private void GoToRoom() { gameHost.RemoveTimerCallBack(timerID); if (RoomSelected != null) { RoomSelected.Invoke(CurrentComponent.RoomInfo); } }
// Checks which selected items have changed and raises the corresponding events. // [wip] Order the statements according to call hierarchy? private void RaiseChangeEvents(ActiveItems a) { if (a.ActiveTileSet != ActiveTileSet || a.ActiveBackground != ActiveBackground) { LoadBackground(); } if (a.ActiveTileSet != ActiveTileSet) { LoadRoomTiles(TileSetIndex); TileSetSelected?.Invoke(this, null); } if (a.ActiveScrollColor != ActiveScrollColor) { ScrollColorSelected?.Invoke(this, null); } if (a.ActiveEnemyType != ActiveEnemyType) { EnemyTypeSelected(this, null); } if (a.ActiveEnemyGfx != ActiveEnemyGfx) { EnemyGfxSelected?.Invoke(this, null); } if (a.ActiveEnemy != ActiveEnemy) { EnemySelected?.Invoke(this, null); } if (a.ActivePlmType != ActivePlmType) { PlmTypeSelected?.Invoke(this, null); } if (a.ActivePlm != ActivePlm) { PlmSelected?.Invoke(this, null); } if (a.ActiveDoor != ActiveDoor) { DoorSelected?.Invoke(this, null); } if (a.ActiveRoomState != ActiveRoomState) { RoomStateSelected?.Invoke(this, null); LevelDataSelected?.Invoke(this, null); PlmListChanged?.Invoke(this, new ListLoadEventArgs(PlmIndex)); EnemyListChanged?.Invoke(this, new ListLoadEventArgs(EnemyIndex)); EnemyGfxListChanged?.Invoke(this, new ListLoadEventArgs(EnemyGfxIndex)); ScrollDataListChanged?.Invoke(this, new ListLoadEventArgs(ScrollDataIndex)); } else if (a.ActiveLevelData != ActiveLevelData) { LevelDataSelected.Invoke(this, null); } if (a.ActiveRoom != ActiveRoom) { RoomSelected?.Invoke(this, null); RoomStateListChanged?.Invoke(this, new ListLoadEventArgs(RoomStateIndex)); DoorListChanged?.Invoke(this, new ListLoadEventArgs(DoorIndex)); } if (a.ActiveArea != AreaIndex) { AreaSelected?.Invoke(this, null); RoomListChanged?.Invoke(this, new ListLoadEventArgs(RoomIndex)); } if (a.ActiveScrollData != ActiveScrollData) { ScrollDataSelected?.Invoke(this, null); var e = new LevelDataEventArgs() { AllScreens = true }; LevelDataModified?.Invoke(this, e); } if (a.ActiveFx != ActiveFx) { FxSelected?.Invoke(this, null); FxDataListChanged?.Invoke(this, new ListLoadEventArgs(FxDataIndex)); } if (a.ActiveFxData != ActiveFxData) { FxDataSelected?.Invoke(this, null); } }
public void OnHeaderClick(object sender, RoutedEventArgs e) { RoomSelected?.Invoke(this); }