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Chapter 29
Widget Reference 1139
Texture has all the methods from Region, VisibleRegion and LayeredRegion, plus
the following:
GetBlendMode
Returnsthe blend mode of the texture.
mode =Texture:GetBlendMode()
Returns:
mode—Blendmodeofthetexture(string)
ADD-Addstexturecolorvaluestotheunderlyingcolorvalues,usingthe
alphachannel; light areas inthe texture lighten the background while dark
areas are more transparent
ALPHAKEY-One-bittransparency;pixelswithalphavaluesgreaterthan∼0.8
are treated as fully opaque and all other pixelsare treated asfully transparent
BLEND-Normalcolorblending,usinganyalphachannelinthetextureimage
DISABLE-Ignoresanyalphachannel,displayingthetextureasfullyopaque
MOD-Ignoresanyalphachannelinthetextureandmultipliestexture
color values by background color values; dark areas in the texture
darken the background while light areas are more transparent
GetNonBlocking
Returnswhether the texture object loads itsimage file inthe background.
nonBlocking= Texture:GetNonBlocking()
See:SetNonBlocking() for further details.
Returns:
nonBlocking1ifthetextureobjectloadsitsimagefileinthebackground;
nilifthegameengineishaltedwhilethetextureloads(1nil)
GetTexCoord
Returnscorner coordinatesfor scaling or cropping the texture image.
ULx, ULy,LLx,LLy, URx,URy,LRx, LRy= Texture:GetTexCoord()
SeeTexture:SetTexCoord() example for details.
Returns:
ULx—UpperleftcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
ULy—UpperleftcornerYposition,asafractionoftheimage’sheightfromthe
top (number)
LLx—LowerleftcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
LLy—LowerleftcornerYposition,asafractionoftheimage’sheightfromthe
top (number)
URx—UpperrightcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
URy—UpperrightcornerYposition,asafractionoftheimage’sheightfromthe
top (number)
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1140 Part IV
Reference
LRx—LowerrightcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
LRy—LowerrightcornerYposition,asafractionoftheimage’sheightfromthe
top (number
)
GetTexCoordModifiesRect
Setswhether modifying texture coordinatesscales or cropsthe texture image.
modifiesRect =Texture:GetTexCoordModifiesRect()
SeeTexture:SetTexCoordModifiesRect() example for details.
Returns:
modifiesRectTrueiffuture Texture:SetTexCoord()operationswillcrop
the texture image;false ifSetTexCoord will scale the image (boolean)
GetTexture
Returns the pathto the texture’simage file.
texture =Texture:GetTexture()
Returns:
texture—Pathtothetextureimagefile,oroneofthefollowingvalues:
(string)
Portrait1-Textureissettoageneratedimage(e.g.via SetPortrait
Texture())
SolidTexture-Textureissettoasolidcolorinsteadofanimage
GetVertexColor
Returns the shading color of the texture.
red, green,blue,alpha= Texture:GetVertexColor()
For details about vertex color shading, seeLayeredRegion:
SetVertexColor().
Returns:
red—Redcomponentofthecolor(0.0-1.0)(number)
green—Greencomponentofthecolor(0.0-1.0)(number)
blue—Bluecomponentofthecolor(0.0-1.0)(number)
alpha—Alpha(opacity)forthetexture(0.0=fullytransparent,1.0=fully
opaque) (number)
IsDesaturated
Returns whether the texture image should be displayed with zero saturation
(i.e. convertedto grayscale).
desaturated= Texture:IsDesaturated()
The texture may not actually be displayed ingrayscale if the current display
hardware doesn’t support that feature; seeTexture:SetDesaturated()for
details.
Returns:
desaturated1ifthetextureshouldbedisplayedingrayscale;otherwise nil
(1nil)
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Chapter 29
Widget Reference 1141
SetBlendMode
Setsthe blend mode of the texture.
