Add a ColorMixer widget for selecting sat/lum.
This commit is contained in:
@@ -432,6 +432,7 @@
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<Compile Include="ServerTraits\PlayerPinger.cs" />
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<Compile Include="ServerTraits\PlayerPinger.cs" />
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<Compile Include="Widgets\Logic\SpawnSelectorTooltipLogic.cs" />
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<Compile Include="Widgets\Logic\SpawnSelectorTooltipLogic.cs" />
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<Compile Include="Widgets\Logic\ClientTooltipLogic.cs" />
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<Compile Include="Widgets\Logic\ClientTooltipLogic.cs" />
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<Compile Include="Widgets\ColorMixerWidget.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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228
OpenRA.Mods.RA/Widgets/ColorMixerWidget.cs
Executable file
228
OpenRA.Mods.RA/Widgets/ColorMixerWidget.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Linq;
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using System.Threading;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Widgets
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{
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public class ColorMixerWidget : Widget
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{
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public float[] SRange = {0.2f, 1.0f};
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public float[] VRange = {0.2f, 1.0f};
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public event Action OnChange = () => {};
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float H, S, V;
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Bitmap frontBitmap, swapBitmap, backBitmap;
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Sprite mixerSprite;
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bool isMoving;
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bool updateFront, updateBack;
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object syncWorker = new object();
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Thread workerThread;
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bool workerAlive;
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public ColorMixerWidget() : base() {}
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public ColorMixerWidget(ColorMixerWidget other)
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: base(other)
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{
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OnChange = other.OnChange;
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H = other.H;
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S = other.S;
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V = other.V;
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}
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public override void Initialize(WidgetArgs args)
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{
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base.Initialize(args);
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// Bitmap data is generated in a background thread and then flipped
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frontBitmap = new Bitmap(256, 256);
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swapBitmap = new Bitmap(256, 256);
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backBitmap = new Bitmap(256, 256);
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var rect = new Rectangle((int)(255*SRange[0]), (int)(255*(1 - VRange[1])), (int)(255*(SRange[1] - SRange[0]))+1, (int)(255*(VRange[1] - VRange[0])) + 1);
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mixerSprite = new Sprite(new Sheet(new Size(256, 256)), rect, TextureChannel.Alpha);
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mixerSprite.sheet.Texture.SetData(frontBitmap);
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}
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void GenerateBitmap()
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{
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// Generating the selection bitmap is slow,
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// so we do it in a background thread
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lock (syncWorker)
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{
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updateBack = true;
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if (workerThread == null || !workerAlive)
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{
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workerThread = new Thread(GenerateBitmapWorker);
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workerThread.Start();
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}
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}
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}
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void GenerateBitmapWorker()
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{
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lock (syncWorker)
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workerAlive = true;
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for (;;)
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{
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float hue;
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lock (syncWorker)
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{
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if (!updateBack)
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{
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workerAlive = false;
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break;
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}
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updateBack = false;
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// Take a local copy of the hue to generate to avoid tearing
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hue = H;
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}
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var bitmapData = backBitmap.LockBits(backBitmap.Bounds(),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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unsafe
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{
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int* c = (int*)bitmapData.Scan0;
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// Generate palette in HSV
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for (var v = 0; v < 256; v++)
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for (var s = 0; s < 256; s++)
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*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).ToColor().ToArgb();
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}
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backBitmap.UnlockBits(bitmapData);
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lock (syncWorker)
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{
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var swap = swapBitmap;
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swapBitmap = backBitmap;
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backBitmap = swap;
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updateFront = true;
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}
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}
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}
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public override void Draw()
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{
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lock (syncWorker)
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{
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if (updateFront)
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{
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var swap = swapBitmap;
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swapBitmap = frontBitmap;
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frontBitmap = swap;
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mixerSprite.sheet.Texture.SetData(frontBitmap);
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updateFront = false;
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}
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}
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(mixerSprite, RenderOrigin, new float2(RenderBounds.Size));
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var sprite = ChromeProvider.GetImage("lobby-bits", "colorpicker");
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var pos = RenderOrigin + PxFromValue() - new int2(sprite.bounds.Width/2, sprite.bounds.Height/2);
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WidgetUtils.FillRectWithColor(new Rectangle(pos.X + 3, pos.Y + 3, 10, 10), Color.ToColor());
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(sprite, pos);
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}
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void SetValueFromPx(int2 xy)
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{
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var rb = RenderBounds;
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var s = SRange[0] + xy.X*(SRange[1] - SRange[0])/rb.Width;
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var v = SRange[1] - xy.Y*(VRange[1] - VRange[0])/rb.Height;
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S = s.Clamp(SRange[0], SRange[1]);
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V = v.Clamp(VRange[0], VRange[1]);
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}
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int2 PxFromValue()
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{
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var rb = RenderBounds;
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var x = RenderBounds.Width*(S - SRange[0])/(SRange[1] - SRange[0]);
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var y = RenderBounds.Height*(1 - (V - VRange[0])/(VRange[1] - VRange[0]));
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return new int2((int)x.Clamp(0, rb.Width), (int)y.Clamp(0, rb.Height));
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}
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public override bool HandleMouseInput(MouseInput mi)
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{
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if (mi.Button != MouseButton.Left)
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return false;
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if (mi.Event == MouseInputEvent.Down && !TakeFocus(mi))
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return false;
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if (!Focused)
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return false;
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switch (mi.Event)
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{
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case MouseInputEvent.Up:
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isMoving = false;
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LoseFocus(mi);
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break;
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case MouseInputEvent.Down:
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isMoving = true;
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SetValueFromPx(mi.Location - RenderOrigin);
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OnChange();
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break;
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case MouseInputEvent.Move:
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if (isMoving)
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{
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SetValueFromPx(mi.Location - RenderOrigin);
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OnChange();
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}
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break;
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}
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return true;
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}
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public HSLColor Color { get { return HSLColor.FromHSV(H, S, V); } }
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public void Set(float hue)
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{
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if (H != hue)
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{
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H = hue;
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GenerateBitmap();
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OnChange();
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}
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}
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public void Set(HSLColor color)
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{
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float h,s,v;
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color.ToHSV(out h, out s, out v);
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if (H != h || S != s || V != v)
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{
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if (H != h)
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{
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H = h;
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GenerateBitmap();
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}
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S = s.Clamp(SRange[0], SRange[1]);
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V = v.Clamp(VRange[0], VRange[1]);
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OnChange();
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}
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}
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}
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}
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Block a user