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Chapter 29
Widget Reference 1169
Arguments:
formatString—Astringcontainingformatspecifiers(aswith
string.format())(string)
...—Alistofvaluestobeincludedintheformattedstring(list)
SetHighlightFontObject
Setsthe font object usedwhen the button is highlighted.
Button:SetHighlightFontObject(font)
Arguments:
font—ReferencetoaFontobjecttobeusedwhenthebuttonishighlighted
(font)
SetHighlightTexture
Setsthe texture used whenthe button ishighlighted.
Button:SetHighlightTexture(texture[,“mode“])ori
Button:SetHighlightTexture(“filename“[,“mode“])
Unlike the other buttontexturesfor whichonly one is visible at atime, the
button’shighlight texture isdrawnon topof its existing (normal or pushed)
texture; thus, thismethod also allows specification of the texture’s blend
mode.
Arguments:
texture—ReferencetoanexistingTextureobject(texture)
filename—Pathtoatextureimagefile(string)
mode(optional)—Blendmodeforthetexture;defaultsto ADDifomitted
(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 pixels are treated as fully trans-
parent
BLEND-Normalcolorblending,usinganyalphachannelinthetexture
image
DISABLE-Ignoresanyalphachannel,displayingthetextureasfullyopaque
MOD-Ignoresanyalphachannelinthetextureandmultiplies
texture color values by background color values; dark areas in the
texture darken the background while light areas are more transparent
SetNormalFontObject
Setsthe font object usedfor the button’snormal state.
Button:SetNormalFontObject(font)
Arguments:
font—ReferencetoaFontobjecttobeusedinthebutton’snormalstate
(font)
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1170 Part IV
Reference
SetNormalTexture
Setsthe texture usedfor the button’snormal state.
Button:SetNormalTexture(texture)orButton:SetNormalTexture
(“filename“)
Arguments:
texture—ReferencetoanexistingTextureobject(texture)
filename—Pathtoatextureimagefile(string)
SetPushedTextOffset
Setsthe offset for moving the button’s label text whenpushed.
Button:SetPushedTextOffset(x,y)
Moving the button’s text while it isbeing clicked canprovide anillusionof 3D
depth for the button–in the default UI’sstandard buttontemplates, this offset
matchesthe apparent movement seeninthe difference betweenthe buttons’
normaland pushed textures.
Arguments:
x—Horizontaloffsetforthetext(inpixels;valuesincreasingtotheright)
(number)
y—Verticaloffsetforthetext(inpixels;valuesincreasingupward)(number)
SetPushedTexture
Setsthe texture usedwhen the button is pushed.
Button:SetPushedTexture(texture)orButton:SetPushedTexture
(“filename“)
Arguments:
texture—ReferencetoanexistingTextureobject(texture)
filename—Pathtoatextureimagefile(string)
SetText
Setsthe text displayed as the button’s label.
Button:SetText(“text“)
Arguments:
text—Texttobedisplayedasthebutton’slabel(string)
UnlockHighlight
Unlocks the button’s highlight state.
Button:UnlockHighlight()
Can be used after acallto:LockHighlight() to restore the button’s normal
mouseover behavior.
CheckButton
CheckButtons are a specialized form of Button; they maintain an on/off state, which
toggles automatically when they are clicked, and additional textures for when they
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Chapter 29
Widget Reference 1171
are checked, or checked while disabled. A CheckButton’s checked status can also be
checked or set directly from Lua with:GetChecked() and:SetChecked(). Check-
Buttons do not need to look like checkboxes; the configurable checked textures allow
you tocreatewhatever appearance issuitable for abuttonthat needsapersistentstate.
WhileCheckButtonsare particularlyprevalentthroughout the Interface OptionsUI,
they are also foundinplaceslikethecrafting UI(torestrict display of knownrecipesto
those for which the materials are available). The most frequently used CheckButtons,
however, are the action buttons on your action bars. They use the checked state to
display a yellow border around spells or actions that are currently in progress, and
include update code to adjust the checked state appropriately.
