public QGeneratedTexture(QColor content, QColor lightBorder, QColor darkBorder, BorderType borderType = BorderType.Shaded, int borderWidth = 2) { ContentColor = content; BorderMainColor = lightBorder; BorderSecondaryColor = darkBorder; BorderType = borderType; BorderWidth = borderWidth; }
public QGeneratedTexture(QColor content, QColor border, BorderType borderType = BorderType.Normal, int borderWidth = 1) { ContentColor = content; BorderMainColor = border; BorderSecondaryColor = border; BorderType = borderType; BorderWidth = borderWidth; }
public QGeneratedTexture(QColor content) { ContentColor = content; BorderMainColor = content; BorderSecondaryColor = content; BorderType = BorderType.None; BorderWidth = 1; }
/// <summary> /// Generates a Texture2D with the given settings. /// </summary> /// <param name="content">Colors for the content(center color).</param> /// <param name="borderMain">Colors for the main border. </param> /// <param name="borderSecondary">Colors for the secondary border (used with BorderType.Shaded)</param> /// <param name="borderType">Border Type.</param> /// <param name="borderWidth">Border thickness.</param> /// <param name="width">Texture's width.</param> /// <param name="height">Texture's height.</param> /// <returns></returns> public static Texture2D GenerateTexture(QColor content, QColor borderMain, QColor borderSecondary, BorderType borderType, int borderWidth = 1, int width = 8, int height = 8) { if (borderWidth < 0) { borderWidth = 0; } else if (borderWidth > width / 2 || borderWidth > height / 2) { borderWidth = ((width > height ? height : width) / 2) - 1; } Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false); if (borderType == BorderType.None) { for (int y = 0; y < width; y++) { for (int x = 0; x < height; x++) { texture.SetPixel(x, y, content.Color); } } } else if (borderType == BorderType.Normal) { for (int y = 0; y < width; y++) { for (int x = 0; x < height; x++) { if (x <= (borderWidth - 1) || x >= (width - borderWidth)) { texture.SetPixel(x, y, borderMain.Color); } else if (y <= (borderWidth - 1) || y >= (height - borderWidth)) { texture.SetPixel(x, y, borderMain.Color); } else { texture.SetPixel(x, y, content.Color); } } } } else if (borderType == BorderType.Shaded) { //TODO: make the shaded texture } texture.Apply(); return(texture); }
public QColor(QColor qColor, float alpha, bool from256 = true) { _dark = new Color(qColor.Dark.r, qColor.Dark.g, qColor.Dark.b, from256 ? alpha / 256f : alpha); _light = new Color(qColor.Light.r, qColor.Light.g, qColor.Light.b, from256 ? alpha / 256f : alpha); }
public QColor(QColor qColor) { _dark = qColor.Dark; _light = qColor.Light; }
private static GUIStyle TextStyleWithBackground(string name, Texture2D background, QColor textColor, int fontSize, FontStyle fontStyle, TextAnchor alignment, bool richText = true, bool wordWrap = true, Font font = null) { return(new GUIStyle() { name = name, normal = { background = background, textColor = EditorGUIUtility.isProSkin ? textColor.Dark : textColor.Light }, fontSize = fontSize, fontStyle = fontStyle, alignment = alignment, richText = richText, wordWrap = wordWrap, padding = new RectOffset(8, 8, 8, 8), border = new RectOffset(2, 2, 2, 2), font = font }); }
public QColor(QColor qColor) { Dark = qColor.Dark; Light = qColor.Light; }