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We're almsot there~\!
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6 changed files with 217 additions and 6 deletions
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@ -8,11 +8,11 @@ namespace Nibriboard.Client.Messages
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/// <summary>
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/// <summary>
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/// Represents an update of where a group of connected clients are.
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/// Represents an update of where a group of connected clients are.
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/// </summary>
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/// </summary>
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public class ClientStateMessage : Message
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public class ClientStatesMessage : Message
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{
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{
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public List<ClientState> ClientStates = new List<ClientState>();
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public List<ClientState> ClientStates = new List<ClientState>();
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public ClientStateMessage()
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public ClientStatesMessage()
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{
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{
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}
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}
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}
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}
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@ -185,7 +185,8 @@ namespace Nibriboard.Client
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AbsoluteCursorPosition = message.AbsCursorPosition;
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AbsoluteCursorPosition = message.AbsCursorPosition;
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// Send the update to the other clients
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// Send the update to the other clients
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ClientStateMessage updateMessage = new ClientStateMessage();
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// TODO: Buffer these updates and send them about 5 times a second
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ClientStatesMessage updateMessage = new ClientStatesMessage();
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updateMessage.ClientStates.Add(this.GenerateStateSnapshot());
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updateMessage.ClientStates.Add(this.GenerateStateSnapshot());
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manager.Broadcast(this, updateMessage);
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manager.Broadcast(this, updateMessage);
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@ -198,9 +199,9 @@ namespace Nibriboard.Client
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/// Automatically omits information about the current client.
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/// Automatically omits information about the current client.
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/// </summary>
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/// </summary>
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/// <returns>The client state update message.</returns>
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/// <returns>The client state update message.</returns>
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protected ClientStateMessage GenerateClientStateUpdate()
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protected ClientStatesMessage GenerateClientStateUpdate()
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{
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{
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ClientStateMessage result = new ClientStateMessage();
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ClientStatesMessage result = new ClientStatesMessage();
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foreach (NibriClient client in manager.Clients)
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foreach (NibriClient client in manager.Clients)
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{
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{
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// Don't include ourselves in the update message!
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// Don't include ourselves in the update message!
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@ -9,6 +9,8 @@ class CursorSyncer
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// The target frequency in fps at we should send sursor updates.
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// The target frequency in fps at we should send sursor updates.
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this.cursorUpdateFrequency = syncFrequency;
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this.cursorUpdateFrequency = syncFrequency;
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this.otherClients = [];
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// Register ourselves to start sending cursor updates once the ripple
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// Register ourselves to start sending cursor updates once the ripple
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// link connects
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// link connects
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this.rippleLink.on("connect", this.setup.bind(this));
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this.rippleLink.on("connect", this.setup.bind(this));
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@ -75,10 +75,12 @@
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<Compile Include="Client\Messages\Message.cs" />
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<Compile Include="Client\Messages\Message.cs" />
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<Compile Include="Client\Messages\HandshakeRequestMessage.cs" />
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<Compile Include="Client\Messages\HandshakeRequestMessage.cs" />
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<Compile Include="Client\Messages\CursorPositionMessage.cs" />
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<Compile Include="Client\Messages\CursorPositionMessage.cs" />
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<Compile Include="Client\Messages\ClientStateMessage.cs" />
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<Compile Include="RippleSpace\ClientState.cs" />
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<Compile Include="RippleSpace\ClientState.cs" />
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<Compile Include="Utilities\Rectangle.cs" />
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<Compile Include="Utilities\Rectangle.cs" />
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<Compile Include="Utilities\Vector2.cs" />
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<Compile Include="Utilities\Vector2.cs" />
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<Compile Include="Client\Messages\ClientStatesMessage.cs" />
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<Compile Include="Utilities\ColourHSL.cs" />
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<Compile Include="Utilities\ToStringJsonConverter.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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<EmbeddedResource Include="ClientFiles\index.html" />
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<EmbeddedResource Include="ClientFiles\index.html" />
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168
Nibriboard/Utilities/ColourHSL.cs
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168
Nibriboard/Utilities/ColourHSL.cs
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@ -0,0 +1,168 @@
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using System;
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namespace SBRL.Utilities
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{
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class ColourHSL
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{
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/// <summary>
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/// A random number generator.Used to generate random colours in RandomSaturated().
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/// </summary>
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private static Random random = new Random();
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#region Properties
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/// <summary>
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/// The hue of the colour, between 0 and 360.
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/// </summary>
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public float Hue { get; set; }
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/// <summary>
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/// The saturation of the colour, between 0 and 100.
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/// </summary>
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public float Saturation { get; set; }
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/// <summary>
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/// The lightness of the colour, between 0 and 100.
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/// </summary>
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public float Lightness { get; set; }
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/// <summary>
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/// The opacity of the colour, between 0 and 1.
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/// </summary>
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public float Alpha { get; set; }
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#endregion
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#region Aliases
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/// <summary>
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/// Alias of Hue.