Although CheckButtons inherit the Button type’s:SetText() and:GetText()
methods, most CheckButtons templates are not set up to display their labels in this
way. Instead, they include a FontString with the name$parentText, so that you set
their text with_G[button:GetName()..“Text“]:SetText(newLabel).
Some convenient CheckButtontemplatesincludeUICheckButtonTemplate(thecon-
ventional general-purpose check button), InterfaceOptionsCheckButtonTemplate (for
use withInterface Optionspanels) and ActionBarButtonTemplate.
CheckButtonhasall the methods from Button, plusthe following:
GetChecked
Returnswhether the check buttonis checked.
enabled=CheckButton:GetChecked()
Returns:
enabled1ifthebuttonischecked; nilifthebuttonisunchecked(1nil)
GetCheckedTexture
Returnsthe texture usedwhen the button is checked.
texture=CheckButton:GetCheckedTexture()
Returns:
texture—ReferencetotheTextureobjectusedwhenthebuttonischecked
(texture)
GetDisabledCheckedTexture
Returnsthe texture usedwhen the button is disabledand checked.
texture=CheckButton:GetDisabledCheckedTexture()
Returns:
texture—ReferencetotheTextureobjectusedwhenthebuttonisdisabled
and checked (texture)
SetChecked
Setswhether the check button is checked.
CheckButton:SetChecked(enable)
Arguments:
enableTruetocheckthebutton; falsetouncheck(boolean)
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1172 Part IV
Reference
SetCheckedTexture
Setsthe texture usedwhen the button is checked.
CheckButton:SetCheckedTexture(texture)ori
CheckButton:SetCheckedTexture(“filename“)
Arguments:
texture—ReferencetoanexistingTextureobject(texture)
filename—Pathtoatextureimagefile(string)
SetDisabledCheckedTexture
Setsthe texture usedwhen the button is disabledand checked.
CheckButton:SetDisabledCheckedTexture(texture)ori
CheckButton:SetDisabledCheckedTexture(“filename“)
Arguments:
texture—ReferencetoanexistingTextureobject(texture)
filename—Pathtoatextureimagefile(string)
ColorSelect
ColorSelectisaveryspecializedtype offrame withaspecific purpose;to allowtheuser
to interactively selectacolor, typically tocontroltheappearanceof anotherUIelement.
Primarily used to allow the player to control the appearance of chat messages in
differentchannels,theyarealsousedwhencreatingatabardtocontrolthecolorscheme.
While the ColorSelect type gives you fairly detailed control over the appearance
of the color wheel and value slider, the standard Color picker frame as defined in
FrameXML/ColorPickerFrame.xml is preconfigured and usually adequate to your
needs.Youwillusually be most interestedinthe SetColor methods(to loadacolor you
have stored for a particular element) and the GetColor methods (to retrieve the new
color chosenby the user). ColorSelect supportsboth RGB and HSV color descriptions.
ColorSelect has all the methodsfrom Frame, plus the following:
GetColorHSV
Returns the hue, saturation andvalue of the currently selectedcolor.
hue, saturation,value=ColorSelect:GetColorHSV()
Returns:
hue—Hueoftheselectedcolor(angleonthecolorwheelindegrees;0=red,
increasing counter-clockwise) (number)
saturation—Saturationoftheselectedcolor(0.0-1.0)(number)
value—Valueoftheselectedcolor(0.0-1.0)(number)
GetColorRGB
Returns the red, greenand blue components of the currently selected color.
red, blue, green =ColorSelect:GetColorRGB()
Returns:
red—Redcomponentofthecolor(0.0-1.0)(number)
blue—Bluecomponentofthecolor(0.0-1.0)(number)
green—Greencomponentofthecolor(0.0-1.0)(number)
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Chapter 29
Widget Reference 1173
GetColorValueTexture
Returnsthe texture for the color picker’svalue slider background.
texture=ColorSelect:GetColorValueTexture()
The color picker’s value slider displays avalue gradient (and allows control
of the color’svalue component) for whichever hue and saturation isselected in
the color wheel. (In the default UI’sColorPickerFrame, thispart is foundto the
right of the color wheel.)
