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Merge pull request #35 from byancey/master
Fix Issue List update on Layer Preview Select
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@@ -3525,7 +3525,7 @@ namespace UVtools.GUI
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// Not needed? visual artifact is not severe to make an extra showlayer call, also it acts like an "animation" removing crosshairs after zoom
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/*if (tsLayerImageShowCrosshairs.Checked &&
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!ReferenceEquals(Issues, null) && flvIssues.SelectedIndices.Count > 0 &&
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pbLayer.Zoom <= CrosshairFadeLevel && AutoZoomLevel > CrosshairFadeLevel &&
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pbLayer.Zoom <= CrosshairFadeLevel && LockedZoomLevel > CrosshairFadeLevel &&
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flvIssues.SelectedObjects.Cast<LayerIssue>().Any(issue => // Find a valid candidate to update layer preview, otherwise quit
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issue.LayerIndex == ActualLayer && issue.Type != LayerIssue.IssueType.EmptyLayer && issue.Type != LayerIssue.IssueType.TouchingBound))
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{
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@@ -4182,7 +4182,7 @@ namespace UVtools.GUI
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{
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// Check to see if this zoom action will cross the crosshair fade threshold
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/*if (tsLayerImageShowCrosshairs.Checked && !ReferenceEquals(Issues, null) && flvIssues.SelectedIndices.Count > 0
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&& pbLayer.Zoom <= CrosshairFadeLevel && AutoZoomLevel > CrosshairFadeLevel)
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&& pbLayer.Zoom <= CrosshairFadeLevel && LockedZoomLevel > CrosshairFadeLevel)
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{
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// Refresh the preview without the crosshairs before zooming-in.
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// Prevents zoomed-in crosshairs from breifly being displayed before
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@@ -4256,6 +4256,7 @@ namespace UVtools.GUI
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flvIssues.SelectedIndex = index;
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flvIssues.EnsureVisible(index);
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flvIssues.Refresh();
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break;
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}
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