@ Added Image Drawing Example plugin to repository

This commit is contained in:
codeimp 2009-08-02 22:10:34 +00:00
parent 578259fe67
commit 0ab176fb87
9 changed files with 402 additions and 0 deletions

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@ -9,6 +9,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Statistics", "Source\Plugin
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CopyPasteSectorProperties", "Source\Plugins\CopyPasteSectorProps\CopyPasteSectorProperties.csproj", "{A5F93B70-18D9-4F3C-9B72-BC8B5B13998E}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ImageDrawingExample", "Source\Plugins\ImageDrawingExample\ImageDrawingExample.csproj", "{CBD14608-D467-458A-97B3-CA767CA85203}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
@ -27,6 +29,8 @@ Global
{FBC0A503-9152-4BE2-9B5C-128FFD0B0D3F}.Release|x86.ActiveCfg = Release|x86
{A5F93B70-18D9-4F3C-9B72-BC8B5B13998E}.Debug|x86.ActiveCfg = Debug|x86
{A5F93B70-18D9-4F3C-9B72-BC8B5B13998E}.Release|x86.ActiveCfg = Release|x86
{CBD14608-D467-458A-97B3-CA767CA85203}.Debug|x86.ActiveCfg = Debug|x86
{CBD14608-D467-458A-97B3-CA767CA85203}.Release|x86.ActiveCfg = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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Resources/Icons/Image.png Normal file

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//
// This file defines which actions there are, what description they have and
// some behaviour options. The Doom Builder core will bind to these actions
// with delegates (function pointers) where you use the BeginAction and
// EndAction attributes. This file must be named Actions.cfg and must be
// included in the plugin project as "Embedded Resource".
//
//
// Options:
//
// allowkeys: Allows the user to bind standard keys to this action.
// allowmouse: Allows the user to bind mouse buttons to this action.
// allowscroll: Allows the user to bind the scrollwheel to this action.
// disregardshift: This action will trigger regardless if Shift or Control is used.
// repeat: BeginAction will be called for automatic key repetition.
// default: Default key is only used when the action is loaded for the first
// time and the default key is not used by any other action.
//
// allowkeys and allowmouse are true by default, the others are false by default.
//
imageexamplemode
{
title = "Image Example";
category = "tools";
description = "Switches to the image example mode.";
allowkeys = true;
allowmouse = true;
allowscroll = true;
}

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@ -0,0 +1,83 @@

#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.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;
using CodeImp.DoomBuilder.Plugins;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Plugins.ImageDrawingExample
{
//
// MANDATORY: The plug!
// This is an important class to the Doom Builder core. Every plugin must
// have exactly 1 class that inherits from Plug. When the plugin is loaded,
// this class is instantiated and used to receive events from the core.
// Make sure the class is public, because only public classes can be seen
// by the core.
//
// In this example we don't really do anything interesting here. This is the bare
// minimum you need for a Plug class. You may as well ignore this whole file.
public class BuilderPlug : Plug
{
// Static instance. We can't use a real static class, because BuilderPlug must
// be instantiated by the core, so we keep a static reference. (this technique
// should be familiar to object-oriented programmers)
private static BuilderPlug me;
// Static property to access the BuilderPlug
public static BuilderPlug Me { get { return me; } }
// Override this property if you want to give your plugin a name other
// than the filename without extention.
public override string Name { get { return "Image Drawing Example"; } }
// This event is called when the plugin is initialized
public override void OnInitialize()
{
base.OnInitialize();
// Keep a static reference
me = this;
}
// This is called when the plugin is terminated
public override void Dispose()
{
base.Dispose();
}
}
}

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@ -0,0 +1,69 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.30729</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{CBD14608-D467-458A-97B3-CA767CA85203}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>CodeImp.DoomBuilder.Plugins.ImageDrawingExample</RootNamespace>
<AssemblyName>ImageDrawingExample</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<OutputPath>..\..\..\Build\Plugins\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DebugType>full</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<OutputPath>..\..\..\Build\Plugins\</OutputPath>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Drawing" />
</ItemGroup>
<ItemGroup>
<Compile Include="BuilderPlug.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="ImageExampleMode.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Core\Builder.csproj">
<Project>{818B3D10-F791-4C3F-9AF5-BB2D0079B63C}</Project>
<Name>Builder</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="ImageIcon.png" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="exampleimage.png" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Actions.cfg" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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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.Drawing;
using System.Globalization;
using System.Text;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Data;
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 = "Image Example",
SwitchAction = "imageexamplemode",
ButtonImage = "ImageIcon.png",
ButtonOrder = 300,
ButtonGroup = "002_tools",
UseByDefault = true)]
public class ImageExampleMode : ClassicMode
{
// This is the image we want to display. We keep it here, because we don't want to load/unload
// it all the time when it needs to be drawn. You may even want to consider placing this in a
// class of program scope such as the Plug and load the image only once when the plugin is loaded.
private ImageData exampleimage;
//
// 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();
// Here we load our image. The image is loaded from resource that is embedded
// in this project. This is done by simply adding the PNG file to the project
// and set the Build Action property of the image to "Embedded Resource".
// Embedded means that the image will be compiled into your plugin .DLL file so
// you don't have to distribute this image separately.
exampleimage = new ResourceImage("CodeImp.DoomBuilder.Plugins.ImageDrawingExample.exampleimage.png");
// The image is not always directly loaded. Call this to ensure that the image is loaded immediately.
exampleimage.LoadImage();
if(exampleimage.LoadFailed) throw new Exception("Unable to load the exampleimage.png resource!");
// After loading, the image is usable by the GDI (GetBitmap() function) but we want to use
// it for rendering in the working area. We must call CreateTexture to tranfer the image to
// the vido memory as texture.
exampleimage.CreateTexture();
// 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. Here I make a special presentation
// that includes only the layer we need: the Overlay layer.
CustomPresentation p = new CustomPresentation();
p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.None, 1.0f, false));
renderer.SetPresentation(p);
}
// This function is called when this editing mode is disengaged
public override void OnDisengage()
{
// We no longer need the image, make sure it is removed from memory!
exampleimage.Dispose();
base.OnDisengage();
}
// 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
// In this example, we're not going to draw the map at all, but the example image instead.
public override void OnRedrawDisplay()
{
base.OnRedrawDisplay();
// We don't have to clear the other layers or anything, because they are not used
// anyway (see how the presentation above is configured to show only the Overlay layer)
// Clear the overlay and begin rendering to it.
if(renderer.StartOverlay(true))
{
// Rectangle of coordinates where to draw the image.
// We use untranslated coordinates: this means the coordinates here
// are already in screen space.
RectangleF r = new RectangleF(20.0f, 20.0f, 428.0f, 332.0f);
// Show the picture!
renderer.RenderRectangleFilled(r, PixelColor.FromColor(Color.White), false, exampleimage);
// Finish our rendering to this layer.
renderer.Finish();
}
// We now present it to the user on the display,
// with the previously defined presentation settings.
renderer.Present();
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Image Drawing Example")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("CodeImp")]
[assembly: AssemblyProduct("Doom Builder")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("9395d421-9750-4956-ad27-b3bcd4ee3ffc")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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