Esempio n. 1
0
        // 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;
        }
Esempio n. 2
0
        // 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;
            }
        }
Esempio n. 3
0
        // 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;
            }
        }
Esempio n. 4
0
 // 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);
     }
 }