diff --git a/BizHawk.Client.EmuHawk/tools/TAStudio/TAStudio.ListView.cs b/BizHawk.Client.EmuHawk/tools/TAStudio/TAStudio.ListView.cs index d95f31957b..919011a55b 100644 --- a/BizHawk.Client.EmuHawk/tools/TAStudio/TAStudio.ListView.cs +++ b/BizHawk.Client.EmuHawk/tools/TAStudio/TAStudio.ListView.cs @@ -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)