public static void Draw(ISpriteBatch sb, Vector2 source, Vector2 dest, Color color) { var dist = Vector2.Distance(source, dest); var angle = GetAngle(source, dest); // Get the length of the segments var segLen = dist / 6; if (segLen < 5.0f) segLen = 5.0f; if (segLen > 25.0f) segLen = 25.0f; // Primary line var tailLen = dist - (segLen / 2); var pDest = source + (new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * tailLen); RenderLine.Draw(sb, source, pDest, color); // Arrow segment 1 var ang1 = angle - MathHelper.PiOver4; var seg1 = dest - (new Vector2((float)Math.Cos(ang1), (float)Math.Sin(ang1)) * segLen); RenderLine.Draw(sb, dest, seg1, color); // Arrow segment 2 var ang2 = angle + MathHelper.PiOver4; var seg2 = dest - (new Vector2((float)Math.Cos(ang2), (float)Math.Sin(ang2)) * segLen); RenderLine.Draw(sb, dest, seg2, color); // Arrow segment 3 RenderLine.Draw(sb, seg1, seg2, color); }
/// <summary> /// Initializes a new instance of the <see cref="LineInfo" /> struct. /// </summary> /// <param name="text">The text.</param> /// <param name="color">The color.</param> /// <param name="size">The size.</param> /// <param name="offsetX">offset X alignment.</param> public LineInfo(string text, Color color, Vector2 size, float offsetX) { this.SubTextList = new List<SubTextInfo>(); this.Size = Vector2.Zero; this.AlignmentOffsetX = offsetX; this.AddText(text, color, size); }
public ClassWithMultipleCtorArguments(Color color, string name, int age, DateTime day) { _color = color; _name = name; _age = age; _day = day; }
public void Color_IsConstructedProperly_FromInt32RGBA() { var result = new Color(12, 34, 56, 78); TheResultingValue(result) .ShouldHaveArgbComponents(78, 12, 34, 56); }
public Game CreateGame(Color color) { // Отправляется запрос к серверу на создание в базе // новой записи Party/Game с исходными значениями // некоторых полей (FirstPlayerId и color) return new Game(this, 0000); }
/// <summary> /// Updates the light color like a torch /// </summary> /// <param name="gameTime">Time of the game </param> protected override void Update(TimeSpan gameTime) { if (!this.initialized) { this.RefColor = light.Color.ToVector3(); this.initialized = true; } ellapsedGameTime += gameTime; if (this.ellapsedGameTime > this.nextColorTime) { light.Color = this.NextColor; float r = ((float)WaveServices.Random.NextDouble() * 0.15f + 0.85f); float att = ((float)WaveServices.Random.NextDouble() * 0.3f + 0.7f); this.period = ((float)WaveServices.Random.NextDouble() * 0.2f + 0.05f); this.PrevColor = this.NextColor; this.NextColor = new Color( this.RefColor.X * ((float)WaveServices.Random.NextDouble() * 0.05f + 0.95f), this.RefColor.Y * r, this.RefColor.Z * r) * att; this.startColorTime = this.ellapsedGameTime; this.nextColorTime = this.ellapsedGameTime + TimeSpan.FromSeconds(this.period); } else { float lerp = (float)(this.ellapsedGameTime - this.startColorTime).TotalSeconds / this.period; this.light.Color = this.PrevColor * (1 - lerp) + this.NextColor * (lerp); } }
protected override bool Run(SimDescription me, bool singleSelection) { if (!ApplyAll) { List<PreferenceColor.Item> allOptions = new List<PreferenceColor.Item>(); foreach (CASCharacter.NameColorPair color in CASCharacter.kColors) { allOptions.Add(new PreferenceColor.Item(color.mColor, (me.FavoriteColor == color.mColor) ? 1 : 0)); } PreferenceColor.Item choice = new CommonSelection<PreferenceColor.Item>(Name, me.FullName, allOptions).SelectSingle(); if (choice == null) return false; mFavoriteColor = choice.Value; } me.FavoriteColor = mFavoriteColor; if (PlumbBob.SelectedActor == me.CreatedSim) { (Sims3.Gameplay.UI.Responder.Instance.HudModel as HudModel).OnSimFavoritesChanged(me.CreatedSim.ObjectId); } return true; }
