } for (int i = 0; i < 5; i++) { getStackRowOfPosition(i).ChangeSkin(selectedDictionary); } ValueRow_InstructionPointer.ChangeSkin(selectedDictionary); ValueRow_Input.ChangeSkin(selectedDictionary); ValueRow_Output.ChangeSkin(selectedDictionary); ValueRow_WorkingRegister.ChangeSkin(selectedDictionary); }
private void Stats_Load(object sender, System.EventArgs e) { Skins skin = new Skins(); if (skin.skinLoader) { try { BackColor = skin.BackGround_Color; // Фон программы Ico.BackColor = BackColor; // Шрифты { Label[] lbls = new Label[] { label1, label2, label3, label4, CommentsCount, errCount, rinneCount, activCount }; foreach (Label lbl in lbls) { lbl.BackColor = skin.BackGround_Color; lbl.ForeColor = skin.Font_Color; } } // Боксы { GroupBox[] Boxs = new GroupBox[] { groupBox1 }; foreach (GroupBox Box in Boxs) { Box.ForeColor = skin.Font_Color; } } } catch { } } }
public void unlockBorder() { GameController.Load(); string s = "abcde"; Debug.Log("example: " + s.Substring(2, 1)); string middle = GameController.BorderLock.Substring(index, 1); Debug.Log("this is startindex: " + index + " this is endindex: " + 1 + " this is middle " + middle); if (middle == "1") { //if there is more coins if (GameController.Coins >= amountCoins) { GameController.Coins -= amountCoins; string start = GameController.BorderLock.Substring(0, index); string end = GameController.BorderLock.Substring(index + 1); GameController.BorderLock = start + "0" + end; //GameController.Save(); Skins.saveSkin(str); } } else { Skins.saveSkin(str); } }
public static Skins ValidateSkins(string Directory) { try { string json = File.ReadAllText(Path.Combine(Directory, "skins.json")); Skins skins_meta = JsonConvert.DeserializeObject <Skins>(json); if (skins_meta == null) { return(null); } if (skins_meta.skins == null) { return(null); } foreach (var skin in skins_meta.skins) { skin.skin_directory = Directory; } return(skins_meta); } catch { return(new Skins()); } }
protected override void OnInitSkins() { Skins.Add("Xerath"); Skins.Add("Runeborn Xerath"); Skins.Add("Battlecast Xerath"); Skins.Add("Scorched Earth Xerath"); }
void Customize() { Skins.gameObject.SetActive(true); Particle.gameObject.SetActive(false); Skins.SetAsLastSibling(); Invoke("ActiveColorUI", 0.7f); if (ControllerManager.Mouse_Controller == 1) { EventSystem.current.SetSelectedGameObject(null); } else { EventSystem.current.SetSelectedGameObject(null); EventSystem.current.SetSelectedGameObject(skinbutton); } if (Input.GetButtonDown("X")) { EventSystem.current.SetSelectedGameObject(null); EventSystem.current.SetSelectedGameObject(ColorPickerButton); } if (Input.GetButtonDown("Y")) { EventSystem.current.SetSelectedGameObject(null); EventSystem.current.SetSelectedGameObject(skinbutton); } menuAnim.SetBool("Menu", false); menuAnim.SetBool("SkinSelector", true); menuAnim.SetBool("SkinSelectorToSettings", false); menuAnim.SetBool("SettingsToSkinSelector", true); menuAnim.SetBool("LocationsToSkinSelector", true); menuAnim.SetBool("MultiplayerToSkinSelector", true); }
public void SetSprite(int skinId) { if (skinId == 1) { skinBall = skinList[0]; } if (skinId == 2) { skinBall = skinList[1]; } if (skinId == 3) { skinBall = skinList[2]; } if (skinId == 4) { skinBall = skinList[3]; } if (skinId == 5) { skinBall = skinList[4]; } skinBall.skinId = skinId; sprite.sprite = skinBall.skinSprite; }
public static void LoadAll() { Skins.LoadAll(); frozenSkin_Material.MakeAvailable(); frozenSkin_Pixmap.MakeAvailable(); frozenSkin_Texture.MakeAvailable(); }
