2009-04-19 21:45:56 +00:00
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#region ================== Copyright (c) 2009 Pascal vd Heiden
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/*
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* Copyright (c) 2009 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.Statistics
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{
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//
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// This class defines an classic editing mode. You can also inherit from VisualMode for a
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// visual editing mode or inherit from EditMode if you feel creative. The ClassicMode
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// provides basic 2D editing mode features such as zooming in/out and panning the view as
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// well as a bunch of usefull events.
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//
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//
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// This EditMode attribute allows you to link the editing mode into Doom Builder. The core
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// only sees your editing mode with this attribute and uses the settings to register it.
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//
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// DisplayName: This is the name you want to display to the user for this mode.
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//
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// SwitchAction: This is the action (see Actions.cfg) that engages this mode.
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//
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// ButtonImage: If set, creates a button on the toolbar for this mode and uses this image.
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// Note that the image is included in this project as "Embedded Resource".
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//
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// ButtonOrder: Ordering number for the position of the button on the toolbar.
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//
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// ButtonGroup: Group in which to put the button on the toolbar.
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// (Groups are buttons that are grouped together between separators)
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//
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// UseByDefault: THIS OPTION MAY BE INTRUSIVE TO THE USER, USE WITH GREAT CARE!
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// Set this to enable this editing mode for use in all game configurations
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// by default. This only applies the first time a plugin is loaded and can
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// still be changed by the user. But it may not be desired and may conflict
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// with other editing modes.
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//
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// Volatile: Set this to make this mode a volatile mode. When volatile, the mode is
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// automatically cancelled when certain major actions are performed (such as
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// when the map is saved)
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//
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[EditMode(DisplayName = "Statistics",
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SwitchAction = "statisticsmode",
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ButtonImage = "StatisticsIcon.png",
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ButtonOrder = 300,
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ButtonGroup = "002_tools",
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UseByDefault = true,
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2011-12-03 15:40:10 +00:00
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AllowCopyPaste = false,
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2009-04-19 21:45:56 +00:00
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Volatile = true)]
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public class StatisticsMode : ClassicMode
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{
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//
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// Order in which events occur when switching editing modes:
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//
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// - Constructor of new mode is called
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// - OnDisengage() of old mode is called
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// ----- Mode switches -----
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// - OnEngage() of new mode is called
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// - Dispose() of old mode is called
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//
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// This function is called when this editing mode is engaged
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public override void OnEngage()
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{
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base.OnEngage();
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// This tells the renderer how to display the map.
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// The renderer works with several different layers, each with its own purpose
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// and features. A "presentation" defines how to combine these layers when
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// presented to the user on the display. You can make your own presentation
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// using the CustomPresentation class, but the standard one is good enough for
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// what we need here.
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renderer.SetPresentation(Presentation.Standard);
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// We now want to show our interface window.
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// General.Interface is the main Doom Builder window. We want to use
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// it as "owner" so that our window stays on top of the main window.
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BuilderPlug.Me.StatsForm.ShowWindow((Form)General.Interface);
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}
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// This function is called when this editing mode is disengaged
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Hide the window
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BuilderPlug.Me.StatsForm.Hide();
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}
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// Event called when the user (or the core) wants to cancel this editing mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to previous stable mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// MANDATORY: You must override this event and handle it to draw the map
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public override void OnRedrawDisplay()
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{
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base.OnRedrawDisplay();
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// This redraws the surface layer of a presentation. Depending on the
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// chosen view mode, it contains the floor or ceiling textures of the
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// sectors, or the light levels of the sectors. If your presentation
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// does not include the Suface layer, you do not need to call this.
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// Calling renderer.Finish() is never needed for this.
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renderer.RedrawSurface();
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// Here we begin drawing on the Geometry layer (which can only draw lines
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// and dots, hence why the renderer is called a 'plotter')
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// StartPlotter() returns true when drawing is possible.
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if(renderer.StartPlotter(true))
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{
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// We simply draw all the linedefs and then we draw all the vertices on top.
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// This must be called to finish the rendering.
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renderer.Finish();
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}
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// Here we begin drawing on the Things layer (which can only display things)
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// StartThings returns true when drawing is possible.
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if(renderer.StartThings(true))
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{
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// We draw the "visible" things opaque and the "invisible" things with the default translucency.
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// Visible and invisible things are controlled by the Things Filter in the core.
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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// This must be called to finish the rendering.
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renderer.Finish();
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}
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// We don't need the overlay at all, so we just clear it here. An optimisation
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// could be to write a custom presentation that excludes the Overlay layer so
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// we don't need to clear it, but let's keep it simple for now.
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if(renderer.StartOverlay(true))
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{
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// You know this must be called to finish the rendering, right?
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renderer.Finish();
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}
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// All layers we need have been updated. We now present it to the user
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// on the display, with the previously defined presentation settings.
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renderer.Present();
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}
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}
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}
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