UltimateZoneBuilder/Source/Interface/SectorEditForm.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 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.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.IO;
using System.IO;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.Interface
{
internal partial class SectorEditForm : DelayedForm
{
// Variables
private ICollection<Sector> sectors;
// Constructor
public SectorEditForm()
{
// Initialize
InitializeComponent();
// Fill effects list
effect.AddInfo(General.Map.Config.SortedSectorEffects.ToArray());
// Fill universal fields list
fieldslist.ListFixedFields(General.Map.Config.SectorFields);
// Initialize image selectors
floortex.Initialize();
ceilingtex.Initialize();
}
// This sets up the form to edit the given sectors
public void Setup(ICollection<Sector> sectors)
{
Sector sc;
// Keep this list
this.sectors = sectors;
if(sectors.Count > 1) this.Text = "Edit Sectors (" + sectors.Count + ")";
////////////////////////////////////////////////////////////////////////
// Set all options to the first sector properties
////////////////////////////////////////////////////////////////////////
// Get first sector
sc = General.GetByIndex<Sector>(sectors, 0);
// Effects
effect.Value = sc.Effect;
brightness.Text = sc.Brightness.ToString();
// Floor/ceiling
floorheight.Text = sc.FloorHeight.ToString();
ceilingheight.Text = sc.CeilHeight.ToString();
floortex.TextureName = sc.FloorTexture;
ceilingtex.TextureName = sc.CeilTexture;
// Action
tag.Text = sc.Tag.ToString();
////////////////////////////////////////////////////////////////////////
// Now go for all sectors and change the options when a setting is different
////////////////////////////////////////////////////////////////////////
// Go for all sectors
foreach(Sector s in sectors)
{
// Effects
if(s.Effect != effect.Value) effect.Empty = true;
if(s.Brightness.ToString() != brightness.Text) brightness.Text = "";
// Floor/Ceiling
if(s.FloorHeight.ToString() != floorheight.Text) floorheight.Text = "";
if(s.CeilHeight.ToString() != ceilingheight.Text) ceilingheight.Text = "";
if(s.FloorTexture != floortex.TextureName) floortex.TextureName = "";
if(s.CeilTexture != ceilingtex.TextureName) ceilingtex.TextureName = "";
// Action
if(s.Tag.ToString() != tag.Text) tag.Text = "";
}
}
// OK clicked
private void apply_Click(object sender, EventArgs e)
{
string undodesc = "sector";
// Make undo
if(sectors.Count > 1) undodesc = sectors.Count + " sectors";
General.Map.UndoRedo.CreateUndo("Edit " + undodesc, UndoGroup.None, 0);
// Go for all sectors
foreach(Sector s in sectors)
{
// Effects
if(!effect.Empty) s.Effect = effect.Value;
s.Brightness = brightness.GetResult(s.Brightness);
// Floor/Ceiling
s.FloorHeight = floorheight.GetResult(s.FloorHeight);
s.CeilHeight = ceilingheight.GetResult(s.CeilHeight);
s.SetFloorTexture(floortex.GetResult(s.FloorTexture));
s.SetCeilTexture(ceilingtex.GetResult(s.CeilTexture));
// Action
s.Tag = tag.GetResult(s.Tag);
}
// Done
this.DialogResult = DialogResult.OK;
this.Close();
}
// Cancel clicked
private void cancel_Click(object sender, EventArgs e)
{
// Be gone
this.DialogResult = DialogResult.Cancel;
this.Close();
}
// This finds a new (unused) tag
private void newtag_Click(object sender, EventArgs e)
{
tag.Text = General.Map.Map.GetNewTag().ToString();
}
// Browse Effect clicked
private void browseeffect_Click(object sender, EventArgs e)
{
effect.Value = EffectBrowserForm.BrowseEffect(this, effect.Value);
}
}
}