public SerializablePlayer(Player player) { UserID = player.UserID; FortressID = player.Fortress.ID; Score = player.Score; Skin = player.Skin; }
public void GetEquip(List <string> buffer, int section, bool clear = false) { if (buffer.Count > 0) { buffer.Clear(); } switch (section) { case 5: Weapons.ForEach(x => buffer.Add(x.ToString())); break; case 6: Skins.ForEach(x => buffer.Add(x.ToString())); break; case 7: Hats.ForEach(x => buffer.Add(x.ToString())); break; case 8: Perks.ForEach(x => buffer.Add(x.ToString())); break; case 9: Items.ForEach(x => buffer.Add(x.ToString())); break; } int min; int max; Type enm; GetEqInfo(section, out min, out max, out enm); int sz = max - min; if (sz < 0 || enm == null) { return; } if (buffer == m_ReusableBuffer || clear) { buffer.Clear(); } for (int i = 0; i <= sz; i++) { int eidx = Equip[min + i]; string str = eidx != EQP_NONE?Enum.GetName(enm, Equip[min + i]) : "None"; if (str != null && !buffer.Contains(str)) { buffer.Add(str); } } }
public ActionResult DeleteConfirmed(int id) { Skins skins = db.Skins.Find(id); db.Skins.Remove(skins); db.SaveChanges(); return(RedirectToAction("Index")); }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { if (null == Parent) return; //Move to our current position to force clamping - is this a hack? MoveTo(X, Y); }
// --- Skins. public void AddSkin(Skin skin) { if (skin == null) { throw new ArgumentNullException("skin cannot be null."); } Skins.Add(skin); }
// Start is called before the first frame update void Start() { skinChangerObject = GameObject.Find("SkinHandler").GetComponent <Skins>(); rend = GetComponent <Renderer>(); ChangeTheme(); }
protected override void OnInitSkins() { Skins.Add("Ahri"); Skins.Add("Dynasty Ahri"); Skins.Add("Midnight Ahri"); Skins.Add("Foxfire Ahri"); Skins.Add("Popstar Ahri"); }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { base.Layout(skin); if (AutoSizeToContents) { DoSizeToContents(); } }
void Start() { Skins activeSkin = DataHolder.GetActiveSkin(); if (activeSkin == Skins.Knight) { animator.runtimeAnimatorController = knightAnimator; } }
/// <summary> /// Initializes a new instance of the <see cref="Canvas"/> class. /// </summary> /// <param name="skin">Skin to use.</param> public Canvas(Skins.Skin skin) { SetBounds(0, 0, 10000, 10000); SetSkin(skin); Scale = 1.0f; BackgroundColor = Color.White; ShouldDrawBackground = false; m_DisposeQueue = new List<IDisposable>(); }
public ActionResult Edit([Bind(Include = "ID,Prix,Probabilité,Rang")] Skins skins) { if (ModelState.IsValid) { db.Entry(skins).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(skins)); }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { base.Layout(skin); Align.PlaceDownLeft(m_Button, m_Label, 10); Align.CenterHorizontally(m_Button); m_InnerPanel.SizeToChildren(); m_InnerPanel.Height += 10; SizeToChildren(); }
private void Start() { LaserPosition = new Vector2(0f, 0.5f); Stats = GameObject.Find("spaceship").GetComponent <statystyki>(); Countdown = GameObject.Find("Main Camera").GetComponent <SetCountdown>(); ShipControl = GameObject.Find("spaceship").GetComponent <ShipControl>(); Skins = GameObject.Find("spaceship").GetComponent <Skins>(); LaserSkin = GameObject.Find("laser_life").GetComponent <SpriteRenderer>(); GravityBullet = GetComponent <Rigidbody2D>(); SetSkinLaser(); }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
protected override void Layout(Skins.Skin skin) { // ugly stuff because we don't have anchoring without docking (docking resizes children) if (m_Label.Height > m_RadioButton.Height) // usually radio is smaller than label so it gets repositioned to avoid clipping with negative Y { m_RadioButton.Y = (m_Label.Height - m_RadioButton.Height)/2; } Align.PlaceRightBottom(m_Label, m_RadioButton); SizeToChildren(); base.Layout(skin); }
