Added: Pan and Grid display in AnimationPreview; Fixed: Current frame not being selected when animation stops playing
This commit is contained in:
@@ -18,14 +18,21 @@ namespace AnimationEditor
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public Texture2D SpriteSheet { get; set; }
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public AnimatedSprite PreviewSprite { get; set; }
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public float ZoomLevel { get; set; }
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public Vector3 CameraLocation { get; set; }
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public Sprite EditSprite { get; set; }
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public int PixelGridDisplayLevel { get; set; }
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public int GridSpacing { get; set; }
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public Color OriginGridLineColor { get; set; }
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public Color FullGridLineColor { get; set; }
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public Color HalfGridLineColor { get; set; }
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public Color PixelGridLineColor { get; set; }
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private Texture2D gridLine;
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private bool hovering;
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private bool dragging;
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private bool panning;
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private MouseState mState;
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private MouseState mState_old;
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@@ -80,7 +87,13 @@ namespace AnimationEditor
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base.Initialize();
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gridLine = new Texture2D(Editor.graphics, 1, 1);
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gridLine.SetData(new Color[] { Color.White });
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GridSpacing = 8;
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GridSpacing = 16;
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PixelGridDisplayLevel = 5;
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OriginGridLineColor = new Color(204, 204, 204);
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FullGridLineColor = new Color(145, 135, 120);
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HalfGridLineColor = new Color(120, 117, 115);
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PixelGridLineColor = new Color(113, 110, 108);
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CameraLocation = new Vector3();
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ZoomLevel = 1;
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}
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@@ -111,10 +124,20 @@ namespace AnimationEditor
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mState = Mouse.GetState();
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if(EditSprite != null)
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{
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Rectangle spriteRect = new Rectangle((int)(centerPoint.X), (int)(centerPoint.Y), (int)(EditSprite.Bounds.Width * ZoomLevel), (int)(EditSprite.Bounds.Height * ZoomLevel));
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spriteRect.Offset((EditSprite.Offset - EditSprite.Origin) * ZoomLevel);
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/*create draggable rect spriteRect at 0,0
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*rect is scaled by Zoomlevel to match sprite's onscreen size
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*rect is then offset to match sprite's offset & origin(multiplied by the zoomlevel)
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*rect is then offset by the camera's location(multiplied by zoomlevel) and the onscreen centerpoint
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*this results in a rect that matches the sprite's onscreen position regardless of pan or zoom
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*/
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Rectangle spriteRect = new Rectangle(0, 0, (int)(EditSprite.Bounds.Width * ZoomLevel), (int)(EditSprite.Bounds.Height * ZoomLevel));
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spriteRect.Offset((EditSprite.Offset - EditSprite.Origin) * ZoomLevel + new Vector2(CameraLocation.X, CameraLocation.Y) * ZoomLevel + centerPoint);
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if (Bounds.Contains(mState.X, mState.Y))
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//fix for when detecting the mouse being within Bounds made an uninteractable section appear at the top of screen and allowed interaction below bottom
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Rectangle frame = new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, Bounds.Height);
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frame.Y = 0;
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if (frame.Contains(mState.X, mState.Y))
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{
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if (spriteRect.Contains(mState.Position))
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{
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@@ -135,8 +158,18 @@ namespace AnimationEditor
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if (mState.LeftButton == ButtonState.Pressed && mState_old.LeftButton != ButtonState.Pressed)
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dragging = hovering;
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else if (mState.LeftButton != ButtonState.Pressed)
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else if (mState.RightButton == ButtonState.Pressed && mState_old.RightButton != ButtonState.Pressed)
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panning = true;
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if (mState.LeftButton != ButtonState.Pressed)
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dragging = false;
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if (mState.RightButton != ButtonState.Pressed)
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{
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//if the camera has been panned, lock the camera position to integers to prevent ugly misaligned sprites
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if (panning)
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CameraLocation = new Vector3((int)CameraLocation.X, (int)CameraLocation.Y, (int)CameraLocation.Z);
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panning = false;
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}
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if (dragging)
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{
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@@ -151,6 +184,16 @@ namespace AnimationEditor
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OnSpriteMoved(new EventArgs());
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}
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}
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if (panning)
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{
