本文整理汇总了C#中System.ToArgb方法的典型用法代码示例。如果您正苦于以下问题:C# System.ToArgb方法的具体用法?C# System.ToArgb怎么用?C# System.ToArgb使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类System
的用法示例。
在下文中一共展示了System.ToArgb方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: DrawLine
public static void DrawLine(Vector3 from, Vector3 to, System.Drawing.Color color)
{
var vertices = new PositionColored[2];
vertices[0] = new PositionColored(Vector3.Zero, color.ToArgb());
from = from.SwitchYZ();
to = to.SwitchYZ();
vertices[1] = new PositionColored(to - from, color.ToArgb());
InternalRender(from);
Drawing.Direct3DDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices.Length / 2, vertices);
}
示例2: InternalSetColor
private void InternalSetColor(System.Drawing.Color value)
{
int status = SafeNativeMethods.Gdip.GdipSetSolidFillColor(new HandleRef(this, base.NativeBrush), value.ToArgb());
if (status != 0)
{
throw SafeNativeMethods.Gdip.StatusException(status);
}
this.color = value;
}
示例3: ConvertColor
/// <summary>
/// Convert a color to a string
/// </summary>
/// <param name="color">the windows forms color</param>
/// <returns>the color in a string</returns>
private static string ConvertColor(System.Drawing.Color color)
{
int i = color.ToArgb();
byte r = (byte)((i >> 16) & 255);
byte g = (byte)((i >> 8) & 255);
byte b = (byte)(i & 255);
RgbColor rgbColor = new RgbColor(r, g, b);
return rgbColor.ToString();
}
示例4: Get
/// <summary>
/// ��ȡָ���������ļ���ָ��Key��ֵ
/// </summary>
/// <param name="szKeyName">��ȡ��Key����</param>
/// <param name="defaultValue">ָ����Key������ʱ,���ص�ֵ</param>
/// <returns>Keyֵ</returns>
public System.Drawing.Color Get(string szKeyName, System.Drawing.Color defaultValue)
{
try
{
int nColorValue = this.Get(szKeyName, defaultValue.ToArgb());
return System.Drawing.Color.FromArgb(nColorValue);
}
catch
{
return defaultValue;
}
}
示例5: PathLine
Vector3[] sphericalCoordinates = new Vector3[0]; // x = lat, y = lon, z = height
/// <summary>
/// Initializes a new instance of the <see cref= "T:WorldWind.Renderable.PathLine"/> class.
/// </summary>
/// <param name="name"></param>
/// <param name="parentWorld"></param>
/// <param name="terrainfileName"></param>
/// <param name="heightAboveSurface"></param>
/// <param name="lineColor"></param>
public PathLine(string name, World parentWorld, string terrainfileName, float heightAboveSurface,
System.Drawing.Color lineColor)
: base(name, parentWorld.Position, Quaternion.RotationYawPitchRoll(0,0,0))
{
this._parentWorld = parentWorld;
//this.terrainManager = terrainManager;
this.terrainFileName = terrainfileName;
this.heightAboveSurface = heightAboveSurface;
this.lineColor = lineColor.ToArgb();
if(this.terrainFileName == null)
{
this.isInitialized = true;
this.isLoaded = true;
this.linePoints = new CustomVertex.PositionColored[0];
return;
}
FileInfo inFile = new FileInfo(this.terrainFileName);
if(!inFile.Exists)
{
this.isInitialized = true;
this.isLoaded = true;
this.linePoints = new CustomVertex.PositionColored[0];
return;
}
if(inFile.FullName.IndexOf('_') == -1)
{
return;
}
string[] parsedFileName = inFile.Name.Replace(".wwb","").Split('_');
if(parsedFileName.Length < 5)
{
return;
}
else
{
this.north = (float)Int32.Parse(parsedFileName[1], CultureInfo.InvariantCulture);
this.south = (float)Int32.Parse(parsedFileName[2], CultureInfo.InvariantCulture);
this.west = (float)Int32.Parse(parsedFileName[3], CultureInfo.InvariantCulture);
this.east = (float)Int32.Parse(parsedFileName[4], CultureInfo.InvariantCulture);
}
this.boundingBox = new BoundingBox( this.south, this.north, this.west, this.east,
(float)this._parentWorld.EquatorialRadius,