//Call this once when the game opens or the current objective is cleared. void PickRandomObjective() { //Reset progress/goal variables progressAmount = 0; goalAmount = 0; subObjectiveID = -1; //Pick a random objective objectiveID = Random.Range(0, (int)Objective.FIND_POWERUP + 1); //Make sure theme is unlocked when using a beat level theme objective if (objectiveID == (int)Objective.BEAT_THEMED_LEVELS) { //Make sure theme exists List <Skins.Themes> themesAvailable = Skins.GetThemePool(); //Now select a random element from that list of unlocked themes subObjectiveID = (int)themesAvailable[Random.Range(0, themesAvailable.Count)]; } if (objectiveID == (int)Objective.FIND_POWERUP) { subObjectiveID = Random.Range(0, 3); } switch (objectiveID) { case 0: case 1: goalAmount = 10; break; case 2: case 3: goalAmount = 5; break; case 4: goalAmount = 2; break; case 5: goalAmount = 3; break; } objectiveSet = true; }
//Update the snake skin and colour variable. Called whenever the player swaps skins beforet the game starts. public void ChangeSnakeSkin() { //Make sure object exists if (!skinObject) { skinObject = GameObject.Find("SkinHandler").GetComponent <Skins>(); } if (!rend) { rend = GetComponent <Renderer>(); } //Update the skin, but not if it's random (index would be out of range) if (Skins.snakeSkin != Skins.SnakeSkins.RANDOM) { Debug.Log("Changing to skin index " + Skins.snakeSkin); rend.material = skinObject.snakeSkins[(int)Skins.snakeSkin]; GetComponent <DeathCheck>().regColor = rend.material.color; //Update food objects too GameObject[] foodObjects = GameObject.FindGameObjectsWithTag("Food"); foreach (GameObject item in foodObjects) { item.GetComponent <SnakeFood>().ChangeSkin(); } //Recolour the link to be a darkened version of this skin //0/103 //190/248 //118/71 Renderer linkRend = segmentLinkReference.GetComponent <Renderer>(); if (Skins.snakeSkin != Skins.SnakeSkins.DEFAULT) { linkRend.material.color = (rend.material.color * new Color(0.5f, 0.5f, 0.5f, 1.0f)); //Color darkenedCol = linkRend.material.color; //darkenedCol = new Color(darkenedCol.r * 1.145f, darkenedCol.g * 0.766f, darkenedCol.b * 1.661f); //linkRend.material.color = darkenedCol; } else //Default colour isn't quite a darkened version of the default snake. Set it here. { linkRend.material.color = new Color(0.0f, 190.0f / 255.0f, 118.0f / 255.0f); } } else { Debug.Log("Randomness failed"); //Out of index Failsafe for when its random but a skin hasnt been picked yet. //Skins.CheckForRandomization(true); //ChangeSnakeSkin(); } }
public StateHandler() { _score = 0; _gamestate = GameState.Menu; _menustate = MenuState.MainMenu; _levelstate = LevelState.Level1; _transitionstate = TransitionState.LevelStart; _characterstate = CharacterState.Standing; _characterskin = Skins.Mario; _nextgamestate = GameState.Menu; _nextmenustate = MenuState.MainMenu; _nextlevelstate = LevelState.Level1; _nexttransitionstate = TransitionState.LevelStart; _nextcharacterstate = CharacterState.Standing; _nextcharacterskin = Skins.Mario; _cursor = MenuCursor.PlayGame; _keyscursor = 1; _skinscursor = 1; }