Returns:
texture—ReferencetotheTextureobjectusedfordrawingthevalueslider
background (texture)
GetColorValueThumbTexture
Returnsthe texture for the color picker’svalue slider thumb.
texture=ColorSelect:GetColorValueThumbTexture()
The color picker’s value slider displays avalue gradient (and allows control
of the color’svalue component) for whichever hue and saturation isselected in
the color wheel. (In the default UI’sColorPickerFrame, thispart is foundto the
right of the color wheel.) The thumb texture is the movable part indicating the
current value selection.
Returns:
texture—ReferencetotheTextureobjectusedfordrawingthesliderthumb
(texture)
GetColorWheelTexture
Returnsthe texture for the color picker’shue/saturation wheel.
texture=ColorSelect:GetColorWheelTexture()
Returns:
texture—ReferencetotheTextureobjectusedfordrawingthehue/saturation
wheel (texture)
GetColorWheelThumbTexture
Returnsthe texture for the selectionindicator onthe color picker’s
hue/saturation wheel.
texture=ColorSelect:GetColorWheelThumbTexture()
Returns:
texture—ReferencetotheTextureobjectusedfordrawingthehue/saturation
wheel’s selection indicator (texture)
SetColorHSV
Setsthe color picker’sselected color by hue, saturation and value.
ColorSelect:SetColorHSV(hue,saturation,value)
Arguments:
hue—Hueofacolor(angleonthecolorwheelindegrees;0=red,increasing
counter-clockwise) (number)
saturation—Saturationofacolor(0.0-1.0)(number)
value—Valueofacolor(0.0-1.0)(number)
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1174 Part IV
Reference
SetColorRGB
Setsthe color picker’sselected color by red, green and blue components.
ColorSelect:SetColorRGB(red,blue, green)
Arguments:
red—Redcomponentofthecolor(0.0-1.0)(number)
blue—Bluecomponentofthecolor(0.0-1.0)(number)
green—Greencomponentofthecolor(0.0-1.0)(number)
SetColorValueTexture
SetstheTexture object used to display the color picker’svalue slider.
ColorSelect:SetColorValueTexture(texture)
The color picker’svalue slider displays avalue gradient (and allows control
of the color’s value component) for whichever hue and saturation is selected in
the color wheel. Inthe default UI’sColorPickerFrame, this part isfound to the
right of the color wheel.
Thismethod does not allow changing the texture image displayed for the
slider background; rather, it allowscustomizationof the size and placement of
theTexture object into which the game engine drawsthe color value gradient.
Arguments:
texture—ReferencetoaTextureobject(texture)
SetColorValueThumbTexture
Setsthe texture for the color picker’svalue slider thumb.
ColorSelect:SetColorValueThumbTexture(texture)ori
ColorSelect:SetColorValueThumbTexture(“filename“)
The color picker’svalue slider displays avalue gradient (and allows controlof
the color’s value component) for whichever hue and saturation is selectedin
the color wheel. (In the default UI’sColorPickerFrame, this part isfound to the
right of the color wheel.) The thumb texture is the movable part indicating the
current value selection.
Arguments:
texture—ReferencetoanexistingTextureobject(texture)
filename—Pathtoatextureimagefile(string)
SetColorWheelTexture
SetstheTexture object used to display the color picker’shue/saturation
wheel.
ColorSelect:SetColorWheelTexture(texture)
Thismethod does not allowchanging the texture image displayed for the color
wheel; rather, it allowscustomization of the size andplacement of theTexture
object into whichthe game engine drawsthe standard color wheel image.