(float)this._parentWorld.EquatorialRadius + this.heightAboveSurface );
}
示例6: GetImage
/// <summary>
/// Get the image based on the moniker, backColor and dimensions
/// </summary>
public static Bitmap GetImage(ImageMoniker moniker, System.Drawing.Color backColor, int height, int width, bool scalingRequired)
{
m_attributes.Background = (uint)backColor.ToArgb();
m_attributes.LogicalHeight = height;
m_attributes.LogicalWidth = width;
if (scalingRequired)
{
m_attributes.LogicalHeight = (int)(height * DpiHelper.LogicalToDeviceUnitsScalingFactorY);
m_attributes.LogicalWidth = (int)(width * DpiHelper.LogicalToDeviceUnitsScalingFactorX);
}
IVsUIObject uIObjOK = ImageService.GetImage(moniker, m_attributes);
Bitmap bitmap = (Bitmap)UIUtilities.GetObjectData(uIObjOK);
bitmap.MakeTransparent(System.Drawing.Color.Magenta);
return bitmap;
}
示例7: DrawPolylineFeature
internal void DrawPolylineFeature(Graphics g, System.Drawing.Point[] Points_array,
int LinePattern, System.Drawing.Color LineColor, int LineWidth)
{
IntPtr drawPen; // gdi pen
IntPtr drawPen_old; // gdi pen
if (LinePattern == 2)
{
drawPen = (IntPtr)Win32.GDI.CreatePen(Win32.GDI.PS_GEOMETRIC, LineWidth, LineColor.ToArgb());
drawPen_old = (IntPtr)Win32.GDI.SelectObject(m_hdc, drawPen);
int count = Points_array.GetLength(0);
Win32.GDI.Polyline(m_hdc, ref Points_array[0], count);
Win32.GDI.SelectObject(m_hdc, drawPen_old);
Win32.GDI.DeleteObject(drawPen);
}
}
示例8: TerrainPath
/// <summary>
/// Initializes a new instance of the <see cref= "T:WorldWind.Renderable.TerrainPath"/> class.
/// </summary>
/// <param name="name"></param>
/// <param name="parentWorld"></param>
/// <param name="minDisplayAltitude"></param>
/// <param name="maxDisplayAltitude"></param>
/// <param name="terrainFileName"></param>
/// <param name="heightAboveSurface"></param>
/// <param name="lineColor"></param>
/// <param name="terrainAccessor"></param>
public TerrainPath(
string name,
World parentWorld,
double minDisplayAltitude,
double maxDisplayAltitude,
string terrainFileName,
float heightAboveSurface,
System.Drawing.Color lineColor,
TerrainAccessor terrainAccessor)
: base(name, parentWorld.Position, Quaternion.RotationYawPitchRoll(0,0,0))
{
this._parentWorld = parentWorld;
this._minDisplayAltitude = minDisplayAltitude;
this._maxDisplayAltitude = maxDisplayAltitude;
this.terrainFileName = terrainFileName;
this.heightAboveSurface = heightAboveSurface;
//this.terrainMapped = terrainMapped;
this.lineColor = lineColor.ToArgb();
this._terrainAccessor = terrainAccessor;
this.RenderPriority = RenderPriority.LinePaths;
}
示例9: Message
public Message(uint account, string message, string to, string from, System.Drawing.Color color, uint type)
{
Buffer = new byte[32 + message.Length + to.Length + from.Length];
fixed (byte* arg = Buffer)
{
*((ushort*)(arg)) = (ushort)(Buffer.Length);
*((ushort*)(arg + 2)) = 1004;
*((uint*)(arg + 4)) = (uint)color.ToArgb();
*((uint*)(arg + 8)) = type;
*((uint*)(arg + 12)) = account;
*((byte*)(arg + 24)) = 4;
*((byte*)(arg + 25)) = (byte)from.Length;
for (ushort i = 0; i < from.Length; i++)
*((byte*)(arg + 26 + i)) = (byte)from[i];
*((byte*)(arg + 26) + from.Length) = (byte)to.Length;
for (ushort i = 0; i < to.Length; i++)
*((byte*)(arg + 27 + from.Length + i)) = (byte)to[i];
*((byte*)(arg + 28) + from.Length + to.Length) = (byte)message.Length;
for (ushort i = 0; i < message.Length; i++)
*((byte*)(arg + 29 + from.Length + to.Length + i)) = (byte)message[i];
}
Text = message;
}
示例10: ShapeLayer
/// <summary>
/// Initializes a new instance of the <see cref= "T:WorldWind.Renderable.ShapeLayer"/> class.
