void Flea3Camera::Configure(Config& config) { // Video Mode SetVideoMode(config.video_mode, config.format7_mode, config.pixel_format, config.width, config.height); // Update CameraInfo here after video mode is changed camera_info_ = GetCameraInfo(camera_); // Frame Rate SetFrameRate(config.fps); // Raw Bayer SetRawBayerOutput(config.raw_bayer_output); // White Balance SetWhiteBalanceRedBlue(config.white_balance, config.auto_white_balance, config.wb_red, config.wb_blue); // Exposure SetExposure(config.exposure, config.auto_exposure, config.exposure_value); SetShutter(config.auto_shutter, config.shutter_ms); SetGain(config.auto_gain, config.gain_db); SetBrightness(config.brightness); SetGamma(config.gamma); // Strobe SetStrobe(config.strobe_control, config.strobe_polarity); // Trigger SetTrigger(config.trigger_source, config.trigger_polarity); // Save this config config_ = config; }
void MonitorEx::OnUnIconify( void ) { if ( iconified ) { modified = SetMode( currentMode, fsWindow ); iconified = false; SetGamma( desiredGamma ); } }
func Initialize() { var iTimeout,pWipf; SetGamma(RGB(15,15,15),RGB(118,118,118),RGB(215,215,215)); SetSkyParallax(0,15,17,0,0,0,0); //Handgemacht... ;) Meeresrauschen(170); Meeresrauschen(1100); Meeresrauschen(2060); Meeresrauschen(2900); Meeresrauschen(3800); Meeresrauschen(4800); Meeresrauschen(5700); Moewen(900); Moewen(2300); Moewen(3900); Moewen(5000); //Nebel platzieren for(var i;i<260;++i) CreateParticle("Fog",Random(LandscapeWidth()),Random(LandscapeHeight()*2/3),RandomX(3,9),0,RandomX(1000,1500)); //Wipfe platzieren while(pWipf=FindObject(WIPF,0,0,0,0,0,0,0,0,pWipf)) { iTimeout=0; while(Stuck(pWipf)||GetMaterial(GetX(pWipf),GetY(pWipf))!=Material("Tunnel")) { SetPosition(Random(LandscapeWidth()),RandomX(LandscapeHeight()*2/3,LandscapeHeight()),pWipf); if(iTimeout++ > 50000) { RemoveObject(pWipf); break; } } } ScriptGo(1); }
void HandleKeyPresses(void) { char k; k = gamemgl->LastKeyPressed(); if (k) { lastKey = k; if ((lastKey >= 'a' && lastKey <= 'z') || (lastKey >= 'A' && lastKey <= 'Z')) CheatKey(lastKey); } #ifdef _DEBUG // can't show stats unless in debug mode if (lastKey == 's') { showStats = 1 - showStats; lastKey = 0; } #endif if (lastKey == 'g') { k = GetGamma(); k++; if (k > 3) k = 0; gamemgl->GammaCorrect(k); SetGamma(k); lastKey = 0; } }
func FxFlashPlayersTimer(object pTarget, int iEffectNumber, int iEffectTime) { var change = iEffectTime*5; var darkcolors = 255-change; var middlecolors = 255-change/2; SetGamma(RGB(darkcolors, darkcolors, darkcolors), RGB(middlecolors, middlecolors, middlecolors), RGB(255,255,255), 5); if(darkcolors <= 0) return(-1); }
global func FxWaterTimer(pObj,iNum,iA) { iA*=2; SetGamma( RGB(0, 0, SinX(iA,20,100)), RGB(100, 100, CosX(iA,140,160)), RGB(200, 200, CosX(iA,220,255)) ); }
OSStatus FadeToGamma( ScreenRef screen, const RLGammaTable *newGamma, float seconds ) { if( ! newGamma ) return paramErr; DEBUGMESSAGE( "Fading to new gamma over " << seconds << " seconds." ); //Calculate the starting and ending time for out fade double startTime = GetCurrentTime(); double endTime = startTime + seconds; //Determine our starting gamma RLGammaTable oldGamma, currentGamma; OSStatus error = GetGamma( screen, &oldGamma ); if( error ) return error; //Loop until we run out of time, resetting the gamma as fast as possible for( double currentTime = GetCurrentTime(); currentTime < endTime && ! error; currentTime = GetCurrentTime() ) { //The fraction is the percentage of time that we have spend so far in this loop as a value between 0 and 1.0 double fraction = (currentTime - startTime) / seconds; //Calculate the new gamma based on the amount of time spent so far //(1-fraction)startGamma + fraction * endGamma = startGamma + fraction( endGamma - startGamma) for( int i = 0; i < kGammaTableEntryCount; i++ ) { currentGamma.red[i] = oldGamma.red[i] + fraction * (newGamma->red[i] - oldGamma.red[i]); currentGamma.green[i] = oldGamma.green[i] + fraction * (newGamma->green[i] - oldGamma.green[i]); currentGamma.blue[i] = oldGamma.blue[i] + fraction * (newGamma->blue[i] - oldGamma.blue[i]); } error = SetGamma( screen, ¤tGamma ); } if( error ) DEBUGMESSAGE( "Got error # " << error << " doing a gamma fade in FadeToGamma(). Attempting to achieve the final gamma...." ); return SetGamma( screen, newGamma ); }
