public void OnZoneStateChanged(object sender, ZoneStateChangedEventArgs e) { foreach (Zone z in e.Zones) { if (z.Active && z.Visible) { CreateZone(z); } else { if (overlays.ContainsKey(z.ObjIndex)) { Overlay polygon; overlays.TryGetValue(z.ObjIndex, out polygon); if (polygon != null) { polygon.Map = null; } overlays.Remove(z.ObjIndex); Marker marker; markers.TryGetValue(z.ObjIndex, out marker); if (marker != null) { marker.Map = null; } markers.Remove(z.ObjIndex); } } } }
/// <summary> /// Is called, when a zone state changed event occures. /// </summary> /// <param name="sender">Sender.</param> /// <param name="e">Event arguments.</param> private void OnZoneStateChanged(Object sender, ZoneStateChangedEventArgs e) { // The easiest way is to redraw all screens if (engine != null) { Refresh(); } }
/// <summary> /// Raises the zone state changed event. /// </summary> /// <param name="sender">Sender of event.</param> /// <param name="e">Zone state changed event args.</param> public void OnZoneStateChanged(object sender, ZoneStateChangedEventArgs e) { this.RaiseDisplayChanged("ActiveVisibleZones"); }
/// <summary> /// Is called, when a zone state changed event occures. /// </summary> /// <param name="sender">Sender.</param> /// <param name="e">Event arguments.</param> private void OnZoneStateChanged(Object sender, ZoneStateChangedEventArgs e) { // The easiest way is to redraw all screens if (engine != null) Refresh (); }
public void OnZoneStateChanged(object sender, ZoneStateChangedEventArgs e) { foreach (Zone z in e.Zones) { if (z.Active && z.Visible) { CreateZone (z); } else { if (overlays.ContainsKey (z.ObjIndex)) { Overlay polygon; overlays.TryGetValue (z.ObjIndex, out polygon); if (polygon != null) polygon.Map = null; overlays.Remove (z.ObjIndex); Marker marker; markers.TryGetValue (z.ObjIndex, out marker); if (marker != null) marker.Map = null; markers.Remove (z.ObjIndex); } } } }