UiForTab() public méthode

public UiForTab ( open3mod.Tab tab ) : open3mod.TabUiSkeleton
tab open3mod.Tab
Résultat open3mod.TabUiSkeleton
        private void OnJumpToMaterial(object sender, LinkLabelLinkClickedEventArgs e)
        {
            linkLabel1.LinkVisited = false;
            Debug.Assert(_mesh != null);
            Debug.Assert(_host != null);

            // this need not be the currently selected tab
            foreach (var tab in _host.UiState.TabsWithActiveScenes())
            {
                var scene = tab.ActiveScene;
                Debug.Assert(scene != null);

                for (var i = 0; i < scene.Raw.MeshCount; ++i)
                {
                    var m = scene.Raw.Meshes[i];
                    if (m == _mesh)
                    {
                        var mat = scene.Raw.Materials[m.MaterialIndex];
                        var ui  = _host.UiForTab(tab);
                        Debug.Assert(ui != null);

                        var inspector = ui.GetInspector();
                        inspector.Materials.SelectEntry(mat);
                        var thumb = inspector.Materials.GetMaterialControl(mat);
                        inspector.OpenMaterialsTabAndScrollTo(thumb);
                    }
                }
            }
        }
Exemple #2
0
        private void UpdateMaterialPreview()
        {
            var tab = GetTabForCurrentMesh();

            if (tab == null)
            {
                pictureBoxMaterial.Image = null;
                labelMaterialName.Text   = "None";
                return;
            }

            var scene = tab.ActiveScene;
            var mat   = scene.Raw.Materials[_mesh.MaterialIndex];
            var ui    = _host.UiForTab(tab);

            Debug.Assert(ui != null);

            var inspector = ui.GetInspector();
            var thumb     = inspector.Materials.GetMaterialControl(mat);

            pictureBoxMaterial.Image = thumb.GetCurrentPreviewImage();
            labelMaterialName.Text   = mat.Name.Length > 0 ? mat.Name : "Unnamed Material";
        }