/// </summary>
/// <param name="name"></param>
/// <param name="parentWorld"></param>
/// <param name="Altitude"></param>
/// <param name="masterFilePath"></param>
/// <param name="minDisplayAltitude"></param>
/// <param name="maxDisplayAltitude"></param>
/// <param name="font"></param>
/// <param name="color"></param>
/// <param name="scalarKey"></param>
/// <param name="showBoundaries"></param>
/// <param name="showFilledPolygons"></param>
public ShapeLayer(
string name,
World parentWorld,
double Altitude,
string masterFilePath,
double minDisplayAltitude,
double maxDisplayAltitude,
Font font,
System.Drawing.Color color,
string scalarKey,
bool showBoundaries,
bool showFilledPolygons) : base(name, parentWorld.Position, Quaternion.RotationYawPitchRoll(0,0,0))
{
this._parentWorld = parentWorld;
this._Altitude = Altitude;
this._masterFilePath = masterFilePath;
this._minDisplayAltitude = minDisplayAltitude;
this._maxDisplayAltitude = maxDisplayAltitude;
this.drawingFont = font;
this._color = color.ToArgb();
this._scalarKey = scalarKey;
this._showBoundaries = showBoundaries;
this._showFilledPolygons = showFilledPolygons;
}
示例11: DrawImage
/// <summary>
/// Draws an image using the specified flags and state on XP systems.
/// </summary>
/// <param name="hdc">Device context to draw to</param>
/// <param name="index">Index of image to draw</param>
/// <param name="x">X Position to draw at</param>
/// <param name="y">Y Position to draw at</param>
/// <param name="flags">Drawing flags</param>
/// <param name="cx">Width to draw</param>
/// <param name="cy">Height to draw</param>
/// <param name="foreColor">Fore colour to blend with when using the
/// ILD_SELECTED or ILD_BLEND25 flags</param>
/// <param name="stateFlags">State flags</param>
/// <param name="glowOrShadowColor">If stateFlags include ILS_GLOW, then
/// the colour to use for the glow effect. Otherwise if stateFlags includes
/// ILS_SHADOW, then the colour to use for the shadow.</param>
/// <param name="saturateColorOrAlpha">If stateFlags includes ILS_ALPHA,
/// then the alpha component is applied to the icon. Otherwise if
/// ILS_SATURATE is included, then the (R,G,B) components are used
/// to saturate the image.</param>
public void DrawImage(
IntPtr hdc,
int index,
int x,
int y,
ImageListDrawItemConstants flags,
int cx,
int cy,
System.Drawing.Color foreColor,
ImageListDrawStateConstants stateFlags,
System.Drawing.Color saturateColorOrAlpha,
System.Drawing.Color glowOrShadowColor
)
{
IMAGELISTDRAWPARAMS pimldp = new IMAGELISTDRAWPARAMS();
pimldp.hdcDst = hdc;
pimldp.cbSize = Marshal.SizeOf(pimldp.GetType());
pimldp.i = index;
pimldp.x = x;
pimldp.y = y;
pimldp.cx = cx;
pimldp.cy = cy;
pimldp.rgbFg = Color.FromArgb(0,
foreColor.R, foreColor.G, foreColor.B).ToArgb();
Console.WriteLine("{0}", pimldp.rgbFg);
pimldp.fStyle = (int)flags;
pimldp.fState = (int)stateFlags;
if ((stateFlags & ImageListDrawStateConstants.ILS_ALPHA) ==
ImageListDrawStateConstants.ILS_ALPHA)
{
// Set the alpha:
pimldp.Frame = (int)saturateColorOrAlpha.A;
}
else if ((stateFlags & ImageListDrawStateConstants.ILS_SATURATE) ==
ImageListDrawStateConstants.ILS_SATURATE)
{
// discard alpha channel:
saturateColorOrAlpha = Color.FromArgb(0,
saturateColorOrAlpha.R,
saturateColorOrAlpha.G,
saturateColorOrAlpha.B);
// set the saturate color
pimldp.Frame = saturateColorOrAlpha.ToArgb();
}
glowOrShadowColor = Color.FromArgb(0,
glowOrShadowColor.R,
glowOrShadowColor.G,
glowOrShadowColor.B);
pimldp.crEffect = glowOrShadowColor.ToArgb();
if (iImageList == null)
{
pimldp.himl = hIml;
int ret = ImageList_DrawIndirect(ref pimldp);
}
else
{
iImageList.Draw(ref pimldp);
}
}
示例12: Draw
internal virtual void Draw(Display.DisplayPipeline pipeline, System.Drawing.Color color, int thickness)
