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https://github.com/ZuneDev/Xune.git
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112 lines
4.7 KiB
C#
112 lines
4.7 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Microsoft.Iris.Render.SepiaElement
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// Assembly: UIX.RenderApi, Version=4.8.0.0, Culture=neutral, PublicKeyToken=ddd0da4d3e678217
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// MVID: D47658B8-A8EA-43D6-8837-ECE823BFFFC1
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// Assembly location: C:\Program Files\Zune\UIX.RenderApi.dll
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using Microsoft.Iris.Render.Common;
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using Microsoft.Iris.Render.Graphics;
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using System;
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namespace Microsoft.Iris.Render
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{
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public class SepiaElement : EffectOperation
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{
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internal const string LightColorPropertyName = "LightColor";
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internal const string DarkColorPropertyName = "DarkColor";
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internal const string DesaturatePropertyName = "Desaturate";
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internal const string TonePropertyName = "Tone";
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private ColorF m_lightColor;
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private byte m_nLightColorID;
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private ColorF m_darkColor;
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private byte m_nDarkColorID;
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private float m_flDesaturate;
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private byte m_nDesaturateID;
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private float m_flTone;
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private byte m_nToneID;
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public SepiaElement(
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string stName,
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ColorF darkColor,
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ColorF lightColor,
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float flDesat,
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float flTone)
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{
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Debug2.Validate(!string.IsNullOrEmpty(stName), typeof(ArgumentException), nameof(stName));
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Debug2.Validate((double)flDesat >= 0.0, typeof(ArgumentOutOfRangeException), "Valid range for Desat is >= 0");
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Debug2.Validate((double)flTone >= 0.0, typeof(ArgumentOutOfRangeException), "Valid range for Tone is >= 0");
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this.m_typeOperation = EffectOperationType.Sepia;
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this.m_lightColor = lightColor;
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this.m_darkColor = darkColor;
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this.m_flDesaturate = flDesat;
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this.m_flTone = flTone;
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this.m_stName = stName;
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}
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public SepiaElement(string stName)
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{
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this.m_typeOperation = EffectOperationType.Sepia;
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this.m_lightColor = new ColorF(1f, 0.9f, 0.5f);
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this.m_darkColor = new ColorF(0.2f, 0.05f, 0.0f);
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this.m_flDesaturate = 0.5f;
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this.m_flTone = 1f;
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this.m_stName = stName;
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}
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public SepiaElement()
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: this((string)null)
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{
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}
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public ColorF LightColor
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{
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get => this.m_lightColor;
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set => this.m_lightColor = value;
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}
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internal byte LightColorID => this.m_nLightColorID;
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public ColorF DarkColor
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{
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get => this.m_darkColor;
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set => this.m_darkColor = value;
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}
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internal byte DarkColorID => this.m_nDarkColorID;
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public float Desaturate
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{
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get => this.m_flDesaturate;
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set => this.m_flDesaturate = value;
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}
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internal byte DesaturateID => this.m_nDesaturateID;
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public float Tone
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{
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get => this.m_flTone;
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set => this.m_flTone = value;
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}
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internal byte ToneID => this.m_nToneID;
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internal override int PreProcessProperties(
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Map<string, EffectProperty> dictionary,
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ref byte nNextUniqueID)
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{
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return base.PreProcessProperties(dictionary, ref nNextUniqueID) + this.PreProcessProperty(dictionary, "LightColor", (byte)20, ref this.m_nLightColorID, ref nNextUniqueID) + this.PreProcessProperty(dictionary, "DarkColor", (byte)20, ref this.m_nDarkColorID, ref nNextUniqueID) + this.PreProcessProperty(dictionary, "Desaturate", (byte)8, ref this.m_nDesaturateID, ref nNextUniqueID) + this.PreProcessProperty(dictionary, "Tone", (byte)8, ref this.m_nToneID, ref nNextUniqueID);
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}
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internal override bool Process(Map<string, EffectProperty> dictProperties) => this.GenerateProperty("LightColor", EffectPropertyType.Color, (object)this.m_lightColor, this.m_nLightColorID, dictProperties) && this.GenerateProperty("DarkColor", EffectPropertyType.Color, (object)this.m_darkColor, this.m_nDarkColorID, dictProperties) && this.GenerateProperty("Desaturate", EffectPropertyType.Float, (object)this.m_flDesaturate, this.m_nDesaturateID, dictProperties) && this.GenerateProperty("Tone", EffectPropertyType.Float, (object)this.m_flTone, this.m_nToneID, dictProperties);
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internal override void AddCacheKey(ByteBuilder cacheKey)
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{
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base.AddCacheKey(cacheKey);
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this.GeneratePropertyCacheKey("LightColor", this.LightColorID, this.LightColor.ToVector4(), cacheKey);
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this.GeneratePropertyCacheKey("DarkColor", this.DarkColorID, this.DarkColor.ToVector4(), cacheKey);
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this.GeneratePropertyCacheKey("Desaturate", this.DesaturateID, this.Desaturate, cacheKey);
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this.GeneratePropertyCacheKey("Tone", this.ToneID, this.Tone, cacheKey);
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}
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}
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}
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