public void setTextureSheet(TextureSheet Ts, String Name) { TileBrowserTabPage test = new TileBrowserTabPage(); test.Location = new System.Drawing.Point(0, 0); test.Name = Name; test.Padding = new System.Windows.Forms.Padding(3); test.Size = new System.Drawing.Size(this.Width, this.Height); test.TabIndex = 0; test.Text = Name; test.UseVisualStyleBackColor = true; test.setTextureSheet(Ts); this.testTabCon.Controls.Add(test); this.testTabCon.SelectedTab = test; //Invalidate(); //_textureSheet = Ts; //_selectedTile = new Point(-1, -1); //_multiSelectedTiles = new bool[_textureSheet.XTiles, _textureSheet.YTiles]; //if (_textureSheet == null) //{ // vScrollBar.Enabled = false; // hScrollBar.Enabled = false; // Update(); // return; //} ////Schauen wir mal wieviele teile wir grad darstellen können //int columns = _browserWidth / _textureSheet.TileWidth; //int rows = _browserHeight / _textureSheet.TileHeight; ////gucken ob das ohne Scrollbars reicht //if (columns < _textureSheet.XTiles) //reicht nicht von der Breite //{ // hScrollBar.Enabled = true; // hScrollBar.Minimum = 0; // hScrollBar.Maximum = _textureSheet.XTiles - columns / 2; //check if wirklich so /2 // hScrollBar.Value = 0; //} //else //{ // hScrollBar.Enabled = false; // hScrollBar.Value = 0; //} //if (rows < _textureSheet.YTiles) //reicht nicht von der Höhe //{ // vScrollBar.Enabled = true; // vScrollBar.Minimum = 0; // vScrollBar.Maximum = _textureSheet.YTiles - rows / 2; //check if wirklich so /2 // vScrollBar.Value = 0; //} //else //{ // vScrollBar.Enabled = false; // vScrollBar.Value = 0; //} //PaintAll(); //Update(); }
public void setTextureSheet(TextureSheet Ts) { Invalidate(); _textureSheet = Ts; _selectedTile = new Point(-1, -1); _multiSelectedTiles = new bool[_textureSheet.XTiles, _textureSheet.YTiles]; if (_textureSheet == null) { vScrollBar.Enabled = false; hScrollBar.Enabled = false; Update(); return; } checkUpdateScrollBar(); ////Schauen wir mal wieviele teile wir grad darstellen können //int columns = this.Width / _textureSheet.TileWidth; //int rows = this.Height / _textureSheet.TileHeight; ////gucken ob das ohne Scrollbars reicht //if (columns < _textureSheet.XTiles) //reicht nicht von der Breite //{ // hScrollBar.Enabled = true; // hScrollBar.Minimum = 0; // hScrollBar.Maximum = _textureSheet.XTiles - columns / 2; //check if wirklich so /2 // hScrollBar.Value = 0; //} //else //{ // hScrollBar.Enabled = false; // hScrollBar.Value = 0; //} //if (rows < _textureSheet.YTiles) //reicht nicht von der Höhe //{ // vScrollBar.Enabled = true; // vScrollBar.Minimum = 0; // vScrollBar.Maximum = _textureSheet.YTiles - rows / 2; //check if wirklich so /2 // vScrollBar.Value = 0; //} //else //{ // vScrollBar.Enabled = false; // vScrollBar.Value = 0; //} PaintAll(); Update(); }
private void buildTextureSheet() { _textureSheet = new TextureSheet(_width, _height, Image.FromFile((_sheetFile.FullName),true)); }