// c'tor public WaterPicker(OnSetMaterial onSet, OnGetMaterial onGet) : base(onSet, onGet) { helpOverlay = @"WaterPicker"; // Create material elements for the grid. // Start with a blob of common parameters. UIGridElement.ParamBlob blob = new UIGridElement.ParamBlob(); blob.width = 1.0f; blob.height = 1.0f; blob.edgeSize = 0.1f; blob.selectedColor = Color.White; Vector4 transparentWhite = new Vector4(1.0f, 1.0f, 1.0f, 0.5f); blob.unselectedColor = new Color(transparentWhite); blob.normalMapName = @"QuarterRound4NormalMap"; // Create and populate grid. int maxMaterials = Water.Types.Count; grid = new UIGrid(OnSelect, OnCancel, new Point(maxMaterials, 1), "TerrainEdit.WaterPicker"); numMaterials = 0; UIGridWaterElement e = null; for (int i = 0; i < maxMaterials; i++) { e = new UIGridWaterElement(i); e.SelectedScale = 0.8f; e.UnselectedScale = 0.5f; grid.Add(e, numMaterials++, 0); } // Set grid properties. grid.IgnoreInput = true; // We'll control the grid selection from here instead of internally. grid.Spacing = new Vector2(0.25f, 0.0f); grid.Scrolling = true; grid.Wrap = false; grid.LocalMatrix = Matrix.CreateTranslation(0.0f, -2.5f, 0.0f); OnSampleType = SampleType; } // end of WaterPicker c'tor
// c'tor public BasePicker(OnSetMaterial onSet, OnGetMaterial onGet) { this.onSetType = onSet; this.onGetType = onGet; } // end of BasePicker c'tor