Table of Contents

Class RGBMatrix

Namespace
Gamelogic.Fx
Assembly
Gamelogic.Fx.dll

Three FloatMatrix instances — one per color channel — plus a shared "all-channels" matrix, with a Locked flag that determines which matrices are active.

[Serializable]
public class RGBMatrix
Inheritance
RGBMatrix
Inherited Members

Remarks

When Locked is true (All tab selected), R, G, and B all return All, and their setters throw InvalidOperationException. This lets all three channels share one matrix without destroying the per-channel data stored in matrixR, matrixG, and matrixB.

When Locked is false (R, G, or B tab selected), each getter returns its own matrix and each setter copies via SetFrom(IFloatMatrix).

Fields

MatrixAllFieldName

public const string MatrixAllFieldName = "matrixAll"

Field Value

string

MatrixBFieldName

public const string MatrixBFieldName = "matrixB"

Field Value

string

MatrixGFieldName

public const string MatrixGFieldName = "matrixG"

Field Value

string

MatrixRFieldName

public const string MatrixRFieldName = "matrixR"

Field Value

string

Properties

All

The shared matrix used for all channels when Locked is true.

public FloatMatrix All { get; }

Property Value

FloatMatrix

B

Gets the blue channel matrix, or All when Locked. The setter copies via SetFrom(IFloatMatrix) and throws when locked.

public FloatMatrix B { get; set; }

Property Value

FloatMatrix

G

Gets the green channel matrix, or All when Locked. The setter copies via SetFrom(IFloatMatrix) and throws when locked.

public FloatMatrix G { get; set; }

Property Value

FloatMatrix

Locked

When true, R, G, and B all return All and their setters throw. Set by the property drawer when the All tab is selected or deselected.

public bool Locked { get; set; }

Property Value

bool

R

Gets the red channel matrix, or All when Locked. The setter copies via SetFrom(IFloatMatrix) and throws when locked.

public FloatMatrix R { get; set; }

Property Value

FloatMatrix