internal virtual void OnRefreshQueueAreaAdded(RefreshQueueAreaAddedEventArgs e) { // just pass the event up if (RefreshQueueAreaAdded != null) RefreshQueueAreaAdded(e); }
private void RefreshQueueNewTile(RefreshQueueAreaAddedEventArgs e) { // pass the event up to any containing GridPointMatrixes OnRefreshQueueAreaAdded(e); }
private void _RefreshQueueNewArea(RefreshQueueAreaAddedEventArgs e) { // set refresh to Queue if no refresh required if (refreshNeeded == MatrixesRefreshType.None) refreshNeeded = MatrixesRefreshType.Queue; // if matrix that added Tile to queue is visible... if (e.layer.Visible == true) { // refresh all other visible matrixes for (int i = _visibleLayers.Count - 1; i >= 0; i--) { GridPointMatrix otherMatrix = _visibleLayers[i]; // refresh other matrixes; no need to do the calling one again if (e.layer != otherMatrix) // only refresh e.tileAdded.DrawLocationRefresh rectangle; do not raise cascading events otherMatrix.RefreshQueue.AddPixelRangeToRefreshQueue(e.area, false); } } }