Texture:SetBlendMode(“mode“)
Arguments:
mode—Blendmodeofthetexture(string)
ADD-Addstexturecolorvaluestotheunderlyingcolorvalues,usingthe
alphachannel; light areas inthe texture lighten the background while dark
areas are more transparent
ALPHAKEY-One-bittransparency;pixelswithalphavaluesgreaterthan∼0.8
are treated as fully opaque and all other pixelsare treated asfully transparent
BLEND-Normalcolorblending,usinganyalphachannelinthetextureimage
DISABLE-Ignoresanyalphachannel,displayingthetextureasfullyopaque
MOD-Ignoresanyalphachannelinthetextureandmultipliestexture
color values by background color values; dark areas in the texture
darken the background while light areas are more transparent
SetDesaturated
Setswhether the texture image should be displayed withzero saturation (i.e.
converted to grayscale).
supported =Texture:SetDesaturated(desaturate)
Returnsnil if the current system does not support texture desaturation; in
suchcases, this method hasno visible effect (but still flags the texture object as
desaturated). Authorsmay wish to implement an alternative to desaturation
for suchcases(see example).
Arguments:
desaturateTruetodisplaythetextureingrayscale;falsetodisplayorigi-
nal texture colors (boolean)
Returns:
supported1ifthecurrentsystemsupportstexturedesaturation;otherwise
nil (1nil)
Example:
--Wrapper forthedesaturationfeatureused inthe default UI: if
--running on display hardware (ordrivers,etc) thatdoesnotsupport
--desaturation,uses SetVertexColorto“dim“thetextureinstead
functionSetDesaturation(texture,desaturation)
localshaderSupported= texture:SetDesaturated(desaturation);
if( notshaderSupported) then
if (desaturation)then
texture:SetVertexColor(0.5,0.5,0.5);
else
texture:SetVertexColor(1.0,1.0,1.0);
end
end
end
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1142 Part IV
Reference
SetGradient
Setsa gradient color shading for the texture.
Texture:SetGradient(“orientation“, startR, startG,startB,endR,i
endG,endB)
Gradient color shading doesnot change the underlying color of the texture
image, but acts as afilter: seeLayeredRegion:SetVertexColor() for details.
Arguments:
orientation—Tokenidentifyingthedirectionofthegradient(string)
HORIZONTAL-Startcolorontheleft,endcolorontheright
VERTICAL-Startcoloratthebottom,endcoloratthetop
startR—Redcomponentofthestartcolor(0.0-1.0)(number)
startG—Greencomponentofthestartcolor(0.0-1.0)(number)
startB—Bluecomponentofthestartcolor(0.0-1.0)(number)
endR—Redcomponentoftheendcolor(0.0-1.0)(number)
endG—Greencomponentoftheendcolor(0.0-1.0)(number)
endB—Bluecomponentoftheendcolor(0.0-1.0)(number)
SetGradientAlpha
Setsa gradient color shading for the texture (including opacity inthe gradient).
Texture:SetGradientAlpha(“orientation“, startR, startG,startB,i
startAlpha,endR,endG,endB, endAlpha)
Gradient color shading doesnot change the underlying color of the texture
image, but acts as afilter: seeLayeredRegion:SetVertexColor() for details.
Arguments:
orientation—Tokenidentifyingthedirectionofthegradient(string)
HORIZONTAL-Startcolorontheleft,endcolorontheright
VERTICAL-Startcoloratthebottom,endcoloratthetop
startR—Redcomponentofthestartcolor(0.0-1.0)(number)
startG—Greencomponentofthestartcolor(0.0-1.0)(number)
startB—Bluecomponentofthestartcolor(0.0-1.0)(number)
startAlpha—Alpha(opacity)forthestartsideofthegradient(0.0=fully
transparent, 1.0 = fully opaque) (number
)
endR—Redcomponentoftheendcolor(0.0-1.0)(number)
endG—Greencomponentoftheendcolor(0.0-1.0)(number)
endB—Bluecomponentoftheendcolor(0.0-1.0)(number)
endAlpha—Alpha(opacity)fortheendsideofthegradient(0.0=fullytrans-
parent, 1.0 = fully opaque) (number)
SetNonBlocking
Setswhether the texture object loads itsimage file inthe background.