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Vector3 distMoved = new Vector3(mState.X - mState_old.X, mState.Y - mState_old.Y, 0);
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if (distMoved != Vector3.Zero)
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{
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CameraLocation += distMoved / ZoomLevel;
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}
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}
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}
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else
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{
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@@ -181,65 +224,128 @@ namespace AnimationEditor
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protected override void Draw()
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{
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base.Draw();
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Matrix scaleMatrix = Matrix.CreateScale(ZoomLevel);
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Matrix translationMatrix = Matrix.CreateTranslation(new Vector3(centerPoint, 0));
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//camera matrix moves translates world space in relation to camera position
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Matrix cameraMatrix = Matrix.CreateTranslation(CameraLocation);
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//zoom matrix scales up everything in world space
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Matrix zoomMatrix = Matrix.CreateScale(ZoomLevel);
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//center matrix repositions camera within zoomed space
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Matrix centerMatrix = Matrix.CreateTranslation(new Vector3(centerPoint, 0));
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Matrix transformMatrix = cameraMatrix * zoomMatrix * centerMatrix;
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Editor.graphics.Clear(Color.DimGray);
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Editor.spriteBatch.Begin(transformMatrix:translationMatrix);
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Editor.spriteBatch.Begin();
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DrawGrid();
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Editor.spriteBatch.End();
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if (ZoomLevel >= 1)
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Editor.spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: scaleMatrix * translationMatrix);
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Editor.spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: transformMatrix);
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else
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Editor.spriteBatch.Begin(transformMatrix: scaleMatrix);
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Editor.spriteBatch.Begin(transformMatrix: transformMatrix);
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PreviewSprite?.Draw(Editor.spriteBatch, SpriteSheet, Vector2.Zero, Color.White);
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Editor.spriteBatch.End();
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}
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private void DrawGrid()
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{
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int horizontalIterations = (int)(Editor.graphics.PresentationParameters.BackBufferHeight / GridSpacing / 2);
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int verticalIterations = (int)(Editor.graphics.PresentationParameters.BackBufferWidth / GridSpacing / 2);
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List<int>[] verticalLines = new List<int>[] { new List<int>(), new List<int>(), new List<int>(), new List<int>() };
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List<int>[] horizontalLines = new List<int>[] { new List<int>(), new List<int>(), new List<int>(), new List<int>() };
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int offset = GridSpacing * (int)ZoomLevel;
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Color currentDrawColor = new Color(115, 113, 110);
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for (int index = 0; index <= horizontalIterations || index <= verticalIterations; index++)
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/*
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* Scans each horizontal pixel in viewspace
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* If pixel lines up with a gridmarked position in worldspace, add that position to the verticalLines list, in appropriate category for grid type
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*/
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int increment = 1;
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for (int x = 0; x < Editor.graphics.PresentationParameters.BackBufferWidth; x += increment)
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{
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DrawHorizontalGridLine(offset, currentDrawColor);
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DrawHorizontalGridLine(-offset, currentDrawColor);
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DrawVerticalGridLine(offset, currentDrawColor);
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DrawVerticalGridLine(-offset, currentDrawColor);
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offset += GridSpacing * (int)ZoomLevel;
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int xPosInWorldSpace = x - (int)((CameraLocation.X * ZoomLevel) + centerPoint.X);
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if (xPosInWorldSpace == 0)
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{
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verticalLines[3].Add(x);
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}
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else if (xPosInWorldSpace % (GridSpacing * ZoomLevel) == 0)
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{
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verticalLines[2].Add(x);
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}
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else if (xPosInWorldSpace % (GridSpacing / 2 * ZoomLevel) == 0)
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{
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verticalLines[1].Add(x);
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if(increment == 1 && ZoomLevel < PixelGridDisplayLevel)
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increment = (int)(GridSpacing / 2 * ZoomLevel);
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}
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else if (ZoomLevel >= PixelGridDisplayLevel && xPosInWorldSpace % ZoomLevel == 0)
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{
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verticalLines[0].Add(x);
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if (increment == 1)
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increment = (int)ZoomLevel;
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}
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}
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currentDrawColor = new Color(155, 145, 130);
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offset = 0;