protected override void PostLayout(Skins.Skin skin) { var bounds = InnerBounds; var pos = new Point( bounds.X, bounds.Y ); foreach (var pChild in Children){ if ( pChild.Dock != Pos.None ) continue; pChild.SetPosition( pos.X + (m_TileSize.X/2) - (pChild.Width/2), pos.Y + (m_TileSize.Y/2) - (pChild.Height/2) ); pos.X = pos.X + m_TileSize.X; if (pos.X + m_TileSize.X > bounds.X + bounds.Width) { pos.X = bounds.X; pos.Y += m_TileSize.Y; } } }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { if (m_Alt) { if (IsDepressed || ToggleState) Skin.Renderer.DrawColor = skin.Colors.Category.LineAlt.Button_Selected; else if (IsHovered) Skin.Renderer.DrawColor = skin.Colors.Category.LineAlt.Button_Hover; else Skin.Renderer.DrawColor = skin.Colors.Category.LineAlt.Button; } else { if (IsDepressed || ToggleState) Skin.Renderer.DrawColor = skin.Colors.Category.Line.Button_Selected; else if (IsHovered) Skin.Renderer.DrawColor = skin.Colors.Category.Line.Button_Hover; else Skin.Renderer.DrawColor = skin.Colors.Category.Line.Button; } skin.Renderer.DrawFilledRect(RenderBounds); }
protected virtual void LayoutVertical(Skins.Skin skin) { int w = Width; int h = Height; if (m_Panel[0] != null) { Margin m = m_Panel[0].Margin; if (m_Scale[0]) m_Panel[0].SetBounds(m.Left, m.Top, w - m.Left - m.Right, (h*0.5f) - m.Top - m.Bottom); else m_Panel[0].Position(Pos.Center, 0, (int) (h*-0.25f)); } if (m_Panel[1] != null) { Margin m = m_Panel[1].Margin; if (m_Scale[1]) m_Panel[1].SetBounds(m.Left, m.Top + (h*0.5f), w - m.Left - m.Right, (h*0.5f) - m.Top - m.Bottom); else m_Panel[1].Position(Pos.Center, 0, (int) (h*0.25f)); } }
/// <summary> /// Renders the currently visible tooltip. /// </summary> /// <param name="skin"></param> public static void RenderToolTip(Skins.Skin skin) { if (null == g_ToolTip) return; Renderers.Renderer render = skin.Renderer; Point oldRenderOffset = render.RenderOffset; Point mousePos = Input.InputHandler.MousePosition; Rectangle bounds = g_ToolTip.ToolTip.Bounds; Rectangle offset = Util.FloatRect(mousePos.X - bounds.Width*0.5f, mousePos.Y - bounds.Height - 10, bounds.Width, bounds.Height); offset = Util.ClampRectToRect(offset, g_ToolTip.GetCanvas().Bounds); //Calculate offset on screen bounds render.AddRenderOffset(offset); render.EndClip(); skin.DrawToolTip(g_ToolTip.ToolTip); g_ToolTip.ToolTip.DoRender(skin); render.RenderOffset = oldRenderOffset; }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { skin.DrawModalControl(this); }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { SetBounds(0, 0, GetCanvas().Width, GetCanvas().Height); }
public static void RenderOverlay(Canvas canvas, Skins.Skin skin) { if (CurrentPackage == null) return; if (CurrentPackage.DrawControl == null) return; var old = skin.Renderer.RenderOffset; skin.Renderer.AddRenderOffset(new Rectangle( m_MouseX - SourceControl.X - CurrentPackage.HoldOffset.X, m_MouseY - SourceControl.Y - CurrentPackage.HoldOffset.Y, 0, 0)); CurrentPackage.DrawControl.DoRender(skin); skin.Renderer.RenderOffset = old; }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { Vector2i largestTab = new Vector2i(5, 5); int num = 0; foreach (var child in Children) { TabButton button = child as TabButton; if (null == button) continue; button.SizeToContents(); Margin m = new Margin(); int notFirst = num > 0 ? -1 : 0; if (Dock == Pos.Top) { m.Left = notFirst; button.Dock = Pos.Left; } if (Dock == Pos.Left) { m.Top = notFirst; button.Dock = Pos.Top; } if (Dock == Pos.Right) { m.Top = notFirst; button.Dock = Pos.Top; } if (Dock == Pos.Bottom) { m.Left = notFirst; button.Dock = Pos.Left; } largestTab.X = Math.Max(largestTab.X, button.Width); largestTab.Y = Math.Max(largestTab.Y, button.Height); button.Margin = m; num++; } if (Dock == Pos.Top || Dock == Pos.Bottom) SetSize(Width, largestTab.Y); if (Dock == Pos.Left || Dock == Pos.Right) SetSize(largestTab.X, Height); base.Layout(skin); }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { if (ShouldDrawBackground) skin.DrawTreeControl(this); }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { skin.DrawMenuDivider(this); }
