TAStudio bugfixes: -Invalidated 'green' frames were displaying as white; also removed two unused color variables.

-When painting input upwards, the last frame hovered over wasn't set.
This commit is contained in:
Suuper 2015-07-24 14:48:36 -05:00
parent 9b6ff71cac
commit e499503a60
1 changed files with 4 additions and 6 deletions

View File

@ -66,12 +66,10 @@ namespace BizHawk.Client.EmuHawk
public static Color CurrentFrame_InputLog = Color.FromArgb(0xB5E7F7);
public static Color GreenZone_FrameCol = Color.FromArgb(0xDDFFDD);
public static Color GreenZone_Invalidated_FrameCol = Color.FromArgb(0xFFFFFF);
public static Color GreenZone_InputLog = Color.FromArgb(0xC4F7C8);
public static Color GreenZone_Invalidated_InputLog = Color.FromArgb(0xE0FBE0);
public static Color LagZone_FrameCol = Color.FromArgb(0xFFDCDD);
public static Color LagZone_Invalidated_FrameCol = Color.FromArgb(0xFFE9E9);
public static Color LagZone_InputLog = Color.FromArgb(0xF0D0D2);
public static Color LagZone_Invalidated_InputLog = Color.FromArgb(0xF7E5E5);
@ -174,7 +172,7 @@ namespace BizHawk.Client.EmuHawk
{
color = record.WasLagged.Value ?
LagZone_Invalidated_InputLog :
GreenZone_Invalidated_FrameCol;
GreenZone_Invalidated_InputLog;
}
else
{
@ -694,12 +692,12 @@ namespace BizHawk.Client.EmuHawk
JumpToGreenzone();
}
}
// Left-click
else if (TasView.IsPaintDown && e.NewCell.RowIndex.HasValue && !string.IsNullOrEmpty(_startBoolDrawColumn))
{
if (e.OldCell.RowIndex.HasValue && e.NewCell.RowIndex.HasValue)
{
for (var i = startVal + 1; i <= endVal; i++) // SuuperW: <= so that it will edit the cell you are hovering over. (Inclusive)
for (int i = startVal; i <= endVal; i++) // Inclusive on both ends (drawing up or down)
{
bool setVal = _boolPaintState;
if (_patternPaint && _boolPaintState)
@ -719,7 +717,7 @@ namespace BizHawk.Client.EmuHawk
{
if (e.OldCell.RowIndex.HasValue && e.NewCell.RowIndex.HasValue)
{
for (var i = startVal + 1; i <= endVal; i++) // SuuperW: <= so that it will edit the cell you are hovering over. (Inclusive)
for (int i = startVal; i <= endVal; i++) // Inclusive on both ends (drawing up or down)
{
float setVal = _floatPaintState;
if (_patternPaint)