public override void Refresh() { refreshScripts(); WhiskeyPropertyListGrid.Refresh(); base.Refresh(); }
public void refreshScripts() { ScriptProperties.ForEach((s) => { WhiskeyPropertyListGrid.removeOtherProperty(s); }); ScriptProperties.Clear(); Descriptor.getScriptNames().ForEach((s) => { GeneralPropertyDescriptor gpd = WhiskeyPropertyListGrid.addOtherProperty(s, "Scripts", 1); gpd.PropIsReadOnly = true; ScriptProperties.Add(gpd); }); }
private void refreshPropertyContent() { Point p = WhiskeyPropertyListGrid.PropertyGrid.PointToClient(Cursor.Position); if (p.X > 0 && p.Y > 0 && p.X < WhiskeyPropertyListGrid.Width && p.Y < WhiskeyPropertyListGrid.Height) { } else { CameraTruePosDesc.PropValue = Descriptor.Level.Camera.TruePosition; CameraZoomDesc.PropValue = Descriptor.Level.Camera.Zoom; WhiskeyPropertyListGrid.Refresh(); } }
private void onPropRemoved(object sender, PropertyChangeEventArgs args) { WhiskeyPropertyListGrid.Refresh(); }
private void initControls() { Stopwatch timer = Stopwatch.StartNew(); TimeSpan TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 16); //PropertyGrid.PropertyList = Descriptor.getPropertySet(); Application.Idle += (s, a) => { if (timer.ElapsedMilliseconds >= TargetElapsedTime.Milliseconds) { refreshPropertyContent(); timer.Restart(); } }; ColorDesc = WhiskeyPropertyListGrid.addOtherProperty("Color", "Details", Descriptor.Color); AmbientDesc = WhiskeyPropertyListGrid.addOtherProperty("Ambient Light", "Details", Descriptor.Level.AmbientLight); CameraZoomDesc = WhiskeyPropertyListGrid.addOtherProperty("Zoom", "Camera", Descriptor.Level.Camera.Zoom); CameraTruePosDesc = WhiskeyPropertyListGrid.addOtherProperty("Position", "Camera", Descriptor.Level.Camera.TruePosition); ShaderBloomThresholdDesc = WhiskeyPropertyListGrid.addOtherProperty("Bloom Threshold", "Effects", Descriptor.Level.BloomSettings.BloomThreshold); ShaderBlurdDesc = WhiskeyPropertyListGrid.addOtherProperty("Blur Amount", "Effects", Descriptor.Level.BloomSettings.BlurAmount); ShaderBloomDesc = WhiskeyPropertyListGrid.addOtherProperty("Bloom Intensity", "Effects", Descriptor.Level.BloomSettings.BloomIntensity); ShaderBaseDesc = WhiskeyPropertyListGrid.addOtherProperty("Base Intensity", "Effects", Descriptor.Level.BloomSettings.BaseIntensity); ShaderBloomSatDesc = WhiskeyPropertyListGrid.addOtherProperty("Bloom Saturation", "Effects", Descriptor.Level.BloomSettings.BloomSaturation); ShaderBaseSatDesc = WhiskeyPropertyListGrid.addOtherProperty("Base Saturation", "Effects", Descriptor.Level.BloomSettings.BaseSaturation); ShaderBloomThresholdDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderBloomThresholdDesc, 0, 1, .05f); ShaderBlurdDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderBlurdDesc, 0, 4, .1f); ShaderBloomDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderBloomDesc, 0, 2, .1f); ShaderBaseDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderBaseDesc, 0, 2, .1f); ShaderBloomSatDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderBloomSatDesc, 0, 1, .05f); ShaderBaseSatDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderBaseSatDesc, 0, 1, .05f); ShaderLightBloomThresholdDesc = WhiskeyPropertyListGrid.addOtherProperty("lBloom Threshold", "Light Effects", Descriptor.Level.LightBloomSettings.BloomThreshold); ShaderLightBlurdDesc = WhiskeyPropertyListGrid.addOtherProperty("lBlur Amount", "Light Effects", Descriptor.Level.LightBloomSettings.BlurAmount); ShaderLightBloomDesc = WhiskeyPropertyListGrid.addOtherProperty("lBloom Intensity", "Light Effects", Descriptor.Level.LightBloomSettings.BloomIntensity); ShaderLightBaseDesc = WhiskeyPropertyListGrid.addOtherProperty("lBase Intensity", "Light