Texture:SetNonBlocking(nonBlocking)
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Chapter 29
Widget Reference 1143
Texture loading isnormally synchronous, so that UIobjectsare not shown
partially textured while loading; however, non-blocking (asynchronous)
texture loading may be desirable insome cases wherelarge numbers of textures
needto be loaded ina short time. Thisfeature is used inthe default UI’s
icon chooser window for macros and equipment sets, allowing a large number
of icontexturesto be loaded without causing the game’sframe rate to stagger.
Arguments:
nonBlockingTruetoallowthetextureobjecttoloaditsimage
file in the background;false (default) to halt the game engine
while the texture loads (boolean)
SetRotation
Rotates the texture image.
Texture:SetRotation(radians)
Thisis anefficient shorthandfor the more complexTexture:
SetTexCoord().
Arguments:
radians—Amountbywhichthetextureimageshouldberotated(inradians;
positive valuesfor counter-clockwise rotation, negative for clockwise) (number)
SetTexCoord
Setscorner coordinates for scaling or cropping the texture image.
Texture:SetTexCoord(left,right,top, bottom) ori
Texture:SetTexCoord(ULx,ULy,LLx, LLy,URx,URy, LRx, LRy)
See example for details.
Arguments:
left—Leftedgeofthescaled/croppedimage,asafractionoftheimage’swidth
from the left (number)
right—Rightedgeofthescaled/croppedimage,asafractionoftheimage’s
width from the left (number)
top—Topedgeofthescaled/croppedimage,asafractionoftheimage’sheight
from the top (number)
bottom—Bottomedgeofthescaled/croppedimage,asafractionoftheimage’s
height from the top (number)
ULx—UpperleftcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
ULy—UpperleftcornerYposition,asafractionoftheimage’sheightfromthe
top (number)
LLx—LowerleftcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
LLy—LowerleftcornerYposition,asafractionoftheimage’sheightfromthe
top (number)
URx—UpperrightcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
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1144 Part IV
Reference
URy—UpperrightcornerYposition,asafractionoftheimage’sheightfromthe
top (number)
LRx—LowerrightcornerXposition,asafractionoftheimage’swidthfromthe
left (number)
LRy—LowerrightcornerYposition,asafractionoftheimage’sheightfromthe
top (number)
Example:
-- createa frame andtextureto showthe class icons
-- this image includes the iconsof allplayer classes, arranged
-- in a4x4 grid
CreateFrame(“Frame“,“Test“,UIParent)
Test:SetWidth(100)
Test:SetHeight(100)
Test:SetPoint(“CENTER“,0,0)
Test:CreateTexture(“TestTexture“)
TestTexture:SetAllPoints()
TestTexture:SetTexture(“Interface\\Glues\\CharacterCreate\\i
UI-CharacterCreate-Classes“)
-- thewarrioricon isinthe topof this 4x4 grid, so itsdimensions
-- are1/4thoseofthe textureimage
-- scalesupthewarriorclassiconto fill the 100x100 frame
TestTexture:SetTexCoord(0,0.25, 0, 0.25)
SetTexCoordModifiesRect
Setswhether modifying texture coordinatesscales or cropsthe texture image.
Texture:SetTexCoordModifiesRect(modifiesRect)
See example for details.