Chapter 29
Widget Reference 1175
Arguments:
texture—ReferencetoaTextureobject(texture)
SetColorWheelThumbTexture
Setsthe texture for the selectionindicator onthe color picker’shue/saturation
wheel.
ColorSelect:SetColorWheelThumbTexture(texture)ori
ColorSelect:SetColorWheelThumbTexture(“filename“)
Arguments:
texture—ReferencetoanexistingTextureobject(texture)
filename—Pathtoatextureimagefile(string)
Cooldown
Cooldown is a specialized variety of Frame that displaysthe little ‘‘clock’’ effect over
abilities and buffs. It can be set with its running time, whether it should appear to
‘‘fill up’’ or ‘‘empty out’’, and whether or not there should be a bright edge where it’s
changing betweendim and bright.
Cooldowns are usually children of another frame, and typically set to cover the
same area as that frame, or almost all of it. In the stock UI, they are used mostly to
display cooldowns onactionbuttons andbuffs or debuffs ontargets.
Cooldownhasall the methods from Frame, plusthe following:
GetDrawEdge
Returnswhether abright line should be drawnon the moving edge of the
cooldown animation.
enabled=Cooldown:GetDrawEdge()
Returns:
enabled1ifabrightlineshouldbedrawnonthemovingedge
of the cooldown ‘‘sweep’’ animation; otherwisenil (1nil)
GetReverse
Returnswhether the bright and dark portionsof the cooldown animation
should be inverted.
enabled=Cooldown:GetReverse()
Returns:
enabled1ifthecooldownanimation‘‘sweeps’’anareaofdark-
ness over the underlying image;nil if the animation darkens the
underlying image and ‘‘sweeps’’ the darkened area away (1nil)
SetCooldown
Setsup the parameters for aCooldownmodel.
Cooldown:SetCooldown(start,duration)
1176 Part IV
Reference
Note: MostCooldown animationsinthe default UIare managed via the
functionCooldownFrame_SetTimer(self,start,duration,enable), a
wrapper for this methodwhichautomatically showstheCooldown element
while animating and hidesit otherwise.
Arguments:
start—ValueofGetTime()atthestartofthecooldownanimation(number)
duration—Durationofthecooldownanimation(excludingthatofthefinal
‘‘flash’’ animation) (number)
Example:
-- creates aCooldownobject overthe playerportrait
CreateFrame(“Cooldown“,“PlayerCooldown“,PlayerFrame)
PlayerCooldown:SetAllPoints(PlayerPortrait)
-- performsa complete cooldown “sweep“ animationover 10 seconds
PlayerCooldown:SetCooldown(GetTime(),10)
-- performsthesameanimation,startinghalfway in (5 seconds)
PlayerCooldown:SetCooldown(GetTime()-5,10)
-- performsonly the“flash“ animationnormallyseenat theend
-- of acooldown
PlayerCooldown:SetCooldown(0,0)
SetDrawEdge
Setswhether abright line should be drawnon the moving edge of the
cooldown animation.
Cooldown:SetDrawEdge(enable)
Doesnot change the appearance of acurrently running cooldown animation;
only affects future runs of the animation.
Arguments:
enableTruetocauseabrightlinetobedrawnonthemovingedgeofthe
cooldown ‘‘sweep’’ animation;false for the default behavior (no line drawn)
(boolean)
SetReverse
Setswhether to invert the bright and dark portionsof the cooldown animation.
Cooldown:SetReverse(reverse)
Arguments:
reverseTrueforananimation‘‘sweeping’’anareaofdarkness
over the underlying image;false for the default animation of darkening
the underlying image and ‘‘sweeping’’ the darkened area away (boolean)
GameTooltip
GameTooltips are used to display explanatory information relevant to a particular
element of the game world. They offer almost innumerable methods for setting the
Chapter 29
Widget Reference 1177
specific object, creature or ability the tooltip should describe, and a smaller number of
methodsfor querying what it is that the tooltip is currently describing.