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for (int index = 0; index <= horizontalIterations || index <= verticalIterations; index += 2)
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//Same as above, but scans vertically for horizontal lines
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increment = 1;
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for (int y = 0; y < Editor.graphics.PresentationParameters.BackBufferHeight; y += increment)
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{
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DrawHorizontalGridLine(offset, currentDrawColor);
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DrawHorizontalGridLine(-offset, currentDrawColor);
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DrawVerticalGridLine(offset, currentDrawColor);
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DrawVerticalGridLine(-offset, currentDrawColor);
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offset += GridSpacing * (int)ZoomLevel * 2;
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int yPosInWorldSpace = y - (int)((CameraLocation.Y * ZoomLevel) + centerPoint.Y);
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if (yPosInWorldSpace == 0)
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{
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horizontalLines[3].Add(y);
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}
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else if (yPosInWorldSpace % (GridSpacing * ZoomLevel) == 0)
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{
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horizontalLines[2].Add(y);
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}
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else if (yPosInWorldSpace % (GridSpacing / 2 * ZoomLevel) == 0)
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{
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horizontalLines[1].Add(y);
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if (increment == 1 && ZoomLevel < PixelGridDisplayLevel)
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increment = (int)(GridSpacing / 2 * ZoomLevel);
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}
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else if (ZoomLevel >= PixelGridDisplayLevel && yPosInWorldSpace % ZoomLevel == 0)
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{
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horizontalLines[0].Add(y);
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if (increment == 1)
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increment = (int)ZoomLevel;
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}
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}
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currentDrawColor = new Color(204, 204, 204);
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DrawHorizontalGridLine(0, currentDrawColor);
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DrawVerticalGridLine(0, currentDrawColor);
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//draw collected gridlines in order from low to high priority (pixelGridLine -> originGridLine)
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Color drawColor = PixelGridLineColor;
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for(int index = 0; index < 4; index++)
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{
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switch (index)
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{
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case 1:
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drawColor = HalfGridLineColor;
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break;
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case 2:
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drawColor = FullGridLineColor;
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break;
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case 3:
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drawColor = OriginGridLineColor;
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break;
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}
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foreach(int x in verticalLines[index])
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{
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DrawVerticalGridLine(x, drawColor);
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}
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foreach(int y in horizontalLines[index])
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{
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DrawHorizontalGridLine(y, drawColor);
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}
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}
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}
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private void DrawHorizontalGridLine(int y, Color color)
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{
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Editor.spriteBatch.Draw(gridLine, new Rectangle(0 - (int)centerPoint.X, y, Editor.graphics.PresentationParameters.BackBufferWidth, 1), color);
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Editor.spriteBatch.Draw(gridLine, new Rectangle(0, y, Editor.graphics.PresentationParameters.BackBufferWidth, 1), color);
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}
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private void DrawVerticalGridLine(int x, Color color)
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{
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Editor.spriteBatch.Draw(gridLine, new Rectangle(x, 0 - (int)centerPoint.Y, 1, Editor.graphics.PresentationParameters.BackBufferHeight), color);
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Editor.spriteBatch.Draw(gridLine, new Rectangle(x, 0, 1, Editor.graphics.PresentationParameters.BackBufferHeight), color);
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}
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}
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}
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@@ -284,6 +284,7 @@ namespace AnimationEditor
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{
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animationPreview.Playing = false;
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frameTrackBar.Enabled = true;
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frameListBox_SetSingleSelection(frameTrackBar.Value);
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}
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private void animationLoopCheckBox_CheckedChanged(object sender, EventArgs e)
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@@ -299,6 +300,7 @@ namespace AnimationEditor
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if (!animationPreview.Playing)
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{
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frameTrackBar.Enabled = true;
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frameListBox_SetSingleSelection(frameTrackBar.Value);
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}
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else
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{
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