Arguments:
modifiesRectTruetocausefuture Texture:SetTexCoord()operations
to crop the on-screen texture image;false to causeSetTexCoord to scale the
image (boolean)
Example:
-- createa frame andtextureto showthe class icons
CreateFrame(“Frame“,“Test“,UIParent)
Test:SetWidth(100)
Test:SetHeight(100)
Test:SetPoint(“CENTER“,0,0)
Test:CreateTexture(“TestTexture“)
TestTexture:SetAllPoints()
TestTexture:SetTexture(“Interface\\Glues\\CharacterCreate\\i
UI-CharacterCreate-Classes“)
-- with ModifiesRectenabled,SetTexCoord crops to showonlythe
-- warrior iconatitsexisting size
TestTexture:SetTexCoordModifiesRect(true)
TestTexture:SetTexCoord(0,0.25, 0, 0.25)
Chapter 29
Widget Reference 1145
--resetting to defaulttexturecoordinatesbefore disabling
--ModifiesRect,andthenusingSetTexCoordagainscales the
--warrior icon tofillthe100x100pixelframe
TestTexture:SetTexCoord(0,1, 0, 1)
TestTexture:SetTexCoordModifiesRect(false)
TestTexture:SetTexCoord(0,0.25,0,0.25)
SetTexture
Setsthe texture object’simage or color.
visible=Texture:SetTexture(“texture“) or Texture:SetTexture(red,i
green, blue[,alpha])
Returnsnil if the texture could not be set (e.g. if the file path is invalidor
pointsto a file whichcannot be used as atexture).
Arguments:
texture—Pathtoatextureimage(string)
red—Redcomponentofthecolor(0.0-1.0)(number)
green—Greencomponentofthecolor(0.0-1.0)(number)
blue—Bluecomponentofthecolor(0.0-1.0)(number)
alpha(optional)—Alpha(opacity)forthecolor(0.0=fullytransparent,1.0=
fully opaque) (number)
Returns:
visible1ifthetexturewassuccessfullychanged;otherwise nil(1nil)
Frame
Frame is in many ways the most fundamental widget object. Other types of widget
derivatives such as FontStrings, Textures and Animations can only be created and
attached to a Frame or other derivative of a Frame. Frames provide the basis for
interaction withthe user, and registering and responding to game events.
When an addon needs to respond to game events or state changes and needs no
visible components, thisistypically accomplished using aFrame. Visibly, widgetsthat
display game information such as threat or cooldowns and aren’t directly interactive
beyond being draggable are typically Frames. They are also commonly used as ways
to group other related frames, either visibly (such as the way the Talents pane
groups the buttons representing your character’stalents) or invisibly (suchasthe way
MultiBarRight groups twelve actionbuttons).
You create a plain frame by specifying ‘‘Frame’’ as the first argument to
CreateFrame,orwitha <Frame>elementinanXMLfile:
-- Create a new frame in Lua
local self = CreateFrame(“Frame“, “FunWidget“, UIParent)
<Frame name=“FunWidget“ parent=“UIParent“>
<!-- insert anchors, scripts, children, and other componentsi
here in XML -->
</Frame>
1146 Part IV
Reference
Frames in the FrameXML include the action bars (the frames that group the action
buttons together), the panels that display information like your character status and
quest log, and the granddaddy of the rest of the UI, UIParent.
Frame has all the methods from Region, ScriptObject and VisibleRegion, plus the
following:
Protected
AllowAttributeChanges
Temporarily allows insecure code to modify the frame’sattributes during
combat.
Frame:AllowAttributeChanges()
Thispermissionis automatically rescinded whenthe frame’sOnUpdate script
next runs.
CanChangeAttribute
Returns whether secure frame attributes cancurrently be changed.
enabled =Frame:CanChangeAttribute()
Applies only to protected framesinheriting from one of the secure frame
templates; frame attributes may only be changed by non-Blizzard scripts while
the player isnot incombat (or for ashort time after a secure script calls
:AllowAttributeChanges()).