GameTooltips are sufficiently complicated that an entire chapter is dedicated to
describing them. In addition to methods for setting their contents, they also support
options controlling their positioning and visibility on screen, as well as methods to
facilitate adding more text to them (for instance, anaddon that displays, in the tooltip
for a soul shard created by a warlock, the name of the player or monster from which
the shard wascollected).
While most of the heavy lifting is done by the frame called simply GameTooltip,
there is also one called ItemRefTooltip that does the work of displaying information
about items linkedin chat when they are clicked.
GameTooltip hasall the methods from Frame, plusthe following:
AddDoubleLine
Adds aline to the tooltip withboth left-side and right-side portions.
GameTooltip:AddDoubleLine(“textLeft“,“textRight“i
[,rL[,gL [, bL [, rR [, gR[,bR]]]]]])
The tooltip is not automatically resized to fit the added line; to do so, callthe
tooltip’s:Show() method after adding lines.
Arguments:
textLeft—Texttobedisplayedontheleftsideofthenewline(string)
textRight—Texttobedisplayedontherightsideofthenewline(string)
rL(optional)—Redcomponentofthecolorfortheleft-sidetext(0.0-1.0)
(number)
gL(optional)—Greencomponentofthecolorfortheleft-sidetext(0.0-1.0)
(number)
bL(optional)—Bluecomponentofthecolorfortheleft-sidetext(0.0-1.0)
(number)
rR(optional)—Redcomponentofthecolorfortheright-sidetext
(0.0 - 1.0) (number)
gR(optional)—Greencomponentofthecolorfortheright-sidetext(0.0-1.0)
(number)
bR(optional)—Bluecomponentofthecolorfortheright-sidetext(0.0-1.0)
(number)
AddFontStrings
AddsFontString objects to the tooltip, allowing it to display an additional
line of text.
GameTooltip:AddFontStrings(left,right)
Thismethod is of little utility outside of Blizzard scripts, asthe tooltip
automatically createsnewfont stringsfor additional linesasneeded.
Arguments:
left—ReferencetoaFontStringobjectfortheleft-sidetextofanewline
(fontstring)
1178 Part IV
Reference
right—ReferencetoaFontStringobjectfortheright-sidetextofanewline
(fontstring)
AddLine
Adds aline of text to the tooltip.
GameTooltip:AddLine(“text“ [, r[,g [, b[,wrap]]]])
The tooltipisnot automatically resized to fit the added line (and wrapit, if
applicable); to do so, call the tooltip’s:Show() method after adding lines.
Arguments:
text—Texttobeaddedasanewlineinthetooltip(string)
r(optional)—Redcomponentofthetextcolor(0.0-1.0)(number)
g(optional)—Greencomponentofthetextcolor(0.0-1.0)(number)
b(optional)—Bluecomponentofthetextcolor(0.0-1.0)(number)
wrap(optional)— Truetocausethelinetowrapifitislongerthanother,
non-wrapping lines in the tooltip or longer than the tooltip’s forced width
(boolean)
AddTexture
Adds atexture to the last tooltip line.
GameTooltip:AddTexture(“texture“)
The texture is sized to match the height of the line’stext andpositioned to the
left of the text (indenting the text to provide room).
Arguments:
texture—Pathtoatextureimagefile(string)
AppendText
Adds text to the first line of the tooltip.
GameTooltip:AppendText(“text“)
Arguments:
text—Texttobeappendedtothetooltip’sfirstline(string)
ClearLines
Clearsthe tooltip’s contents.
GameTooltip:ClearLines()
Scripts scanning the tooltip contents should be aware that this method clears
the text of all the tooltip’sleft-side font stringsbut hidesthe right-side font
strings without clearing their text.
FadeOut
Causes the tooltipto begin fading out.
GameTooltip:FadeOut()
GetAnchorType
Returns the method for anchoring the tooltip relative to itsowner.
anchor= GameTooltip:GetAnchorType()
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