Add a basic actor properties panel to the editor.
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258
OpenRA.Mods.Common/Widgets/Logic/Editor/ActorEditLogic.cs
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258
OpenRA.Mods.Common/Widgets/Logic/Editor/ActorEditLogic.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets.Logic
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{
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public class ActorEditLogic : ChromeLogic
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{
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// Error states define overlapping bits to simplify panel reflow logic
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[Flags] enum ActorIDStatus { Normal = 0, Duplicate = 1, Empty = 3 }
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readonly WorldRenderer worldRenderer;
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readonly EditorActorLayer editorActorLayer;
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readonly EditorViewportControllerWidget editor;
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readonly ContainerWidget actorSelectBorder;
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readonly BackgroundWidget actorEditPanel;
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readonly LabelWidget typeLabel;
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readonly TextFieldWidget actorIDField;
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readonly LabelWidget actorIDErrorLabel;
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readonly DropDownButtonWidget ownersDropDown;
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readonly Widget initContainer;
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readonly Widget buttonContainer;
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readonly int editPanelPadding; // Padding between right edge of actor and the edit panel.
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readonly long scrollVisibleTimeout = 100; // Delay after scrolling map before edit widget becomes visible again.
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long lastScrollTime = 0;
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PlayerReference selectedOwner;
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ActorIDStatus actorIDStatus = ActorIDStatus.Normal;
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ActorIDStatus nextActorIDStatus = ActorIDStatus.Normal;
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string initialActorID;
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EditorActorPreview currentActorInner;
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EditorActorPreview CurrentActor
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{
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get
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{
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return currentActorInner;
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}
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set
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{
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if (currentActorInner == value)
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return;
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if (currentActorInner != null)
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currentActorInner.Selected = false;
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currentActorInner = value;
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if (currentActorInner != null)
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currentActorInner.Selected = true;
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}
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}
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[ObjectCreator.UseCtor]
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public ActorEditLogic(Widget widget, World world, WorldRenderer worldRenderer, Dictionary<string, MiniYaml> logicArgs)
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{
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this.worldRenderer = worldRenderer;
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editorActorLayer = world.WorldActor.Trait<EditorActorLayer>();
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editor = widget.Parent.Get<EditorViewportControllerWidget>("MAP_EDITOR");
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actorSelectBorder = editor.Get<ContainerWidget>("ACTOR_SELECT_BORDER");
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actorEditPanel = editor.Get<BackgroundWidget>("ACTOR_EDIT_PANEL");
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typeLabel = actorEditPanel.Get<LabelWidget>("ACTOR_TYPE_LABEL");
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actorIDField = actorEditPanel.Get<TextFieldWidget>("ACTOR_ID");
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ownersDropDown = actorEditPanel.Get<DropDownButtonWidget>("OWNERS_DROPDOWN");
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initContainer = actorEditPanel.Get("ACTOR_INIT_CONTAINER");
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buttonContainer = actorEditPanel.Get("BUTTON_CONTAINER");
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var deleteButton = actorEditPanel.Get<ButtonWidget>("DELETE_BUTTON");
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var closeButton = actorEditPanel.Get<ButtonWidget>("CLOSE_BUTTON");
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actorIDErrorLabel = actorEditPanel.Get<LabelWidget>("ACTOR_ID_ERROR_LABEL");
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actorIDErrorLabel.IsVisible = () => actorIDStatus != ActorIDStatus.Normal;
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actorIDErrorLabel.GetText = () => actorIDStatus == ActorIDStatus.Duplicate ?
