UltimateZoneBuilder/Source/Plugins/Statistics/StatisticsMode.cs

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#region ================== Copyright (c) 2009 Pascal vd Heiden
/*
* Copyright (c) 2009 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 CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
#endregion
namespace CodeImp.DoomBuilder.Statistics
{
//
// This class defines an classic editing mode. You can also inherit from VisualMode for a
// visual editing mode or inherit from EditMode if you feel creative. The ClassicMode
// provides basic 2D editing mode features such as zooming in/out and panning the view as
// well as a bunch of usefull events.
//
//
// This EditMode attribute allows you to link the editing mode into Doom Builder. The core
// only sees your editing mode with this attribute and uses the settings to register it.
//
// DisplayName: This is the name you want to display to the user for this mode.
//
// SwitchAction: This is the action (see Actions.cfg) that engages this mode.
//
// ButtonImage: If set, creates a button on the toolbar for this mode and uses this image.
// Note that the image is included in this project as "Embedded Resource".
//
// ButtonOrder: Ordering number for the position of the button on the toolbar.
//
// ButtonGroup: Group in which to put the button on the toolbar.
// (Groups are buttons that are grouped together between separators)
//
// UseByDefault: THIS OPTION MAY BE INTRUSIVE TO THE USER, USE WITH GREAT CARE!
// Set this to enable this editing mode for use in all game configurations
// by default. This only applies the first time a plugin is loaded and can
// still be changed by the user. But it may not be desired and may conflict
// with other editing modes.
//
// Volatile: Set this to make this mode a volatile mode. When volatile, the mode is
// automatically cancelled when certain major actions are performed (such as
// when the map is saved)
//
[EditMode(DisplayName = "Statistics",
SwitchAction = "statisticsmode",
ButtonImage = "StatisticsIcon.png",
ButtonOrder = 300,
ButtonGroup = "002_tools",
UseByDefault = true,
Volatile = true)]
public class StatisticsMode : ClassicMode
{
//
// Order in which events occur when switching editing modes:
//
// - Constructor of new mode is called
// - OnDisengage() of old mode is called
// ----- Mode switches -----
// - OnEngage() of new mode is called
// - Dispose() of old mode is called
//
// This function is called when this editing mode is engaged
public override void OnEngage()
{
base.OnEngage();
// This tells the renderer how to display the map.
// The renderer works with several different layers, each with its own purpose
// and features. A "presentation" defines how to combine these layers when
// presented to the user on the display. You can make your own presentation
// using the CustomPresentation class, but the standard one is good enough for
// what we need here.
renderer.SetPresentation(Presentation.Standard);
// We now want to show our interface window.
// General.Interface is the main Doom Builder window. We want to use
// it as "owner" so that our window stays on top of the main window.
BuilderPlug.Me.StatsForm.ShowWindow((Form)General.Interface);
}
// This function is called when this editing mode is disengaged
public override void OnDisengage()
{
base.OnDisengage();
// Hide the window
BuilderPlug.Me.StatsForm.Hide();
}
// Event called when the user (or the core) wants to cancel this editing mode
public override void OnCancel()
{
base.OnCancel();
// Return to previous stable mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// MANDATORY: You must override this event and handle it to draw the map
public override void OnRedrawDisplay()
{
base.OnRedrawDisplay();
// This redraws the surface layer of a presentation. Depending on the
// chosen view mode, it contains the floor or ceiling textures of the
// sectors, or the light levels of the sectors. If your presentation
// does not include the Suface layer, you do not need to call this.
// Calling renderer.Finish() is never needed for this.
renderer.RedrawSurface();
// Here we begin drawing on the Geometry layer (which can only draw lines
// and dots, hence why the renderer is called a 'plotter')
// StartPlotter() returns true when drawing is possible.
if(renderer.StartPlotter(true))
{
// We simply draw all the linedefs and then we draw all the vertices on top.
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
// This must be called to finish the rendering.
renderer.Finish();
}
// Here we begin drawing on the Things layer (which can only display things)
// StartThings returns true when drawing is possible.
if(renderer.StartThings(true))
{
// We draw the "visible" things opaque and the "invisible" things with the default translucency.
// Visible and invisible things are controlled by the Things Filter in the core.
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
// This must be called to finish the rendering.
renderer.Finish();
}
// We don't need the overlay at all, so we just clear it here. An optimisation
// could be to write a custom presentation that excludes the Overlay layer so
// we don't need to clear it, but let's keep it simple for now.
if(renderer.StartOverlay(true))
{
// You know this must be called to finish the rendering, right?
renderer.Finish();
}
// All layers we need have been updated. We now present it to the user
// on the display, with the previously defined presentation settings.
renderer.Present();
}
}
}