UltimateZoneBuilder/Source/Plugins/ImageDrawingExample/ImageExampleMode.cs

178 lines
6.9 KiB
C#
Raw Permalink Normal View History


#region ================== Copyright (c) 2009 Pascal vd Heiden
/*
* Copyright (c) 2009 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Globalization;
using System.Text;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
#endregion
namespace CodeImp.DoomBuilder.Statistics
{
//
// This class defines an classic editing mode. You can also inherit from VisualMode for a
// visual editing mode or inherit from EditMode if you feel creative. The ClassicMode
// provides basic 2D editing mode features such as zooming in/out and panning the view as
// well as a bunch of usefull events.
//
//
// This EditMode attribute allows you to link the editing mode into Doom Builder. The core
// only sees your editing mode with this attribute and uses the settings to register it.
//
// DisplayName: This is the name you want to display to the user for this mode.
//
// SwitchAction: This is the action (see Actions.cfg) that engages this mode.
//
// ButtonImage: If set, creates a button on the toolbar for this mode and uses this image.
// Note that the image is included in this project as "Embedded Resource".
//
// ButtonOrder: Ordering number for the position of the button on the toolbar.
//
// ButtonGroup: Group in which to put the button on the toolbar.
// (Groups are buttons that are grouped together between separators)
//
// UseByDefault: THIS OPTION MAY BE INTRUSIVE TO THE USER, USE WITH GREAT CARE!
// Set this to enable this editing mode for use in all game configurations
// by default. This only applies the first time a plugin is loaded and can
// still be changed by the user. But it may not be desired and may conflict
// with other editing modes.
//
// Volatile: Set this to make this mode a volatile mode. When volatile, the mode is
// automatically cancelled when certain major actions are performed (such as
// when the map is saved)
//
[EditMode(DisplayName = "Image Example",
SwitchAction = "imageexamplemode",
ButtonImage = "ImageIcon.png",
ButtonOrder = 300,
ButtonGroup = "002_tools",
UseByDefault = true)]
public class ImageExampleMode : ClassicMode
{
// This is the image we want to display. We keep it here, because we don't want to load/unload
// it all the time when it needs to be drawn. You may even want to consider placing this in a
// class of program scope such as the Plug and load the image only once when the plugin is loaded.
private ImageData exampleimage;
//
// Order in which events occur when switching editing modes:
//
// - Constructor of new mode is called
// - OnDisengage() of old mode is called
// ----- Mode switches -----
// - OnEngage() of new mode is called
// - Dispose() of old mode is called
//
// This function is called when this editing mode is engaged
public override void OnEngage()
{
base.OnEngage();
// Here we load our image. The image is loaded from resource that is embedded
// in this project. This is done by simply adding the PNG file to the project
// and set the Build Action property of the image to "Embedded Resource".
// Embedded means that the image will be compiled into your plugin .DLL file so
// you don't have to distribute this image separately.
exampleimage = new ResourceImage("CodeImp.DoomBuilder.Plugins.ImageDrawingExample.exampleimage.png");
// The image is not always directly loaded. Call this to ensure that the image is loaded immediately.
exampleimage.LoadImage();
if(exampleimage.LoadFailed) throw new Exception("Unable to load the exampleimage.png resource!");
// After loading, the image is usable by the GDI (GetBitmap() function) but we want to use
// it for rendering in the working area. We must call CreateTexture to tranfer the image to
// the vido memory as texture.
exampleimage.CreateTexture();
// This tells the renderer how to display the map.
// The renderer works with several different layers, each with its own purpose
// and features. A "presentation" defines how to combine these layers when
// presented to the user on the display. Here I make a special presentation
// that includes only the layer we need: the Overlay layer.
CustomPresentation p = new CustomPresentation();
p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.None, 1.0f, false));
renderer.SetPresentation(p);
}
// This function is called when this editing mode is disengaged
public override void OnDisengage()
{
// We no longer need the image, make sure it is removed from memory!
exampleimage.Dispose();
base.OnDisengage();
}
// Event called when the user (or the core) wants to cancel this editing mode
public override void OnCancel()
{
base.OnCancel();
// Return to previous stable mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// MANDATORY: You must override this event and handle it to draw the map
// In this example, we're not going to draw the map at all, but the example image instead.
public override void OnRedrawDisplay()
{
base.OnRedrawDisplay();
// We don't have to clear the other layers or anything, because they are not used
// anyway (see how the presentation above is configured to show only the Overlay layer)
// Clear the overlay and begin rendering to it.
if(renderer.StartOverlay(true))
{
// Rectangle of coordinates where to draw the image.
// We use untranslated coordinates: this means the coordinates here
// are already in screen space.
RectangleF r = new RectangleF(20.0f, 20.0f, 428.0f, 332.0f);
// Show the picture!
renderer.RenderRectangleFilled(r, PixelColor.FromColor(Color.White), false, exampleimage);
// Finish our rendering to this layer.
renderer.Finish();
}
// We now present it to the user on the display,
// with the previously defined presentation settings.
renderer.Present();
}
}
}