private void LightSceneListView_ListExited(object sender, ListEventArgs e) { lightScene.CurrentList = e.List; //fetch availible properties for list lightScene.SetupObjectUIControl(lightsUIControl); }
private void Scene_SelectionChanged(object sender, EventArgs e) { //update sceneListView sceneListView.Refresh(); if (scene.SelectedObjects.Count != 0) { // now we can jump to the object in the scene view list for easy access tabControl1.SelectedIndex = 1; // now let's get the type so we can jump to the right category // since you can select multiple objects, we will just jump to the first one SelectionSet set = scene.SelectedObjects; if (set.ElementAt(0) is PathPointObj) { sceneListView.SetRootList("Paths"); } else { AbstractObj obj = set.ElementAt(0) as AbstractObj; switch (obj.mType) { case "AreaObj": sceneListView.SetRootList("Areas"); break; case "CameraObj": sceneListView.SetRootList("Camera Areas"); break; case "Obj": sceneListView.SetRootList("Objects"); break; case "DemoObj": sceneListView.SetRootList("Demos"); break; case "GeneralPosObj": sceneListView.SetRootList("Positions"); break; case "DebugMoveObj": sceneListView.SetRootList("Debug"); break; case "PlanetObj": sceneListView.SetRootList("Gravity"); break; case "StartObj": sceneListView.SetRootList("Start"); break; case "MapPart": sceneListView.SetRootList("Map Parts"); break; } } } //fetch availible properties for selection scene.SetupObjectUIControl(objUIControl); }
private void CameraSceneListView_ListExited(object sender, ListEventArgs e) { cameraScene.CurrentList = e.List; //fetch availible properties for list cameraScene.SetupObjectUIControl(cameraUIControl); }
private void SceneListView1_ListExited(object sender, ListEventArgs e) { scene.CurrentList = e.List; //fetch availible properties for list scene.SetupObjectUIControl(objectUIControl1); }