private void WorldDisplay_MouseUp(object sender, MouseEventArgs e) { _selectedPoint = null; }
private void WorldDisplay_MouseDown(object sender, MouseEventArgs e) { if (_cachedRegionImage == null) return; //Find out where the mouse is in regards to the overlay and return the info. int cellSize = _cachedRegionImage.Width / WorldView.RegionMapDimensions; int xOffset = (Width - _cachedRegionImage.Width) / 2; int yOffset = (Height - _cachedRegionImage.Height) / 2; if (e.X < xOffset) return; if (e.Y < yOffset) return; int x = (e.X - xOffset) / cellSize; int y = (e.Y - yOffset) / cellSize; if (x >= WorldView.RegionMapDimensions) return; if (y >= WorldView.RegionMapDimensions) return; if (e.Button == System.Windows.Forms.MouseButtons.Left) { _world.SelectTile(x, y); _selectedPoint = new PointInfo { X = x, Y = y, OriginalMouseX = e.X, OriginalMouseY = e.Y }; } if (e.Button == System.Windows.Forms.MouseButtons.Right) { _world.SelectTile(x, y).MaterialType = PaintMaterial; if (PaintMaterial == WorldView.Material.Ocean) _world.TileImage = 0; else _world.TileImage = 36; //Repaint the landscape as we have changed what it looks like. _cachedRegionImage = null; WorldDisplay_SizeChanged(null, null); Refresh(); } }