public static bool CreateShadows() { Image img = spriteSheet.Texture.CopyToImage(); for (uint k = 0; k < img.Size.X; k++) for (uint j = 0; j < img.Size.Y; j++) { Color c = img.GetPixel(k, j); if (c.A == 255) { Color d = new Color(); d.A = 40; d.R = d.G = d.B = 0; img.SetPixel(k, j, d); } } Texture tex = new Texture(img); Sprite tempsprite = new Sprite(); tempsprite.Texture = tex; shadowSpriteSheet = new RenderTexture(textureSize, textureSize); shadowSpriteSheet.Draw(tempsprite); shadowSpriteSheet.Display(); shadowSprite.Texture = shadowSpriteSheet.Texture; img.Dispose(); tempsprite.Dispose(); tex.Dispose(); return true; }
public Face() { for (int i = 0; i < 3; i++) { Colors[i] = new Color(1.0f, 1.0f, 1.0f, 1.0f); } }
private static void Dfs(Vertex vertex, Color currentColor, Color[] colors) { switch (colors[vertex.Number]) { case Color.noColor: { colors[vertex.Number] = currentColor; break; } default: { if (colors[vertex.Number] != currentColor) { for (var i = 0; i < colors.Length; ++i) { colors[i] = Color.firstColor; } } return; } } foreach (var nextVertex in vertex.Connections) { Dfs(nextVertex, changeColor(currentColor), colors); } }
private void SetupGrid(Vector2u mapSize) { const int gridSize = 16; _gridTexture = new RenderTexture(2000, 2000); var col = new Color(120, 120, 120); var verticies = new List<Vertex>(); for (int x = 0; x < mapSize.X; x += gridSize) { verticies.Add(new Vertex(new Vector2f(x, 0), col)); verticies.Add(new Vertex(new Vector2f(x, mapSize.Y), col)); } for (int y = 0; y < mapSize.Y; y += gridSize) { verticies.Add(new Vertex(new Vector2f(0, y), col)); verticies.Add(new Vertex(new Vector2f(mapSize.X, y), col)); } _gridlines = verticies.ToArray(); _gridTexture.Clear(new Color(190, 190, 190)); //_view = new View(new FloatRect(0,0,displaySize.X, displaySize.Y)); _view = new View(new FloatRect(0, 0, DisplayView.Size.X, DisplayView.Size.Y)); DisplayView = _view; //_gridTexture.SetView(_view); _gridTexture.Draw(_gridlines, PrimitiveType.Lines); _gridTexture.Display(); _grid = new Sprite(_gridTexture.Texture); AddItemToDraw(_grid, 0); }
Texture2D Circle(GraphicsDevice graphics, int radius) { int aDiameter = radius * 2; Vector2 aCenter = new Vector2(radius, radius); Texture2D aCircle = new Texture2D(graphics, aDiameter, aDiameter, false, SurfaceFormat.Color); Color[] aColors = new Color[aDiameter * aDiameter]; for (int i = 0; i < aColors.Length; i++) { int x = (i + 1) % aDiameter; int y = (i + 1) / aDiameter; Vector2 aDistance = new Vector2(Math.Abs(aCenter.X - x), Math.Abs(aCenter.Y - y)); if (Math.Sqrt((aDistance.X * aDistance.X) + (aDistance.Y * aDistance.Y)) > radius) { aColors[i] = Color.Transparent; } else { aColors[i] = Color.White; } } aCircle.SetData<Color>(aColors); return aCircle; }
public static ToolbarDialog CreateToolbar(Point toolbar_pos, Point toolbar_size, Color toolbar_color) { var t = new ToolbarDialog { Color = toolbar_color, Size = toolbar_size }; t.Control = new IHTMLDiv(); t.Drag = new DragHelper(t.Control); t.Drag.Position = toolbar_pos; //t.ControlForm.BackColor = System.Drawing.Color.Green; t.ControlForm.MoveTo(t.Drag.Position.X, t.Drag.Position.Y); //t.ControlForm.SizeTo(toolbar_size.X + 16, toolbar_size.Y + 32); t.Control.style.SetLocation(t.Drag.Position.X, t.Drag.Position.Y, toolbar_size.X, toolbar_size.Y); t.Control.SetDialogColor(toolbar_color); t.Drag.Enabled = true; t.Drag.DragMove += t.ApplyPosition; t.Grow(); return t; }
public CoverCaption(CoverManager coverManager, string font_name, Color color) : base(coverManager, font_name, color) { CoverManager.NewCurrentCover += HandleNewCurrentCover; CoverManager.TargetIndexChanged += HandleTargetIndexChanged; CoverManager.CoversChanged += HandleCoversChanged; }
public void Set ( float x, float y, float dx, float dy, float w, float h, float sin, float cos, Color color, Vector2 texCoordTL, Vector2 texCoordBR ) { // TODO, Should we be just assigning the Depth Value to Z? // According to http://blogs.msdn.com/b/shawnhar/archive/2011/01/12/spritebatch-billboards-in-a-3d-world.aspx // We do. vertexTL.Position.X = x+dx*cos-dy*sin; vertexTL.Position.Y = y+dx*sin+dy*cos; vertexTL.Position.Z = Depth; vertexTL.Color = color; vertexTL.TextureCoordinate.X = texCoordTL.X; vertexTL.TextureCoordinate.Y = texCoordTL.Y; vertexTR.Position.X = x+(dx+w)*cos-dy*sin; vertexTR.Position.Y = y+(dx+w)*sin+dy*cos; vertexTR.Position.Z = Depth; vertexTR.Color = color; vertexTR.TextureCoordinate.X = texCoordBR.X; vertexTR.TextureCoordinate.Y = texCoordTL.Y; vertexBL.Position.X = x+dx*cos-(dy+h)*sin; vertexBL.Position.Y = y+dx*sin+(dy+h)*cos; vertexBL.Position.Z = Depth; vertexBL.Color = color; vertexBL.TextureCoordinate.X = texCoordTL.X; vertexBL.TextureCoordinate.Y = texCoordBR.Y; vertexBR.Position.X = x+(dx+w)*cos-(dy+h)*sin; vertexBR.Position.Y = y+(dx+w)*sin+(dy+h)*cos; vertexBR.Position.Z = Depth; vertexBR.Color = color; vertexBR.TextureCoordinate.X = texCoordBR.X; vertexBR.TextureCoordinate.Y = texCoordBR.Y; }
public Message( Guid id, string name, string description, Color backgroundColor, IEnumerable<IMessagePart> parts, EventHandlerCollection eventHandlerCollection = null) { name.ThrowIfNull("name"); description.ThrowIfNull("description"); parts.ThrowIfNull("parts"); parts = parts.ToArray(); IMessagePart question = parts.SingleOrDefault(arg => arg is MessageMananger); if (question != null && parts.Last() != question) { throw new ArgumentException("When a MessageQuestion is present, it must be the last part.", "parts"); } _id = id; Name = name; Description = description; _backgroundColor = backgroundColor; _parts = parts; _eventHandlerCollection = eventHandlerCollection; }
public Color[,] compressLine_schemaC(int input_compression) { compression = input_compression; Color tempColor = new Color(); for (int y = 0; y < pixelY; y++) { for (int x = 0; x < pixelX; x++) { tempColor = input_array[y, x]; output_array_2D[y, x].a = tempColor.a; } } for (int y = 0; y<pixelY; y+ input_compression) { for(int x = 0; x<pixelX; x+input_compression) { tempColor = input_array[y, x]; output_array_2D[y, x].b = tempColor.b; output_array_2D[y, x].c = tempColor.c; } } return output_array_2D; }
public override void DebugDraw(ref Vector3D translation, ref Color materialColor) { Shape.DebugDraw(ref translation, materialColor); VRageRender.MyRenderProxy.DebugDrawText3D(Shape.Center() + translation, "layered", Color.White, 1f, false); m_oreDeposits.DebugDraw(ref translation, ref materialColor); }
//constructors public Task(string name, string category = "to-do", Color color = Color.Magenta, Priority priority = Priority.Medium, string location = "", string comment = "") : base(name, color, priority, comment) { this.Location = location; this.CategoryType = category; }
public GUIColorPacket(Color pmNormal, Color pmDisabled, Color pmHovered, Color pmPressed) { normal= pmNormal; disabled= pmDisabled; hovered= pmHovered; pressed= pmPressed; }
// Token: 0x0600251D RID: 9501 // RVA: 0x000DFC34 File Offset: 0x000DDE34 public void Draw(List<Class880> list_1, Class880 class880_0, float float_1, Color color_3, Color color_4) { BaseGLControl.smethod_5(1u, 771u); base.Draw(list_1, float_1 * 58f / 64f, color_4, 0f, "StandardBorder", true); BaseGLControl.smethod_5(770u, 771u); base.Draw(list_1, float_1 * 51f / 64f, new Color(color_3.get_R(), color_3.get_G(), color_3.get_B(), 255), 0f, "StandardNoRect", true); }
/// <summary> /// Get the RGB associated to the color. /// </summary> /// <returns>The Color value.</returns> public Color GetColor() { if (m_Color == null) m_Color = CreateColor(); return m_Color; }
public Tile(Color color, Vector2f position, bool walkable, Vector2f size) { shape = new RectangleShape(size); shape.FillColor = color; shape.Position = position; Walkable = walkable; }
/// <param name="sectionIndex">-1 for all the mesh</param> /// <param name="thickness">Zero or negative remove the outline</param> internal static void HandleHighlight(uint ID, int sectionIndex, Color? outlineColor, float thickness, ulong pulseTimeInFrames) { if (thickness > 0) Add(ID, sectionIndex, outlineColor.Value, thickness, pulseTimeInFrames); else Remove(ID); }
public virtual Particle AddParticle(Vector2f position, Vector2f initialVelocity, Vector2f gravity, float lifeTime, Color color) { var particle = new Particle(position, initialVelocity, gravity, this, lifeTime, color); AddParticle(particle); return particle; }
