void LandscapePropertyControl::OnColorPropertyChanged(PropertyList *forList, const String &forKey, const Color& newColor) { if("property.material.fogcolor" == forKey) { LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode); landscape->SetFogColor(newColor); } PropertyListDelegate::OnColorPropertyChanged(forList, forKey, newColor); }
void LandscapePropertyControl::OnColorPropertyChanged(PropertyList *forList, const String &forKey, const Color& newColor) { if("property.material.fogcolor" == forKey) { LandscapeNode *landscape = GetLandscape(); if (!landscape) return; landscape->SetFogColor(newColor); } if("property.landscape.texture.tilecolor0" == forKey) { LandscapeNode *landscape = GetLandscape(); if (!landscape) return; landscape->SetTileColor(LandscapeNode::TEXTURE_TILE0, newColor); } if("property.landscape.texture.tilecolor1" == forKey) { LandscapeNode *landscape = GetLandscape(); if (!landscape) return; landscape->SetTileColor(LandscapeNode::TEXTURE_TILE1, newColor); } if("property.landscape.texture.tilecolor2" == forKey) { LandscapeNode *landscape = GetLandscape(); if (!landscape) return; landscape->SetTileColor(LandscapeNode::TEXTURE_TILE2, newColor); } if("property.landscape.texture.tilecolor3" == forKey) { LandscapeNode *landscape = GetLandscape(); if (!landscape) return; landscape->SetTileColor(LandscapeNode::TEXTURE_TILE3, newColor); } PropertyListDelegate::OnColorPropertyChanged(forList, forKey, newColor); }
void MaterialEditor::SetupFog(bool enabled, float32 dencity, const DAVA::Color &newColor) { for(int32 i = 0; i < (int32)materials.size(); ++i) { materials[i]->SetFog(enabled); materials[i]->SetFogDensity(dencity); materials[i]->SetFogColor(newColor); } if(workingScene) { EditorScene *editorScene = dynamic_cast<EditorScene *>(workingScene); if(editorScene) { LandscapeNode *landscape = editorScene->GetLandscape(editorScene); if (landscape) { landscape->SetFog(enabled); landscape->SetFogDensity(dencity); landscape->SetFogColor(newColor); } } } }