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"Duplicate Actor ID" : "Enter an Actor ID";
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MiniYaml yaml;
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if (logicArgs.TryGetValue("EditPanelPadding", out yaml))
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editPanelPadding = FieldLoader.GetValue<int>("EditPanelPadding", yaml.Value);
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closeButton.OnClick = Close;
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deleteButton.OnClick = Delete;
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actorSelectBorder.IsVisible = () => CurrentActor != null
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&& editor.CurrentBrush == editor.DefaultBrush
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&& Game.RunTime > lastScrollTime + scrollVisibleTimeout;
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actorEditPanel.IsVisible = actorSelectBorder.IsVisible;
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actorIDField.OnEscKey = () =>
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{
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actorIDField.YieldKeyboardFocus();
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return true;
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};
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actorIDField.OnTextEdited = () =>
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{
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if (string.IsNullOrWhiteSpace(actorIDField.Text))
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{
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nextActorIDStatus = ActorIDStatus.Empty;
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return;
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}
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// Check for duplicate actor ID
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var actorId = actorIDField.Text.ToLowerInvariant();
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if (CurrentActor.ID.ToLowerInvariant() != actorId)
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{
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var found = world.Map.ActorDefinitions.Any(x => x.Key.ToLowerInvariant() == actorId);
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if (found)
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{
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nextActorIDStatus = ActorIDStatus.Duplicate;
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return;
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}
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}
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SetActorID(world, actorId);
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};
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actorIDField.OnLoseFocus = () =>
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{
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// Reset invalid IDs back to their starting value
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if (actorIDStatus != ActorIDStatus.Normal)
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SetActorID(world, initialActorID);
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};
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// Setup owners drop down
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selectedOwner = editorActorLayer.Players.Players.Values.First();
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Func<PlayerReference, ScrollItemWidget, ScrollItemWidget> setupItem = (option, template) =>
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{
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var item = ScrollItemWidget.Setup(template, () => selectedOwner == option, () =>
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{
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ownersDropDown.Text = option.Name;
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ownersDropDown.TextColor = option.Color.RGB;
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selectedOwner = option;
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CurrentActor.Owner = selectedOwner;
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CurrentActor.ReplaceInit(new OwnerInit(selectedOwner.Name));
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});
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item.Get<LabelWidget>("LABEL").GetText = () => option.Name;
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item.GetColor = () => option.Color.RGB;
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return item;
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};
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ownersDropDown.OnClick = () =>
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{
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var owners = editorActorLayer.Players.Players.Values.OrderBy(p => p.Name);
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ownersDropDown.ShowDropDown("LABEL_DROPDOWN_TEMPLATE", 270, owners, setupItem);
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};
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ownersDropDown.Text = selectedOwner.Name;
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ownersDropDown.TextColor = selectedOwner.Color.RGB;
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}
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void SetActorID(World world, string actorId)
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{
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var actorDef = world.Map.ActorDefinitions.First(x => x.Key == CurrentActor.ID);
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actorDef.Key = actorId;
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CurrentActor.ID = actorId;
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nextActorIDStatus = ActorIDStatus.Normal;
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}
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public override void Tick()
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{
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if (actorIDStatus != nextActorIDStatus)
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{
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if ((actorIDStatus & nextActorIDStatus) == 0)
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{
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var offset = actorIDErrorLabel.Bounds.Height;
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if (nextActorIDStatus == ActorIDStatus.Normal)
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offset *= -1;
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actorEditPanel.Bounds.Height += offset;
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initContainer.Bounds.Y += offset;
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buttonContainer.Bounds.Y += offset;
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}
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actorIDStatus = nextActorIDStatus;
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}
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var actor = editor.DefaultBrush.SelectedActor;
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if (actor != null)
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{
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var origin = worldRenderer.Viewport.WorldToViewPx(new int2(actor.Bounds.X, actor.Bounds.Y));
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// If we scrolled, hide the edit box for a moment
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if (actorSelectBorder.Bounds.X != origin.X || actorSelectBorder.Bounds.Y != origin.Y)
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lastScrollTime = Game.RunTime;
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// If we changed actor, move widgets
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if (CurrentActor != actor)
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{
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lastScrollTime = 0; // Ensure visible
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selectedOwner = actor.Owner;
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ownersDropDown.Text = selectedOwner.Name;
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ownersDropDown.TextColor = selectedOwner.Color.RGB;
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CurrentActor = actor;
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initialActorID = actorIDField.Text = actor.ID;
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var font = Game.Renderer.Fonts[typeLabel.Font];
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var truncatedType = WidgetUtils.TruncateText(actor.DescriptiveName, typeLabel.Bounds.Width, font);
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typeLabel.Text = truncatedType;
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actorIDField.CursorPosition = actor.ID.Length;
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actorSelectBorder.Bounds.Width = actor.Bounds.Width * 2;
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actorSelectBorder.Bounds.Height = actor.Bounds.Height * 2;
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nextActorIDStatus = ActorIDStatus.Normal;
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}
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actorSelectBorder.Bounds.X = origin.X;
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actorSelectBorder.Bounds.Y = origin.Y;
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// Set the edit panel to the right of the selection border.
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actorEditPanel.Bounds.X = origin.X + actorSelectBorder.Bounds.Width / 2 + editPanelPadding;
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actorEditPanel.Bounds.Y = origin.Y;
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}
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else
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{
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// Selected actor is null, hide the border and edit panel.
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actorIDField.YieldKeyboardFocus();
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CurrentActor = null;
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}
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}
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void Delete()
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{
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if (CurrentActor != null)
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editorActorLayer.Remove(CurrentActor);
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Close();
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}
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void Close()
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{
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actorIDField.YieldKeyboardFocus();
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editor.DefaultBrush.SelectedActor = null;
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actorSelectBorder.Visible = false;
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CurrentActor = null;
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}
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}
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}
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