void CGameOptions::EnsureSettings() { SetScreenBrightness(x48_screenBrightness, true); SetGamma(m_gamma, true); SetScreenPositionX(x4c_screenXOffset, true); SetScreenPositionY(x50_screenYOffset, true); SetScreenStretch(x54_screenStretch, true); SetSfxVolume(x58_sfxVol, true); SetMusicVolume(x5c_musicVol, true); SetSurroundMode(int(x44_soundMode), true); SetHelmetAlpha(x64_helmetAlpha); SetHUDLag(x68_24_hudLag); SetInvertYAxis(x68_25_invertY); SetIsRumbleEnabled(x68_26_rumble); SetIsHintSystemEnabled(x68_28_hintSystem); SetSwapBeamControls(x68_27_swapBeamsControls); }
//************************************************* FX_ENTRY void FX_CALL grGammaCorrectionValue( float value ) { #ifdef OGL_PARTDONE GlideMsg( "grGammaCorrectionValue( %f )\n", value ); #endif RenderDrawTriangles(); OpenGL.Gamma = value; SetGamma(value); #ifdef OPENGL_DEBUG GLErro( "grGammaCorrectionValue" ); #endif }
bool BaseV4L2VideoCapture::SetCaptureFiltersToDefault() { if(!SetBrightness(_pVideoCaptureFiltersCapability->GetBrightnessConstraint().dflt)) return false; if(!SetContrast(_pVideoCaptureFiltersCapability->GetContrastConstraint().dflt)) return false; if(!SetHUE(_pVideoCaptureFiltersCapability->GetHueConstraint().dflt)) return false; if(!SetSaturation(_pVideoCaptureFiltersCapability->GetSaturationConstraint().dflt)) return false; if(!SetSharpness(_pVideoCaptureFiltersCapability->GetSharpnessConstraint().dflt)) return false; if(!SetGamma(_pVideoCaptureFiltersCapability->GetGammaConstraint().dflt)) return false; if(!SetBacklightCompensation(_pVideoCaptureFiltersCapability->GetBacklightCompensationConstraint().dflt)) return false; return true; }
func FxFlashPlayersStart(object pTarget, int iEffectNumber) { SetGamma(RGB(255,255,255), RGB(255,255,255), RGB(255,255,255), 5); }
func FxFlashPlayersStart(object pTarget, proplist pEffect) { SetGamma(RGB(255,255,255), RGB(255,255,255), RGB(255,255,255), 5); }
/* Do a gamma fade to the gamma table provided over the time period desired */ OSStatus FadeToGammaMultiple( ScreenRef *screen, unsigned int count, const RLGammaTable *newGamma, float seconds ) { int i; OSStatus error = noErr; if( ! newGamma ) return paramErr; //Calculate the starting and ending time for out fade double startTime = GetCurrentTime(); double endTime = startTime + seconds; //Determine our starting gamma RLGammaTable *oldGamma = (RLGammaTable*) NewPtr( sizeof( RLGammaTable ) * count ); RLGammaTable *currentGamma = (RLGammaTable*) NewPtr( sizeof( RLGammaTable ) * count ); if( NULL == oldGamma || NULL == currentGamma ) { if( NULL != oldGamma ) DisposePtr( Ptr( oldGamma ) ); if( NULL != currentGamma ) DisposePtr( Ptr( currentGamma ) ); return rlOutOfMemory; } for( i = 0; i < count; i++ ) { error = GetGamma( screen[i], &oldGamma[i] ); if( noErr != error ) goto exit; } //Loop until we run out of time, resetting the gamma as fast as possible for( double currentTime = GetCurrentTime(); currentTime < endTime; currentTime = GetCurrentTime() ) { //The fraction is the percentage of time that we have spend so far in this loop as a value between 0 and 1.0 double fraction = (currentTime - startTime) / seconds; for( i = 0; i < count; i++ ) { //Calculate the new gamma based on the amount of time spent so far //(1-fraction)startGamma + fraction * endGamma = startGamma + fraction( endGamma - startGamma) for( int j = 0; j < kGammaTableEntryCount; j++ ) { currentGamma[i].red[j] = oldGamma[i].red[j] + fraction * (newGamma[i].red[j] - oldGamma[i].red[j]); currentGamma[i].green[j] = oldGamma[i].green[j] + fraction * (newGamma[i].green[j] - oldGamma[i].green[j]); currentGamma[i].blue[j] = oldGamma[i].blue[j] + fraction * (newGamma[i].blue[j] - oldGamma[i].blue[j]); } error = SetGamma( screen[i], ¤tGamma[i] ); if( noErr != error ) goto finish; } } finish: if( error ) DEBUGMESSAGE( "Got error # " << error << " doing a gamma fade in FadeToGamma(). Attempting to achieve the final gamma...." ); for( i = 0; i < count; i++ ) SetGamma( screen[i], &newGamma[i] ); exit: DisposePtr( Ptr( oldGamma ) ); DisposePtr( Ptr( currentGamma ) ); return error; }
BOOL SetGamma(double gamma) { return SetGamma(gamma, gamma, gamma); }
public func Initialize() { SetGamma(RGB(0,0,0),RGB(68,68,83),RGB(147,147,173)); for(var y=0; y<LandscapeHeight(); (y+=510) && (x=0)) for(var x=0; x<LandscapeWidth(); x+=530) ObjectSetAction(CreateObject(_CSN,x,y,-1),Format("Wait%d",Random(4))); }
protected func Initialize() { SetGamma(RGB(10,9,10), RGB(161,157,159), RGB(255,254,255) ); }
protected func Initialize() { SetGamma(RGB(0,20,0), RGB(128,156,128), RGB(222,255,222) ); }
func Initialize() { SetSkyAdjust(RGBa(117,103,116,127), RGB(244,181,184)); SetGamma(RGB(50,0,0), RGB(140,100,100), RGB(255,220,220)); DigBuildingsFree(); return(1); }
void CPaletteManager::Init (void) { memset (&m_data, 0, sizeof (m_data)); SetGamma (-1); m_save.Create (10); }