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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using System;
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2014-12-03 23:15:26 +00:00
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using System.Globalization;
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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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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Properties;
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namespace CodeImp.DoomBuilder.GZBuilder.Controls
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{
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public partial class PairedFloatControl : UserControl
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{
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#region ================== Events
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public event EventHandler OnValuesChanged;
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#endregion
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#region ================== Variables
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private float defaultValue;
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private bool blockUpdate;
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private bool linkValues;
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2015-01-05 14:56:44 +00:00
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private bool changed;
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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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#region ================== Properties
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2015-01-05 14:56:44 +00:00
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public bool NonDefaultValue { get { return changed; } }
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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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public float DefaultValue { get { return defaultValue; } set { defaultValue = value; } }
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public float ButtonStep { get { return value1.ButtonStepFloat; } set { value1.ButtonStepFloat = value; value2.ButtonStepFloat = value; } }
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2015-03-23 14:19:23 +00:00
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public float ButtonStepBig { get { return value1.ButtonStepBig; } set { value1.ButtonStepBig = value; value2.ButtonStepBig = value; } }
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public float ButtonStepSmall { get { return value1.ButtonStepSmall; } set { value1.ButtonStepSmall = value; value2.ButtonStepSmall = value; } }
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public bool ButtonStepsUseModifierKeys { get { return value1.ButtonStepsUseModifierKeys; } set { value1.ButtonStepsUseModifierKeys = value; value2.ButtonStepsUseModifierKeys = value; } }
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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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public PairedFloatControl()
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{
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InitializeComponent();
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}
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public void SetValues(float val1, float val2, bool first)
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{
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blockUpdate = true;
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2014-12-03 23:15:26 +00:00
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if (first)
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{
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2015-03-23 14:19:23 +00:00
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value1.Text = val1.ToString(CultureInfo.CurrentCulture);
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value2.Text = val2.ToString(CultureInfo.CurrentCulture);
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2014-12-03 23:15:26 +00:00
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}
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else
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{
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2015-03-23 14:19:23 +00:00
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if(!string.IsNullOrEmpty(value1.Text) && value1.Text != val1.ToString(CultureInfo.CurrentCulture))
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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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value1.Text = string.Empty;
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2015-03-23 14:19:23 +00:00
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if(!string.IsNullOrEmpty(value2.Text) && value2.Text != val2.ToString(CultureInfo.CurrentCulture))
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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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value2.Text = string.Empty;
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}
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2014-12-03 23:15:26 +00:00
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CheckValues();
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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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blockUpdate = false;
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}
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public float GetValue1(float original)
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{
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return value1.GetResultFloat(original);
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}
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public float GetValue2(float original)
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{
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return value2.GetResultFloat(original);
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}
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2014-12-03 23:15:26 +00:00
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private void CheckValues()
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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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2015-01-05 14:56:44 +00:00
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changed = (string.IsNullOrEmpty(value1.Text) || string.IsNullOrEmpty(value2.Text)
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2014-12-03 23:15:26 +00:00
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|| value1.GetResultFloat(defaultValue) != defaultValue || value2.GetResultFloat(defaultValue) != defaultValue);
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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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bReset.Visible = changed;
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if (!blockUpdate && OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
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}
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private void bReset_Click(object sender, EventArgs e)
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{
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2015-03-23 14:19:23 +00:00
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string newValue = defaultValue.ToString(CultureInfo.CurrentCulture);
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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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value1.Text = newValue;
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value2.Text = newValue;
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2014-12-03 23:15:26 +00:00
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CheckValues();
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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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private void bLink_Click(object sender, EventArgs e)
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{
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linkValues = !linkValues;
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bLink.Image = (linkValues ? Resources.Link : Resources.Unlink);
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}
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private void value1_WhenTextChanged(object sender, EventArgs e)
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{
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if (blockUpdate) return;
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2014-12-03 23:15:26 +00:00
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if (linkValues)
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{
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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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blockUpdate = true;
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value2.Text = value1.Text;
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blockUpdate = false;
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}
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2014-12-03 23:15:26 +00:00
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CheckValues();
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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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private void value2_WhenTextChanged(object sender, EventArgs e)
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{
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if (blockUpdate) return;
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2014-12-03 23:15:26 +00:00
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if (linkValues)
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{
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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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blockUpdate = true;
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value1.Text = value2.Text;
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blockUpdate = false;
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}
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2014-12-03 23:15:26 +00:00
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CheckValues();
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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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