Пример #1
0
        /*
         * Note: the Flurry base code keeps everything in a global variable named
         * info.  We want to instance it, for multimon support (several separate
         * Flurries), so we allocate several such structures, but to avoid changing
         * the base code, we set info = current->globals before calling into it.
         * Obviously, not thread safe.
         */
        public FlurryGroup(FlurrySpec preset)
        {
            clusters=new List<FlurryCluster>();

            //if (preset > g_visuals.size()) {
                //_RPT2(_CRT_WARN, "Invalid preset %d (max %d); using default\n",
                //      preset, g_visuals.size());
            //	preset = 0;
            //}
            //FlurrySpec visual = g_visuals[preset];

            for (int i = 0; i < preset.clusters.Count; i++) {
                clusters.Add(new FlurryCluster(preset.clusters[i]));
            }
        }
Пример #2
0
        /* void LoadFlurries()
         * {
         *   XmlDocument xdoc = new XmlDocument();
         *   xdoc.Load("flurries.xml");
         *   XmlNodeList nodes = xdoc.GetElementsByTagName("flurry");
         *   foreach (XmlNode node in nodes)
         *   {
         *       Console.WriteLine(node.Attributes["settings"].InnerText);
         *       specs.Add(new FlurrySpec(node.Attributes["settings"].InnerText));
         *   }
         * }*/


        public static FlurrySpec [] MakeDefaultSpecs()
        {
            //"Classic:{5,tiedye,100,1.0}",
            //"RGB:{3,red,100,0.8};{3,blue,100,0.8};{3,green,100,0.8}",
            //"Water:{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0}",
            //"Fire:{12,slowCyclic,10000.0,0.0}",
            //"Psychedelic:{10,rainbow,200.0,2.0}"
            FlurrySpec [] specs = new FlurrySpec[6];
            specs[0] = new FlurrySpec("Classic:{5,tiedye,100.0,1.0}");
            specs[1] = new FlurrySpec("RGB:{3,red,100,0.8};{3,blue,100,0.8};{3,green,100,0.8}");
            specs[2] = new FlurrySpec("Water:{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0}");
            specs[3] = new FlurrySpec("Fire:{12,slowCyclic,10000.0,0.0}");
            specs[4] = new FlurrySpec("Psychedelic:{10,rainbow,200.0,2.0}");
            specs[5] = new FlurrySpec("Crazy:{16,slowCyclic,200.0,0.7};{16,slowCyclic,200.0,0.5}");
            return(specs);
        }
Пример #3
0
 /* void LoadFlurries()
 {
     XmlDocument xdoc = new XmlDocument();
     xdoc.Load("flurries.xml");
     XmlNodeList nodes = xdoc.GetElementsByTagName("flurry");
     foreach (XmlNode node in nodes)
     {
         Console.WriteLine(node.Attributes["settings"].InnerText);
         specs.Add(new FlurrySpec(node.Attributes["settings"].InnerText));
     }
 }*/
 public static FlurrySpec[] MakeDefaultSpecs()
 {
     //"Classic:{5,tiedye,100,1.0}",
     //"RGB:{3,red,100,0.8};{3,blue,100,0.8};{3,green,100,0.8}",
     //"Water:{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0}",
     //"Fire:{12,slowCyclic,10000.0,0.0}",
     //"Psychedelic:{10,rainbow,200.0,2.0}"
     FlurrySpec [] specs=new FlurrySpec[6];
     specs[0]=new FlurrySpec("Classic:{5,tiedye,100.0,1.0}");
     specs[1]=new FlurrySpec("RGB:{3,red,100,0.8};{3,blue,100,0.8};{3,green,100,0.8}");
     specs[2]=new FlurrySpec("Water:{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0};{1,blue,100.0,2.0}");
     specs[3]=new FlurrySpec("Fire:{12,slowCyclic,10000.0,0.0}");
     specs[4]=new FlurrySpec("Psychedelic:{10,rainbow,200.0,2.0}");
     specs[5]=new FlurrySpec("Crazy:{16,slowCyclic,200.0,0.7};{16,slowCyclic,200.0,0.5}");
     return specs;
 }
Пример #4
0
        /*
         * Note: the Flurry base code keeps everything in a global variable named
         * info.  We want to instance it, for multimon support (several separate
         * Flurries), so we allocate several such structures, but to avoid changing
         * the base code, we set info = current->globals before calling into it.
         * Obviously, not thread safe.
         */

        public FlurryGroup(FlurrySpec preset)
        {
            clusters = new List <FlurryCluster>();

            //if (preset > g_visuals.size()) {
            //_RPT2(_CRT_WARN, "Invalid preset %d (max %d); using default\n",
            //      preset, g_visuals.size());
            //	preset = 0;
            //}
            //FlurrySpec visual = g_visuals[preset];

            for (int i = 0; i < preset.clusters.Count; i++)
            {
                clusters.Add(new FlurryCluster(preset.clusters[i]));
            }
        }