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); } } } }
public void ClearLayer(GridPointMatrix matrix) { _matrixes.Remove(matrix); OnGridPointMatrixRemoved(matrix); // rediscover the list of visible arrays _SetVisibleLayersArray(); refreshNeeded = MatrixesRefreshType.All; }
public void ClearLayer(int matrix) { GridPointMatrix grid = this[matrix]; _matrixes.Remove(grid); OnGridPointMatrixRemoved(grid); grid = null; // rediscover the list of visible arrays _SetVisibleLayersArray(); refreshNeeded = MatrixesRefreshType.All; }
public GridPointMatrix AddLayer(GridPointMatrix matrix) { _matrixes.Add(matrix); int newIdx = _matrixes.Count - 1; OnGridPointMatrixAdded(this[newIdx]); // rediscover the list of visible arrays _SetVisibleLayersArray(); refreshNeeded = MatrixesRefreshType.All; return(this[newIdx]); }
public void ClearAllLayers() { // raise "remove" event for each grid foreach (GridPointMatrix grid in this) { OnGridPointMatrixRemoved(grid); } _matrixes.Clear(); // rediscover the list of visible arrays _SetVisibleLayersArray(); refreshNeeded = MatrixesRefreshType.All; }
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); } } }
private void _MatrixVisibleChanged(VisibleChangedEventArgs e) { // redraw entire Backbuffer refreshNeeded = MatrixesRefreshType.All; _SetVisibleLayersArray(); }
private void _MatrixColRowChanged(SourceGridPointChangedEventArgs e) { // shifting at least one Layer, so redraw entire Backbuffer refreshNeeded = MatrixesRefreshType.All; }
private void _GridPointSizeChanged(GridPointSizeChangedEventArgs e) { refreshNeeded = MatrixesRefreshType.All; }
public void ClearAllLayers() { // raise "remove" event for each grid foreach (GridPointMatrix grid in this) OnGridPointMatrixRemoved(grid); _matrixes.Clear(); // rediscover the list of visible arrays _SetVisibleLayersArray(); refreshNeeded = MatrixesRefreshType.All; }
public GridPointMatrix AddLayer(GridPointMatrix matrix) { _matrixes.Add(matrix); int newIdx = _matrixes.Count - 1; OnGridPointMatrixAdded(this[newIdx]); // rediscover the list of visible arrays _SetVisibleLayersArray(); refreshNeeded = MatrixesRefreshType.All; return this[newIdx]; }
private void _GridPointMatrixWrappingChanged(GridPointMatrixWrappingChangedEventArgs e) { refreshNeeded = MatrixesRefreshType.All; }