Esempio n. 1
0
 public void OnZoneStateChanged(object sender, ZoneStateChangedEventArgs e)
 {
     foreach (Zone z in e.Zones)
     {
         if (z.Active && z.Visible)
         {
             CreateZone(z);
         }
         else
         {
             if (overlays.ContainsKey(z.ObjIndex))
             {
                 Overlay polygon;
                 overlays.TryGetValue(z.ObjIndex, out polygon);
                 if (polygon != null)
                 {
                     polygon.Map = null;
                 }
                 overlays.Remove(z.ObjIndex);
                 Marker marker;
                 markers.TryGetValue(z.ObjIndex, out marker);
                 if (marker != null)
                 {
                     marker.Map = null;
                 }
                 markers.Remove(z.ObjIndex);
             }
         }
     }
 }
Esempio n. 2
0
 /// <summary>
 /// Is called, when a zone state changed event occures.
 /// </summary>
 /// <param name="sender">Sender.</param>
 /// <param name="e">Event arguments.</param>
 private void OnZoneStateChanged(Object sender, ZoneStateChangedEventArgs e)
 {
     // The easiest way is to redraw all screens
     if (engine != null)
     {
         Refresh();
     }
 }
Esempio n. 3
0
		/// <summary>
		/// Raises the zone state changed event.
		/// </summary>
		/// <param name="sender">Sender of event.</param>
		/// <param name="e">Zone state changed event args.</param>
		public void OnZoneStateChanged(object sender, ZoneStateChangedEventArgs e)
		{
			this.RaiseDisplayChanged("ActiveVisibleZones");
		}
		/// <summary>
		/// Is called, when a zone state changed event occures.
		/// </summary>
		/// <param name="sender">Sender.</param>
		/// <param name="e">Event arguments.</param>
		private void OnZoneStateChanged(Object sender, ZoneStateChangedEventArgs e)
		{
			// The easiest way is to redraw all screens
			if (engine != null)
				Refresh ();
		}
Esempio n. 5
0
		public void OnZoneStateChanged(object sender,  ZoneStateChangedEventArgs e)
		{
			foreach (Zone z in e.Zones) {
				if (z.Active && z.Visible) {
					CreateZone (z);
				} else {
					if (overlays.ContainsKey (z.ObjIndex)) {
						Overlay polygon;
						overlays.TryGetValue (z.ObjIndex, out polygon);
						if (polygon != null) 
							polygon.Map = null;
						overlays.Remove (z.ObjIndex);
						Marker marker;
						markers.TryGetValue (z.ObjIndex, out marker);
						if (marker != null)
							marker.Map = null;
						markers.Remove (z.ObjIndex);
					}
				}
			}
		}