2016-04-27 09:13:07 +00:00
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namespace CodeImp.DoomBuilder.Controls
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Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
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{
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partial class PairedFloatControl
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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2015-12-28 15:01:53 +00:00
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if(disposing && (components != null))
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Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Component Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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2014-12-24 18:32:24 +00:00
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this.value1 = new CodeImp.DoomBuilder.Controls.ButtonsNumericTextbox();
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this.value2 = new CodeImp.DoomBuilder.Controls.ButtonsNumericTextbox();
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this.bReset = new System.Windows.Forms.Button();
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this.bLink = new System.Windows.Forms.Button();
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this.SuspendLayout();
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//
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// value1
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//
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this.value1.AllowDecimal = true;
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this.value1.AllowNegative = true;
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this.value1.AllowRelative = true;
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2016-10-10 14:14:47 +00:00
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this.value1.AllowExpressions = true;
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2014-12-24 18:32:24 +00:00
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this.value1.ButtonStep = 1;
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this.value1.ButtonStepFloat = 1F;
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this.value1.ButtonStepsWrapAround = false;
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2015-01-05 14:56:44 +00:00
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this.value1.Location = new System.Drawing.Point(2, 1);
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2014-12-24 18:32:24 +00:00
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this.value1.Margin = new System.Windows.Forms.Padding(2, 3, 2, 3);
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this.value1.Name = "value1";
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this.value1.Size = new System.Drawing.Size(62, 24);
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this.value1.StepValues = null;
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this.value1.TabIndex = 42;
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this.value1.Tag = "offsetx_top";
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this.value1.WhenTextChanged += new System.EventHandler(this.value1_WhenTextChanged);
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//
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// value2
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//
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this.value2.AllowDecimal = true;
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this.value2.AllowNegative = true;
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this.value2.AllowRelative = true;
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2016-10-10 14:14:47 +00:00
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this.value2.AllowExpressions = true;
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2014-12-24 18:32:24 +00:00
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this.value2.ButtonStep = 1;
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this.value2.ButtonStepFloat = 1F;
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this.value2.ButtonStepsWrapAround = false;
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2015-01-05 14:56:44 +00:00
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this.value2.Location = new System.Drawing.Point(71, 1);
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2014-12-24 18:32:24 +00:00
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this.value2.Margin = new System.Windows.Forms.Padding(2, 3, 2, 3);
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this.value2.Name = "value2";
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this.value2.Size = new System.Drawing.Size(62, 24);
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this.value2.StepValues = null;
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this.value2.TabIndex = 43;
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this.value2.Tag = "offsety_top";
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this.value2.WhenTextChanged += new System.EventHandler(this.value2_WhenTextChanged);
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//
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// bReset
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//
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this.bReset.Image = global::CodeImp.DoomBuilder.Properties.Resources.Reset;
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2015-01-05 14:56:44 +00:00
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this.bReset.Location = new System.Drawing.Point(161, 1);
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2014-12-24 18:32:24 +00:00
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this.bReset.Margin = new System.Windows.Forms.Padding(2, 3, 2, 3);
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this.bReset.Name = "bReset";
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2015-01-05 14:56:44 +00:00
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this.bReset.Size = new System.Drawing.Size(23, 23);
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2014-12-24 18:32:24 +00:00
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this.bReset.TabIndex = 45;
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this.bReset.UseVisualStyleBackColor = true;
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this.bReset.Visible = false;
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this.bReset.Click += new System.EventHandler(this.bReset_Click);
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//
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// bLink
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//
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this.bLink.Image = global::CodeImp.DoomBuilder.Properties.Resources.Unlink;
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2015-01-05 14:56:44 +00:00
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this.bLink.Location = new System.Drawing.Point(136, 1);
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2014-12-24 18:32:24 +00:00
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this.bLink.Margin = new System.Windows.Forms.Padding(2, 3, 2, 3);
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this.bLink.Name = "bLink";
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2015-01-05 14:56:44 +00:00
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this.bLink.Size = new System.Drawing.Size(23, 23);
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2014-12-24 18:32:24 +00:00
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this.bLink.TabIndex = 44;
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this.bLink.UseVisualStyleBackColor = true;
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this.bLink.Click += new System.EventHandler(this.bLink_Click);
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//
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// PairedFloatControl
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(96F, 96F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Dpi;
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this.Controls.Add(this.bReset);
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this.Controls.Add(this.bLink);
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this.Controls.Add(this.value1);
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this.Controls.Add(this.value2);
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this.Margin = new System.Windows.Forms.Padding(2, 3, 2, 3);
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this.Name = "PairedFloatControl";
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2015-01-05 14:56:44 +00:00
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this.Size = new System.Drawing.Size(186, 26);
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2014-12-24 18:32:24 +00:00
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this.ResumeLayout(false);
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Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
|
|
|
|
|
|
|
|
|
}
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#endregion
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private System.Windows.Forms.Button bReset;
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private System.Windows.Forms.Button bLink;
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private DoomBuilder.Controls.ButtonsNumericTextbox value1;
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2015-01-05 14:56:44 +00:00
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private DoomBuilder.Controls.ButtonsNumericTextbox value2;
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Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
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|
|
}
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|
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}
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