UltimateZoneBuilder/Source/BuilderModes/ClassicModes/ErrorCheckMode.cs

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2008-10-23 05:53:34 +00:00
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Map Analysis",
SwitchAction = "errorcheckmode",
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Volatile = true)]
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public sealed class ErrorCheckMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
#endregion
#region ================== Events
// Cancelled
public override void OnCancel()
{
// Cancel base class
base.OnCancel();
// Return to base mode
General.Map.ChangeMode(General.Map.PreviousStableMode.Name);
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Show toolbox window
BuilderPlug.Me.ErrorCheckForm.Show((Form)General.Interface);
}
// Disenagaging
public override void OnDisengage()
{
base.OnDisengage();
// Hide object info
General.Interface.HideInfo();
// Hide toolbox window
BuilderPlug.Me.ErrorCheckForm.Hide();
}
// This applies the curves and returns to the base mode
public override void OnAccept()
{
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Update caches
General.Map.Map.Update();
General.Map.IsChanged = true;
// Return to base mode
General.Map.ChangeMode(General.Map.PreviousStableMode.Name);
}
// Redrawing display
public override void OnRedrawDisplay()
{
}
#endregion
}
}