Effects", Descriptor.Level.LightBloomSettings.BaseIntensity); ShaderLightBloomSatDesc = WhiskeyPropertyListGrid.addOtherProperty("lBloom Saturation", "Light Effects", Descriptor.Level.LightBloomSettings.BloomSaturation); ShaderLightBaseSatDesc = WhiskeyPropertyListGrid.addOtherProperty("lBase Saturation", "Light Effects", Descriptor.Level.LightBloomSettings.BaseSaturation); ShaderLightBloomThresholdDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderLightBloomThresholdDesc, 0, 1, .05f); ShaderLightBlurdDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderLightBlurdDesc, 0, 12, .1f); ShaderLightBloomDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderLightBloomDesc, 0, 2, .1f); ShaderLightBaseDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderLightBaseDesc, 0, 2, .1f); ShaderLightBloomSatDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderLightBloomSatDesc, 0, 1, .05f); ShaderLightBaseSatDesc.CustomTypeEditor = new UI.Properties.RestrictedFloatPicker(ShaderLightBaseSatDesc, 0, 1, .05f); ColorDesc.ValueChanged += (s, a) => { Descriptor.Color = (Whiskey2D.Core.Color)ColorDesc.PropValue; }; AmbientDesc.ValueChanged += (s, a) => { Descriptor.Level.AmbientLight = (Whiskey2D.Core.Color)AmbientDesc.PropValue; }; CameraTruePosDesc.ValueChanged += (s, a) => { Descriptor.Level.Camera.TruePosition = (Whiskey2D.Core.Vector)CameraTruePosDesc.PropValue; }; CameraZoomDesc.ValueChanged += (s, a) => { Descriptor.Level.Camera.Zoom = (float)CameraZoomDesc.PropValue; }; ShaderBloomThresholdDesc.ValueChanged += (s, a) => { Descriptor.Level.BloomSettings.BloomThreshold = (float)ShaderBloomThresholdDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderBlurdDesc.ValueChanged += (s, a) => { Descriptor.Level.BloomSettings.BlurAmount = (float)ShaderBlurdDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderBloomDesc.ValueChanged += (s, a) => { Descriptor.Level.BloomSettings.BloomIntensity = (float)ShaderBloomDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderBaseDesc.ValueChanged += (s, a) => { Descriptor.Level.BloomSettings.BaseIntensity = (float)ShaderBaseDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderBloomSatDesc.ValueChanged += (s, a) => { Descriptor.Level.BloomSettings.BloomSaturation = (float)ShaderBloomSatDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderBaseSatDesc.ValueChanged += (s, a) => { Descriptor.Level.BloomSettings.BaseSaturation = (float)ShaderBaseSatDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderLightBloomThresholdDesc.ValueChanged += (s, a) => { Descriptor.Level.LightBloomSettings.BloomThreshold = (float)ShaderLightBloomThresholdDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderLightBlurdDesc.ValueChanged += (s, a) => { Descriptor.Level.LightBloomSettings.BlurAmount = (float)ShaderLightBlurdDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderLightBloomDesc.ValueChanged += (s, a) => { Descriptor.Level.LightBloomSettings.BloomIntensity = (float)ShaderLightBloomDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderLightBaseDesc.ValueChanged += (s, a) => { Descriptor.Level.LightBloomSettings.BaseIntensity = (float)ShaderLightBaseDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderLightBloomSatDesc.ValueChanged += (s, a) => { Descriptor.Level.LightBloomSettings.BloomSaturation = (float)ShaderLightBloomSatDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; ShaderLightBaseSatDesc.ValueChanged += (s, a) => { Descriptor.Level.LightBloomSettings.BaseSaturation = (float)ShaderLightBaseSatDesc.PropValue; WhiskeyEditor.MonoHelp.WhiskeyControl.forceRedraw(); }; WhiskeyPropertyListGrid.PropertyGrid.PropertyValueChanged += (s, a) => { // Descriptor.ensureFileExists(); }; }