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mirror of https://github.com/DarthAffe/CUE.NET.git synced 2025-12-12 08:48:30 +00:00

Added new brush-effect to move gradients

This commit is contained in:
Darth Affe 2016-12-22 12:27:53 +01:00
parent 55dff06380
commit 9a9bf52fe9
2 changed files with 98 additions and 0 deletions

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@ -74,6 +74,7 @@
<Compile Include="Devices\Mousemat\CorsairMousemat.cs" />
<Compile Include="Devices\Mousemat\CorsairMousematDeviceInfo.cs" />
<Compile Include="Devices\Mousemat\Enums\CorsairMousematLedId.cs" />
<Compile Include="Effects\MoveGradientEffect.cs" />
<Compile Include="Gradients\AbstractGradient.cs" />
<Compile Include="Gradients\GradientStop.cs" />
<Compile Include="Gradients\IGradient.cs" />

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using CUE.NET.Brushes;
using CUE.NET.Gradients;
namespace CUE.NET.Effects
{
/// <summary>
/// Represents an effect which allows to move an gradient by modifying his offset.
/// </summary>
public class MoveGradientEffect : AbstractBrushEffect<IGradientBrush>
{
#region Properties & Fields
/// <summary>
/// Gets or sets the direction the gradient is moved.
/// True leads to an offset-increment (normaly moving to the right), false to an offset-decrement (normaly moving to the left).
/// </summary>
public bool Direction { get; set; }
/// <summary>
/// Gets or sets the speed of the movement in units per second.
/// The meaning of units differs for the different gradients, but 360 units will always be one complete cycle:
/// LinearGradient: 360 unit = 1 offset.
/// RainbowGradient: 1 unit = 1 degree.
/// </summary>
public float Speed { get; set; }
#endregion
#region Constructors
/// <summary>
///
/// </summary>
/// <param name="speed"></param>
/// <param name="direction"></param>
public MoveGradientEffect(float speed = 180f, bool direction = true)
{
this.Speed = speed;
this.Direction = direction;
}
#endregion
#region Methods
/// <summary>
/// Updates the effect.
/// </summary>
/// <param name="deltaTime">The elapsed time (in seconds) since the last update.</param>
public override void Update(float deltaTime)
{
float movement = Speed * deltaTime;
if (!Direction)
movement = -movement;
if (Brush.Gradient is LinearGradient)
{
LinearGradient linearGradient = (LinearGradient)Brush.Gradient;
movement /= 360f;
foreach (GradientStop gradientStop in linearGradient.GradientStops)
{
gradientStop.Offset = gradientStop.Offset + movement;
if (gradientStop.Offset > 1f)
gradientStop.Offset -= 1f;
else if (gradientStop.Offset < 0)
gradientStop.Offset += 1f;
}
}
else if (Brush.Gradient is RainbowGradient)
{
RainbowGradient rainbowGradient = (RainbowGradient)Brush.Gradient;
// RainbowGradient is calculated inverse but the movement should be the same for all.
movement *= -1;
rainbowGradient.StartHue += movement;
rainbowGradient.EndHue += movement;
if (rainbowGradient.StartHue > 360f && rainbowGradient.EndHue > 360f)
{
rainbowGradient.StartHue -= 360f;
rainbowGradient.EndHue -= 360f;
}
else if (rainbowGradient.StartHue < -360f && rainbowGradient.EndHue < -360f)
{
rainbowGradient.StartHue += 360f;
rainbowGradient.EndHue += 360f;
}
}
}
#endregion
}
}