/// <summary> /// Refresh the Sceen /// </summary> public void Refresh() { foreach (SceenElement oElement in m_lElements) { oElement.Refresh(m_fZoomScaler); } foreach (SceenElement oElement in m_lMapMarkers) { oElement.Refresh(m_fZoomScaler); } m_oMeasurementElement.Refresh(m_fZoomScaler); }
/// <summary> /// Refresh the Sceen /// </summary> public void Refresh() { /// <summary> /// Kludge to create new contact elements to draw, or delete them as needed. /// </summary> StarSystem Sys = m_oSceenEntity as StarSystem; /// <summary> /// The display needs to create these contacts. clean up the contact create list on completion. /// Does SystemContact.CEState.NotCreated play a role here? I don't believe so because contacts can be already created and transiting jump points. /// </summary> if (Sys.ContactCreateList.Count != 0) { foreach (SystemContact oContact in Sys.ContactCreateList) { AddContactElement(SceenDefaultEffect, oContact); } Sys.ContactCreateList.Clear(); } /// <summary> /// The display needs to delete these contacts. clean up the contact delete list on completion. /// Does SystemContact.CEState.Delete play a role here? I don't believe so, since contacts need to be deleted on jump transits in addition to destruction. /// </summary> if (Sys.ContactDeleteList.Count != 0) { foreach (SystemContact oContact in Sys.ContactDeleteList) { RemoveContactElement(SceenDefaultEffect, oContact); } Sys.ContactDeleteList.Clear(); } foreach (SceenElement oElement in m_lElements) { oElement.Refresh(m_fZoomScaler); } foreach (SceenElement oElement in m_lMapMarkers) { oElement.Refresh(m_fZoomScaler); } m_oMeasurementElement.Refresh(m_fZoomScaler); }