// Make selected room state the standard room state. public void MakeRoomStateStandard() { if (ActiveRoom == null || ActiveRoomState == null) { return; } int standardIndex = ActiveRoom.RoomStateCount - 1; if (RoomStateIndex == standardIndex) { return; } var temp = ActiveRoom.RoomStates [RoomStateIndex]; ActiveRoom.RoomStates [RoomStateIndex] = ActiveRoom.RoomStates [standardIndex]; ActiveRoom.RoomStates [standardIndex] = temp; RoomStateIndex = standardIndex; HandlingSelection = true; RoomStateListChanged?.Invoke(this, new ListLoadEventArgs(RoomStateIndex)); RoomStateDataModified?.Invoke(this, null); HandlingSelection = false; ChangesMade = true; }
// Delete active room state. public void DeleteRoomState() { if (ActiveRoom == null || ActiveRoomState == null || RoomStateIndex == ActiveRoom.RoomStates.Count - 1) { return; } var a = new ActiveItems(this); if (ForceDeleteRoomState()) { HandlingSelection = true; ForceSelectRoomState(RoomStateIndex); RoomStateListChanged?.Invoke(this, new ListLoadEventArgs(RoomStateIndex)); var e = new LevelDataEventArgs() { ScreenXmin = 0, ScreenXmax = RoomWidthInScreens - 1, ScreenYmin = 0, ScreenYmax = RoomHeightInScreens - 1 }; LevelDataModified?.Invoke(this, e); RaiseChangeEvents(a); HandlingSelection = false; } }
// Move selected room state down in list. public void MoveRoomStateDown() { if (ActiveRoom == null || ActiveRoomState == null) { return; } if (RoomStateIndex + 2 < ActiveRoom.RoomStates.Count) { var temp1 = ActiveRoom.RoomStates [RoomStateIndex]; ActiveRoom.RoomStates [RoomStateIndex] = ActiveRoom.RoomStates [RoomStateIndex + 1]; ActiveRoom.RoomStates [RoomStateIndex + 1] = temp1; var temp2 = ActiveRoom.RoomStateHeaders [RoomStateIndex]; ActiveRoom.RoomStateHeaders [RoomStateIndex] = ActiveRoom.RoomStateHeaders [RoomStateIndex + 1]; ActiveRoom.RoomStateHeaders [RoomStateIndex + 1] = temp2; RoomStateIndex++; HandlingSelection = true; RoomStateListChanged?.Invoke(this, new ListLoadEventArgs(RoomStateIndex)); HandlingSelection = false; ChangesMade = true; } }
// Checks which selected items have changed and raises the corresponding events. // [wip] Order the statements according to call hierarchy? private void RaiseChangeEvents(ActiveItems a) { if (a.ActiveTileSet != ActiveTileSet || a.ActiveBackground != ActiveBackground) { LoadBackground(); } if (a.ActiveTileSet != ActiveTileSet) { LoadRoomTiles(TileSetIndex); TileSetSelected?.Invoke(this, null); } if (a.ActiveScrollColor != ActiveScrollColor) { ScrollColorSelected?.Invoke(this, null); } if (a.ActiveEnemyType != ActiveEnemyType) { EnemyTypeSelected(this, null); } if (a.ActiveEnemyGfx != ActiveEnemyGfx) { EnemyGfxSelected?.Invoke(this, null); } if (a.ActiveEnemy != ActiveEnemy) { EnemySelected?.Invoke(this, null); } if (a.ActivePlmType != ActivePlmType) { PlmTypeSelected?.Invoke(this, null); } if (a.ActivePlm != ActivePlm) { PlmSelected?.Invoke(this, null); } if (a.ActiveDoor != ActiveDoor) { DoorSelected?.Invoke(this, null); } if (a.ActiveRoomState != ActiveRoomState) { RoomStateSelected?.Invoke(this, null); LevelDataSelected?.Invoke(this, null); PlmListChanged?.Invoke(this, new ListLoadEventArgs(PlmIndex)); EnemyListChanged?.Invoke(this, new ListLoadEventArgs(EnemyIndex)); EnemyGfxListChanged?.Invoke(this, new ListLoadEventArgs(EnemyGfxIndex)); ScrollDataListChanged?.Invoke(this, new ListLoadEventArgs(ScrollDataIndex)); } else if (a.ActiveLevelData != ActiveLevelData) { LevelDataSelected.Invoke(this, null); } if (a.ActiveRoom != ActiveRoom) { RoomSelected?.Invoke(this, null); RoomStateListChanged?.Invoke(this, new ListLoadEventArgs(RoomStateIndex)); DoorListChanged?.Invoke(this, new ListLoadEventArgs(DoorIndex)); } if (a.ActiveArea != AreaIndex) { AreaSelected?.Invoke(this, null); RoomListChanged?.Invoke(this, new ListLoadEventArgs(RoomIndex)); } if (a.ActiveScrollData != ActiveScrollData) { ScrollDataSelected?.Invoke(this, null); var e = new LevelDataEventArgs() { AllScreens = true }; LevelDataModified?.Invoke(this, e); } if (a.ActiveFx != ActiveFx) { FxSelected?.Invoke(this, null); FxDataListChanged?.Invoke(this, new ListLoadEventArgs(FxDataIndex)); } if (a.ActiveFxData != ActiveFxData) { FxDataSelected?.Invoke(this, null); } }