Returns:
enabled1ifsecureframeattributescancurrentlybechanged;otherwise nil
(1nil)
CreateFontString
Creates anewFontString asa child of the frame.
fontstring=Frame:CreateFontString([“name“ [, “layer“ [,“inherits“]]])
Arguments:
name(optional)—Globalnameforthenewfontstring(string)
layer(optional)—Graphiclayeronwhichtocreatethefontstring;defaultsto
ARTWORKifnotspecified(string,layer)
inherits(optional)—Nameofatemplatefromwhichthenewfrontstring
should inherit (string)
Returns:
fontstring—ReferencetothenewFontStringobject(fontstring)
CreateTexture
Creates anewTexture as achild of the frame.
texture =Frame:CreateTexture([“name“ [,“layer“[,“inherits“]]])
Arguments:
name(optional)—Globalnameforthenewtexture(string)
layer(optional)—Graphiclayeronwhichtocreatethetexture;defaultsto
ARTWORKifnotspecified(string,layer)
inherits(optional)—Nameofatemplatefromwhichthenewtextureshould
inherit (string)
Chapter 29
Widget Reference 1147
Returns:
texture—ReferencetothenewTextureobject(texture)
CreateTitleRegion
Createsa title regionfor dragging the frame.
region =Frame:CreateTitleRegion()
Creating atitle regionallows aframe to be repositioned by the user (by
clicking anddragging in the region) without requiring additional scripts. (This
behavior only appliesif the frame is mouse enabled.)
Returns:
region—ReferencetothenewRegionobject(region)
DisableDrawLayer
Preventsdisplay of all child objects of the frame on aspecified graphics
layer.
Frame:DisableDrawLayer(“layer“)
Arguments:
layer—Nameofagraphicslayer(string,layer)
EnableDrawLayer
Allowsdisplay of all child objectsof the frame ona specifiedgraphicslayer.
Frame:EnableDrawLayer(“layer“)
Arguments:
layer—Nameofagraphicslayer(string,layer)
EnableJoystick
Enables or disables joystick interactivity.
Frame:EnableJoystick(enable)
Joystick interactivity must be enabled inorder for a frame’sjoystick-
related script handlers to be run.
(As of this writing, joystick support ispartially implemented but not enabled
inthe current versionof World of Warcraft.)
Arguments:
enableTruetoenablejoystickinteractivity; falsetodisable(boolean)
EnableKeyboard
Enables or disableskeyboard interactivity for the frame.
Frame:EnableKeyboard(enable)
Keyboardinteractivity must be enabled inorder for a frame’sOnKeyDown,
OnKeyUp,or OnCharscriptstoberun.
Arguments:
enableTruetoenablekeyboardinteractivity; falsetodisable
(boolean)
1148 Part IV
Reference
EnableMouse
Enables or disables mouse interactivity for the frame.
Frame:EnableMouse(enable)
Mouse interactivity must be enabled in order for aframe’smouse-
related script handlersto be run.
Arguments:
enableTruetoenablemouseinteractivity; falsetodisable(boolean)
EnableMouseWheel
Enables or disables mouse wheel interactivity for the frame.
Frame:EnableMouseWheel(enable)
Mouse wheel interactivity must be enabled in order for aframe’s
OnMouseWheelscripthandlertoberun.
Arguments:
enableTruetoenablemousewheelinteractivity; falsetodisable(boolean)
GetAttribute
Returns the value of asecure frame attribute.
value= Frame:GetAttribute(“name“)
See the secure template documentationfor more informationabout frame
attributes.
Arguments:
name—Nameofanattributetoquery,caseinsensitive(string)
Returns:
value—Valueofthenamedattribute(value)
GetBackdrop
Returns information about the frame’sbackdropgraphic.
backdrop= Frame:GetBackdrop()
See SetBackdrop.
Returns:
backdrop—Atablecontainingthebackdropsettings,orniliftheframehasno
backdrop (table, backdrop)
GetBackdropBorderColor
Returns the shading color for the frame’sborder graphic.
red, green,blue,alpha= Frame:GetBackdropBorderColor()
Returns:
red—Redcomponentofthecolor(0.0-1.0)(number)
green—Greencomponentofthecolor(0.0-1.0)(number)
blue—Bluecomponentofthecolor(0.0-1.0)(number)
alpha(optional)—Alpha(opacity)forthegraphic(0.0=fullytransparent,1.0=
fully opaque) (number)
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