/// <summary> /// Renders the focus overlay. /// </summary> /// <param name="skin">Skin to use.</param> protected override void RenderFocus(Skins.Skin skin) { // nothing }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { skin.DrawCategoryInner(this, m_HeaderButton.ToggleState); base.Render(skin); }
/// <summary> /// Function invoked after layout. /// </summary> /// <param name="skin">Skin to use.</param> protected override void PostLayout(Skins.Skin skin) { if (IsCollapsed) { Height = m_HeaderButton.Height; } else { SizeToChildren(false, true); } // alternate row coloring bool b = true; foreach (Control child in Children) { CategoryButton button = child as CategoryButton; if (button == null) continue; button.m_Alt = b; button.UpdateColors(); b = !b; } }
/// <summary> /// Renders over the actual control (overlays). /// </summary> /// <param name="skin">Skin to use.</param> protected override void RenderOver(Skins.Skin skin) { if (!m_DrawHover) return; Renderers.Renderer render = skin.Renderer; render.DrawColor = new Color(255, 200, 255, 20); render.DrawFilledRect(RenderBounds); if (m_HoverRect.Width == 0) return; render.DrawColor = new Color(255, 200, 255, 100); render.DrawFilledRect(m_HoverRect); render.DrawColor = new Color(255, 200, 255, 200); render.DrawLinedRect(m_HoverRect); }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { skin.DrawPropertyTreeNode(this, m_InnerPanel.X, m_InnerPanel.Y); }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { base.Layout(skin); RefreshCursorBounds(); }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { m_Button.Position(Pos.Right|Pos.CenterV, 4, 0); base.Layout(skin); }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { base.Render(skin); if (ShouldDrawBackground) skin.DrawTextBox(this); if (!HasFocus) return; // Draw selection.. if selected.. if (m_CursorPos != m_CursorEnd) { skin.Renderer.DrawColor = Color.FromArgb(200, 50, 170, 255); skin.Renderer.DrawFilledRect(m_SelectionBounds); } // Draw caret float time = Platform.Neutral.GetTimeInSeconds() - m_LastInputTime; if ((time % 1.0f) <= 0.5f) { skin.Renderer.DrawColor = Color.Black; skin.Renderer.DrawFilledRect(m_CaretBounds); } }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { skin.DrawComboBox(this, IsDepressed, IsOpen); }
/// <summary> /// Lays out the control's interior according to alignment, padding, dock etc. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Layout(Skins.Skin skin) { base.Layout(skin); SizeToChildren(false, true); SetSize(Width, Height + 5); GroupBox groupBox = FindChildByName("ResultGroupBox", true) as GroupBox; if (groupBox != null) groupBox.SetPosition(groupBox.X, Height * 0.5f - groupBox.Height * 0.5f); //UpdateControls(); // this spams events continuously every tick }
/// <summary> /// Renders the focus overlay. /// </summary> /// <param name="skin">Skin to use.</param> protected override void RenderFocus(Skins.Skin skin) { }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { skin.DrawRadioButton(this, IsChecked, IsDepressed); }
/// <summary> /// Renders the control using specified skin. /// </summary> /// <param name="skin">Skin to use.</param> protected override void Render(Skins.Skin skin) { base.Render(skin); skin.Renderer.DrawColor = m_DrawColor; skin.Renderer.DrawTexturedRect(m_Texture, RenderBounds, m_uv[0], m_uv[1], m_uv[2], m_uv[3]); }