- Fixed frmLightLevel to repaint the game window (when the slider changes)
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@ -1,48 +1,50 @@
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unit UfrmLightlevel;
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{$mode objfpc}{$H+}
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interface
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uses
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Classes, SysUtils, FileUtil, LResources, Forms, Controls, Graphics, Dialogs,
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ExtCtrls, ComCtrls, UfrmToolWindow;
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type
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{ TfrmLightlevel }
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TfrmLightlevel = class(TfrmToolWindow)
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tbLightlevel: TTrackBar;
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procedure tbLightlevelChange(Sender: TObject);
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private
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{ private declarations }
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public
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{ public declarations }
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end;
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var
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frmLightlevel: TfrmLightlevel;
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implementation
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uses
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UfrmMain;
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{ TfrmLightlevel }
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procedure TfrmLightlevel.tbLightlevelChange(Sender: TObject);
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begin
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if frmMain.LightManager.LightLevel = 0 then
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begin
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frmMain.LightManager.LightLevel := tbLightlevel.Position;
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frmMain.InvalidateFilter;
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end else
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frmMain.LightManager.LightLevel := tbLightlevel.Position;
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end;
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initialization
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{$I UfrmLightlevel.lrs}
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end.
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unit UfrmLightlevel;
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{$mode objfpc}{$H+}
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interface
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uses
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Classes, SysUtils, FileUtil, LResources, Forms, Controls, Graphics, Dialogs,
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ExtCtrls, ComCtrls, UfrmToolWindow;
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type
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{ TfrmLightlevel }
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TfrmLightlevel = class(TfrmToolWindow)
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tbLightlevel: TTrackBar;
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procedure tbLightlevelChange(Sender: TObject);
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private
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{ private declarations }
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public
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{ public declarations }
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end;
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var
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frmLightlevel: TfrmLightlevel;
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implementation
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uses
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UfrmMain;
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{ TfrmLightlevel }
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procedure TfrmLightlevel.tbLightlevelChange(Sender: TObject);
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begin
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if frmMain.LightManager.LightLevel = 0 then
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begin
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frmMain.LightManager.LightLevel := tbLightlevel.Position;
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frmMain.InvalidateFilter;
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end else
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frmMain.LightManager.LightLevel := tbLightlevel.Position;
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frmMain.oglGameWindow.Repaint;
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end;
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initialization
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{$I UfrmLightlevel.lrs}
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end.
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