{
IntPtr pDisplayPipeline = pipeline.NonConstPointer();
IntPtr ptr = ConstPointer();
int argb = color.ToArgb();
UnsafeNativeMethods.CRhinoDisplayPipeline_DrawCurve(pDisplayPipeline, ptr, argb, thickness);
}
示例13: SetValue
public void SetValue(System.Drawing.Color v)
{ UnsafeNativeMethods.Rdk_Variant_SetOnColorValue(NonConstPointer(), v.ToArgb()); }
示例14: DrawTextScaled
/// <summary>
/// Draws scaled 2D text. Note that x and y are in viewport coordinates
/// (ranging from -1 to +1). fXScale and fYScale are the size fraction
/// relative to the entire viewport. For example, a fXScale of 0.25 is
/// 1/8th of the screen width. This allows you to output text at a fixed
/// fraction of the viewport, even if the screen or window size changes.
/// </summary>
public void DrawTextScaled(float x, float y, float z,
float fXScale, float fYScale,
System.Drawing.Color color,
string text, RenderFlags flags)
{
if (device == null)
throw new System.ArgumentNullException();
// Set up renderstate
savedStateBlock.Capture();
drawTextStateBlock.Apply();
device.VertexFormat = CustomVertex.TransformedColoredTextured.Format;
device.PixelShader = null;
device.SetStreamSource(0, vertexBuffer, 0);
// Set filter states
if ((flags & RenderFlags.Filtered) != 0) {
samplerState0.MinFilter = TextureFilter.Linear;
samplerState0.MagFilter = TextureFilter.Linear;
}
Viewport vp = device.Viewport;
float xpos = (x+1.0f)*vp.Width/2;
float ypos = (y+1.0f)*vp.Height/2;
float sz = z;
float rhw = 1.0f;
float fLineHeight = (textureCoords[0,3] - textureCoords[0,1]) * textureHeight;
// Adjust for character spacing
xpos -= spacingPerChar * (fXScale*vp.Height)/fLineHeight;
float fStartX = xpos;
// Fill vertex buffer
int numTriangles = 0;
int realColor = color.ToArgb();
int iv = 0;
foreach (char c in text) {
if (c == '\n') {
xpos = fStartX;
ypos += fYScale*vp.Height;
}
if ((c-32) < 0 || (c-32) >= 128-32)
continue;
float tx1 = textureCoords[c-32,0];
float ty1 = textureCoords[c-32,1];
float tx2 = textureCoords[c-32,2];
float ty2 = textureCoords[c-32,3];
float w = (tx2-tx1)*textureWidth;
float h = (ty2-ty1)*textureHeight;
w *= (fXScale*vp.Height)/fLineHeight;
h *= (fYScale*vp.Height)/fLineHeight;
if (c != ' ') {
fontVertices[iv++] = new CustomVertex.TransformedColoredTextured(new Vector4(xpos+0-0.5f,ypos+h-0.5f,sz,rhw), realColor, tx1, ty2);
fontVertices[iv++] = new CustomVertex.TransformedColoredTextured(new Vector4(xpos+0-0.5f,ypos+0-0.5f,sz,rhw), realColor, tx1, ty1);
fontVertices[iv++] = new CustomVertex.TransformedColoredTextured(new Vector4(xpos+w-0.5f,ypos+h-0.5f,sz,rhw), realColor, tx2, ty2);
fontVertices[iv++] = new CustomVertex.TransformedColoredTextured(new Vector4(xpos+w-0.5f,ypos+0-0.5f,sz,rhw), realColor, tx2, ty1);
fontVertices[iv++] = new CustomVertex.TransformedColoredTextured(new Vector4(xpos+w-0.5f,ypos+h-0.5f,sz,rhw), realColor, tx2, ty2);
fontVertices[iv++] = new CustomVertex.TransformedColoredTextured(new Vector4(xpos+0-0.5f,ypos+0-0.5f,sz,rhw), realColor, tx1, ty1);
numTriangles += 2;
if (numTriangles*3 > (MaxNumfontVertices-6)) {
// Unlock, render, and relock the vertex buffer
vertexBuffer.SetData(fontVertices, 0, LockFlags.Discard);
device.DrawPrimitives(PrimitiveType.TriangleList , 0, numTriangles);
numTriangles = 0;
iv = 0;
}
}
xpos += w - (2 * spacingPerChar) * (fXScale*vp.Height)/fLineHeight;
}
// Unlock and render the vertex buffer
vertexBuffer.SetData(fontVertices, 0, LockFlags.Discard);
if (numTriangles > 0)
device.DrawPrimitives(PrimitiveType.TriangleList , 0, numTriangles);
// Restore the modified renderstates
savedStateBlock.Apply();
}
示例15: DrawImage
/// <summary>
/// Draws an image using the specified flags and state on XP systems.
