#include "..\kernel\value.h"
#include "..\..\bmmlib.h"
#include "3dmath.h"
#include "..\macros\define_implementations.h"
#include "..\protocols\color.inl"
Go to the source code of this file.
Classes |
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class | ConstColorValue |
Defines |
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#define | COLOR_CACHE_SIZE 1024 |
#define | is_color(v) ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(ColorValue)) |
Functions |
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applyable_class_debug_ok (ColorValue) class ColorValue |
#define COLOR_CACHE_SIZE 1024 |
#define is_color | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(ColorValue)) |
applyable_class_debug_ok | ( | ColorValue | ) |
Define an equal operator (i.e. '==') for maxscript visible values.
Define a NOT equal operator (i.e. '!=') for maxscript visible values.
Definition at line 17 of file colors.h.
: public Value { public: AColor color; ENABLE_STACK_ALLOCATE(ColorValue); ScripterExport ColorValue (AColor col); ScripterExport ColorValue (Color col); ScripterExport ColorValue (COLORREF col); ScripterExport ColorValue (BMM_Color_64& col); ScripterExport ColorValue (Point3 col); ScripterExport ColorValue (Point3Value* col); ScripterExport ColorValue (float r, float g, float b, float a = 1.0f); static ScripterExport Value* intern(AColor col); static ScripterExport Value* intern(float r, float g, float b, float a = 1.0f); static ScripterExport Value* intern(BMM_Color_64& col); classof_methods (ColorValue, Value); void collect() { delete this; } ScripterExport void sprin1(CharStream* s); # define is_color(v) ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(ColorValue)) #include "..\macros\define_implementations.h" # include "..\protocols\color.inl" def_generic ( coerce, "coerce"); def_generic ( copy, "copy"); def_property ( red ); def_local_prop_alias ( r, red ); def_property ( green ); def_local_prop_alias ( g, green ); def_property ( blue ); def_local_prop_alias ( b, blue ); def_property ( alpha ); def_local_prop_alias ( a, alpha ); def_property ( hue ); def_local_prop_alias ( h, hue ); def_property ( saturation ); def_local_prop_alias ( s, saturation ); def_property ( value ); def_local_prop_alias ( v, value ); AColor to_acolor() { return color; } Color to_color() { return Color (color.r, color.g, color.b); } COLORREF to_colorref() { return RGB((int)(color.r * 255.0f), (int)(color.g * 255.0f), (int)(color.b * 255.0f)); } Point3 to_point3() { return Point3 (color.r * 255.0, color.g * 255.0, color.b * 255.0); } Point4 to_point4() { return Point4 (color.r, color.g, color.b, color.a); } void to_fpvalue(FPValue& v); // scene I/O IOResult Save(ISave* isave); static Value* Load(ILoad* iload, USHORT chunkID, ValueLoader* vload); };