Esempio n. 1
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		//Draws the palette swatch for the currently active SCANdata selection
		private void drawCurrentLegend()
		{
			currentLegend = new SCANmapLegend();
			currentLegend.Legend = currentLegend.getLegend(0, data);
		}
Esempio n. 2
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		//Draws the palette swatch for the newly adjusted palette
		private void drawPreviewLegend()
		{
			float? clamp = null;
			Color32[] c = currentTerrain.ColorPal.colors;
			if (clampState)
				clamp = clampT;
			if (currentTerrain.PalRev)
				c = currentTerrain.ColorPal.colorsReverse;
			previewLegend = new SCANmapLegend();
			previewLegend.Legend = previewLegend.getLegend(maxT, minT, clamp, currentTerrain.PalDis, c);
		}
Esempio n. 3
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		/* FIXME: This uses assumed, shared, static constants with Legend stuff in other SCANsat files */
		internal static void drawLegend(SCANdata data, SCANmapLegend legend)
		{
			GUILayout.Label("", GUILayout.ExpandWidth(true));
			Rect r = GUILayoutUtility.GetLastRect();
			r.width -= 64;
			GUI.DrawTexture(r, legend.Legend); //SCANmapLegend.getLegend(data.MinHeight, data.MaxHeight, SCANcontroller.controller.colours, data));
			float minLabel = data.TerrainConfig.MinTerrain;
			float maxLabel = data.TerrainConfig.MaxTerrain;
			if (data.TerrainConfig.MinTerrain % 1000 != 0)
				minLabel += 500;
			if (data.TerrainConfig.MaxTerrain % 1000 != 0)
				maxLabel -= 500;
			float range = data.TerrainConfig.MaxTerrain - data.TerrainConfig.MinTerrain;
			float step = 1000f;
			if (range > 10000)
				step = 2000;
			else if (range < 4000)
				step = 500;
			for (float val = minLabel; val < maxLabel; val += step)
			{
				drawLegendLabel(r, val, data.TerrainConfig.MinTerrain, data.TerrainConfig.MaxTerrain);
			}
		}