/// <summary> /// Fills the whole WriteableBitmap with a color. /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="color">The color used for filling.</param> public static void Clear( this WriteableBitmap bmp, Color color ) { var col = ConvertColor( color ); using( var context = bmp.GetBitmapContext() ) { var pixels = context.Pixels; var w = context.Width; var h = context.Height; var len = w * SizeOfArgb; // Fill first line for( var x = 0; x < w; x++ ) { //pixels[x] = col; Marshal.WriteInt32( pixels.Add<Int32>( x ), col ); } // Copy first line var blockHeight = 1; var y = 1; while( y < h ) { BitmapContext.BlockCopy( context, 0, context, y * len, blockHeight * len ); y += blockHeight; blockHeight = Math.Min( 2 * blockHeight, h - y ); } } }
public static Stream GenerateSolidColorBitmap(Color color, int width = 1024, int height = 1024) { Stream stream = new MemoryStream(); GenerateSolidColorBitmap(stream, color, width, height); stream.Seek(0, SeekOrigin.Begin); return stream; }
public void Set ( float x, float y, float w, float h, Color color, Vector2 texCoordTL, Vector2 texCoordBR ) { vertexTL.Position.X = x; vertexTL.Position.Y = y; vertexTL.Position.Z = Depth; vertexTL.Color = color; vertexTL.TextureCoordinate.X = texCoordTL.X; vertexTL.TextureCoordinate.Y = texCoordTL.Y; vertexTR.Position.X = x+w; vertexTR.Position.Y = y; vertexTR.Position.Z = Depth; vertexTR.Color = color; vertexTR.TextureCoordinate.X = texCoordBR.X; vertexTR.TextureCoordinate.Y = texCoordTL.Y; vertexBL.Position.X = x; vertexBL.Position.Y = y+h; vertexBL.Position.Z = Depth; vertexBL.Color = color; vertexBL.TextureCoordinate.X = texCoordTL.X; vertexBL.TextureCoordinate.Y = texCoordBR.Y; vertexBR.Position.X = x+w; vertexBR.Position.Y = y+h; vertexBR.Position.Z = Depth; vertexBR.Color = color; vertexBR.TextureCoordinate.X = texCoordBR.X; vertexBR.TextureCoordinate.Y = texCoordBR.Y; }
/// <summary> /// Initialize this instance. /// </summary> public override void Initialize() { this.game = new NormalMap.Game(); this.game.Initialize(this); #region WAVE SOFTWARE LICENSE AGREEMENT this.backgroundSplashColor = new Color("#ebebeb"); this.spriteBatch = new SpriteBatch(WaveServices.GraphicsDevice); var resourceNames = System.Reflection.Assembly.GetExecutingAssembly().GetManifestResourceNames(); string name = string.Empty; foreach (string item in resourceNames) { if (item.Contains("SplashScreen.wpk")) { name = item; break; } } if (string.IsNullOrWhiteSpace(name)) { throw new InvalidProgramException("License terms not agreed."); } using (Stream stream = System.Reflection.Assembly.GetExecutingAssembly().GetManifestResourceStream(name)) { this.splashScreen = WaveServices.Assets.Global.LoadAsset<Texture2D>(name, stream); } #endregion }
// https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo // https://zproxy.wordpress.com/2012/11/13/dos-warcraft/ // https://zproxy.wordpress.com/2015/07/14/warcraft-360/ // jsc should do correctly uri escapes // \kennedy.greg%40gmail.com\warcraft\dungeon1.png public static void SetDialogColor(IHTMLDiv toolbar, Color toolbar_color, bool up) { if (up) { toolbar.style.backgroundColor = toolbar_color; var toolbar_color_light = toolbar_color.AddLum(+20); var toolbar_color_shadow = toolbar_color.AddLum(-20); toolbar.style.borderLeft = "1px solid " + toolbar_color_light; toolbar.style.borderTop = "1px solid " + toolbar_color_light; toolbar.style.borderRight = "1px solid " + toolbar_color_shadow; toolbar.style.borderBottom = "1px solid " + toolbar_color_shadow; toolbar.style.backgroundPosition = "0px 0px"; } else { toolbar.style.backgroundColor = toolbar_color.AddLum(+15); var toolbar_color_light = toolbar_color.AddLum(+20 + 15); var toolbar_color_shadow = toolbar_color.AddLum(-20 + 15); toolbar.style.borderLeft = "1px solid " + toolbar_color_shadow; toolbar.style.borderTop = "1px solid " + toolbar_color_shadow; toolbar.style.borderRight = "1px solid " + toolbar_color_light; toolbar.style.borderBottom = "1px solid " + toolbar_color_light; toolbar.style.backgroundPosition = "1px 1px"; } }