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/// </summary>
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public float H {
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get { return Hue; }
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set { Hue = value; }
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}
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/// <summary>
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/// Alias of Saturation.
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/// </summary>
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public float S {
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get { return Saturation; }
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set { Saturation = value; }
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}
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/// <summary>
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/// Alias of Lightness.
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/// </summary>
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public float L {
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get { return Lightness; }
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set { Lightness = value; }
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}
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/// <summary>
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/// Alias of Alpha.
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/// </summary>
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public float A {
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get { return Alpha; }
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set { Alpha = value; }
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}
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#endregion
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/// <summary>
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/// Whether this colour is opaque or not.
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/// </summary>
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public bool IsOpaque {
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get {
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return Alpha == 1;
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}
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}
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/// <summary>
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/// Whether this colour is translucent or not.
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/// </summary>
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public bool IsTranslucent {
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get {
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return !IsOpaque && !IsTransparent;
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}
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}
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/// <summary>
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/// Whether this colour is completely transparent or not.
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/// </summary>
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public bool IsTransparent {
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get {
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return Alpha == 0;
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}
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}
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/// <summary>
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/// Whether this colour is currently valid or not. A valid colour has a hue of 0-360,
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/// a saturation of 0-100, a lightness of 0-100, and an opacity of 0-1.
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/// </summary>
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public bool IsValidColour
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{
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get {
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return Hue >= 0 && Hue <= 360 &&
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Saturation >= 0 && Saturation <= 100 &&
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Lightness >= 0 && Lightness <= 100 &&
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Alpha >= 0 && Alpha <= 1;
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}
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}
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/// <summary>
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/// Initializes a new ColourHSL instance, with the colour set to bright white.
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/// </summary>
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public ColourHSL() : this(0, 100, 100, 1)
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{
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}
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/// <summary>
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/// Initializes a new <see cref="SBRL.Utilities.ColourHSL"/> class instance.
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/// </summary>
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/// <param name="inHue">The hue of the colour.</param>
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/// <param name="inSaturation">The saturation of the colour.</param>
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/// <param name="inLightness">The lightness of the colour.</param>
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public ColourHSL(float inHue, float inSaturation, float inLightness) : this(inHue, inSaturation, inLightness, 1)
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{
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}
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/// <summary>
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/// Initializes a new <see cref="SBRL.Utilities.ColourHSL"/> class instance.
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/// </summary>
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/// <param name="inHue">The hue of the colour.</param>
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/// <param name="inSaturation">The saturation of the colour.</param>
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/// <param name="inLightness">The lightness of the colour.</param>
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/// <param name="inAlpha">The opacity of the colour.</param>
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public ColourHSL(float inHue, float inSaturation, float inLightness, float inAlpha)
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{
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Hue = inHue;
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Saturation = inSaturation;
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Lightness = inLightness;
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Alpha = inAlpha;
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}
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/// <summary>
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/// Returns a random bright colour.
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/// </summary>
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public static ColourHSL RandomSaturated()
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{
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ColourHSL result = new ColourHSL() {
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Hue = random.Next(0, 360),
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Lightness = random.Next(45, 55),
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Saturation = random.Next(90, 100)
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};
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}
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#region Overrides
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/// <summary>
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/// Returns a <see cref="string"/> that represents this <see cref="SBRL.Utilities.ColourHSL"/> instance.
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/// </summary>
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/// <returns>A <see cref="string"/> that represents this <see cref="SBRL.Utilities.ColourHSL"/> instance.</returns>
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public override string ToString()
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{
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string format = string.Empty;
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if (IsOpaque)
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format = "hsl({0}, {1}%, {2}%)";
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else
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format = "hsla({0}, {1}%, {2}%, {3})";
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return string.Format(format, Hue, Saturation, Lightness, Math.Round(Alpha, 3));
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}
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#endregion
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}
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}
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38
Nibriboard/Utilities/ToStringJsonConverter.cs
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38
Nibriboard/Utilities/ToStringJsonConverter.cs
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@ -0,0 +1,38 @@
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using System;
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using Newtonsoft.Json;
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/// <summary>
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/// Contains a number classes that I (SBRL) have found on the internet.
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/// While they have usually been adapted from one form or another, full credit is always given.
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/// </summary>
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namespace SBRL.Utilities.Solutions
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{
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/// <summary>
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/// A JsonConverter that converts properties to a string via their inbuilt ToString() method.
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/// From http://stackoverflow.com/a/22355712/1460422 by
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/// </summary>
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class ToStringJsonConverter : JsonConverter
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{
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public override bool CanConvert(Type objectType)
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{
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return true;
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}
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public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
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{
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writer.WriteValue(value.ToString());
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}
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public override bool CanRead
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{
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get { return false; }
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}
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public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
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{
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throw new NotImplementedException();
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}
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}
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}
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