/// </summary>
/// <param name="hdc">Device context to draw to</param>
/// <param name="index">Index of image to draw</param>
/// <param name="x">X Position to draw at</param>
/// <param name="y">Y Position to draw at</param>
/// <param name="flags">Drawing flags</param>
/// <param name="cx">Width to draw</param>
/// <param name="cy">Height to draw</param>
/// <param name="foreColor">Fore colour to blend with when using the ILD_SELECTED or ILD_BLEND25 flags</param>
/// <param name="stateFlags">State flags</param>
/// <param name="saturateColorOrAlpha">If stateFlags includes ILS_ALPHA, then the alpha component is applied to the icon. Otherwise if
/// ILS_SATURATE is included, then the (R,G,B) components are used to saturate the image.</param>
/// <param name="glowOrShadowColor">If stateFlags include ILS_GLOW, then the colour to use for the glow effect. Otherwise if stateFlags includes
/// ILS_SHADOW, then the colour to use for the shadow.</param>
public void DrawImage(
IntPtr hdc,
int index,
int x,
int y,
ImageListDrawItemConstants flags,
int cx,
int cy,
System.Drawing.Color foreColor,
ImageListDrawStateConstants stateFlags,
System.Drawing.Color saturateColorOrAlpha,
System.Drawing.Color glowOrShadowColor)
{
IMAGELISTDRAWPARAMS pimldp = new IMAGELISTDRAWPARAMS();
pimldp.HdcDst = hdc;
pimldp.Size = Marshal.SizeOf(pimldp.GetType());
pimldp.Index = index;
pimldp.X = x;
pimldp.Y = y;
pimldp.CX = cx;
pimldp.CY = cy;
pimldp.ForegroundRgb = Color.FromArgb(0, foreColor.R, foreColor.G, foreColor.B).ToArgb();
pimldp.Style = (int)flags;
pimldp.State = (int)stateFlags;
if ((stateFlags & ImageListDrawStateConstants.ILS_ALPHA) == ImageListDrawStateConstants.ILS_ALPHA)
{
// Set the alpha
pimldp.Frame = (int)saturateColorOrAlpha.A;
}
else if ((stateFlags & ImageListDrawStateConstants.ILS_SATURATE) == ImageListDrawStateConstants.ILS_SATURATE)
{
// discard alpha channel:
saturateColorOrAlpha = Color.FromArgb(0, saturateColorOrAlpha.R, saturateColorOrAlpha.G, saturateColorOrAlpha.B);
// set the saturate color
pimldp.Frame = saturateColorOrAlpha.ToArgb();
}
glowOrShadowColor = Color.FromArgb(0, glowOrShadowColor.R, glowOrShadowColor.G, glowOrShadowColor.B);
pimldp.Effect = glowOrShadowColor.ToArgb();
if (this.imageList == null)
{
pimldp.Himl = this.himl;
int ret = ImageList_DrawIndirect(ref pimldp);
}
else
{
this.imageList.Draw(ref pimldp);
}
}