@ I will probably never finish this WadAuthor Mode plugin (because I simply don't care for it) but I felt the files were outdated an in the wrong place (BuilderModes)

This commit is contained in:
codeimp 2010-08-22 12:54:09 +00:00
parent 2fda5b457c
commit d27ac60a9d
12 changed files with 480 additions and 31 deletions

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@ -13,6 +13,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ImageDrawingExample", "Sour
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CommentsPanel", "Source\Plugins\CommentsPanel\CommentsPanel.csproj", "{58BD8A5B-1B48-435D-8473-A92F27D06C49}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WadAuthorMode", "Source\Plugins\WadAuthorMode\WadAuthorMode.csproj", "{B675B60F-FFB4-4170-BEA8-A8849E197B93}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -77,6 +79,16 @@ Global
{58BD8A5B-1B48-435D-8473-A92F27D06C49}.Release|Mixed Platforms.Build.0 = Release|x86
{58BD8A5B-1B48-435D-8473-A92F27D06C49}.Release|x86.ActiveCfg = Release|x86
{58BD8A5B-1B48-435D-8473-A92F27D06C49}.Release|x86.Build.0 = Release|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Debug|Any CPU.ActiveCfg = Debug|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Debug|Mixed Platforms.Build.0 = Debug|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Debug|x86.ActiveCfg = Debug|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Debug|x86.Build.0 = Debug|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Release|Any CPU.ActiveCfg = Release|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Release|Mixed Platforms.ActiveCfg = Release|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Release|Mixed Platforms.Build.0 = Release|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Release|x86.ActiveCfg = Release|x86
{B675B60F-FFB4-4170-BEA8-A8849E197B93}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -0,0 +1,78 @@

#region ================== Copyright (c) 2010 Pascal vd Heiden
/*
* Copyright (c) 2010 Pascal vd Heiden
* 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.Collections.ObjectModel;
using System.Globalization;
using System.Text;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Controls;
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.Plugins;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.WadAuthorMode
{
//
// 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.
//
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; } }
// 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 +1,36 @@
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("WadAuthorMode")]
[assembly: AssemblyDescription("WadAuthor Editing Mode")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("WadAuthorMode")]
[assembly: AssemblyCopyright("Copyright © 2010")]
[assembly: AssemblyTrademark("CodeImp")]
[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("88b0b89b-686a-41e5-94b4-950b27deeaa5")]
// 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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@ -0,0 +1,70 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.3615
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace CodeImp.DoomBuilder.WadAuthorMode.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "2.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("CodeImp.DoomBuilder.WadAuthorMode.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
internal static System.Drawing.Bitmap WAuthor {
get {
object obj = ResourceManager.GetObject("WAuthor", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

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@ -0,0 +1,124 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="WAuthor" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\WAuthor.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

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@ -0,0 +1,39 @@
/******************************************\
Doom Builder Actions Configuration
\******************************************/
// Categories for the Controls preferences
categories
{
drawing = "Drawing";
linedefs = "Lines";
sectors = "Sectors";
}
// This just 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.
// Behaviour 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 be triggered regardless if Shift is used.
// disregardcontrol: This action will be triggered regardless if Control is used.
// repeat: BeginAction will be called for automatic key repetition.
//
// allowkeys and allowmouse are true by default, the others are false by default.
//
wadauthormode
{
title = "WadAuthor Mode";
category = "modes";
description = "Switches to WadAuthor editing mode.";
allowkeys = true;
allowmouse = true;
allowscroll = true;
}

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@ -36,14 +36,15 @@ using CodeImp.DoomBuilder.Actions;
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
#if DEBUG
[EditMode(DisplayName = "WadAuthor Mode",
SwitchAction = "wauthormode",
SwitchAction = "wadauthormode",
ButtonImage = "WAuthor.png",
ButtonOrder = int.MinValue + 4)]
ButtonOrder = int.MinValue + 400,
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = true)]
public class WAuthorMode : ClassicMode
public class WadAuthorMode : ClassicMode
{
#region ================== Constants
@ -70,15 +71,11 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
#region ================== Constructor / Disposer
// Constructor
public WAuthorMode()
public WadAuthorMode()
{
// Initialize
tools = new WAuthorTools();
// Enable this and you'll have a floating window
//tools.Show(General.Interface);
//General.Interface.Focus();
// We have no destructor
GC.SuppressFinalize(this);
}
@ -107,13 +104,18 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new WAuthorMode());
General.Editing.ChangeMode(new WadAuthorMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Things);
// Convert geometry selection to linedefs selection
General.Map.Map.ConvertSelection(SelectionType.Sectors, SelectionType.Linedefs);
}
// Mode disengages
@ -129,8 +131,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
}
// This redraws the display
public unsafe override void OnRedrawDisplay()
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
@ -352,8 +356,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
}
}
}
// Maybe i'll finish this later, or not even include this mode at all, not sure yet.
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
@ -364,29 +366,21 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
Highlight(null);
}
// Mouse button pressed
public override void OnMouseDown(MouseEventArgs e)
{
base.OnMouseDown(e);
}
// Mouse released
public override void OnMouseUp(MouseEventArgs e)
{
base.OnMouseUp(e);
// This shows a popup menu
tools.LinedefPopup.Show(Cursor.Position);
}
// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
{
base.OnDragStart(e);
}
// Edit action ends
protected override void OnEditEnd()
{
base.OnEditEnd();
// This shows a popup menu
tools.LinedefPopup.Show(Cursor.Position);
}
#endregion
}
#endif
}

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@ -0,0 +1,96 @@
<?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>{B675B60F-FFB4-4170-BEA8-A8849E197B93}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>CodeImp.DoomBuilder.WadAuthorMode</RootNamespace>
<AssemblyName>WadAuthorMode</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkSubset>
</TargetFrameworkSubset>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<OutputPath>..\..\..\Build\Plugins\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<OutputPath>..\..\..\Build\Plugins\</OutputPath>
<DefineConstants>
</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="BuilderPlug.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="WAuthorMode.cs" />
<Compile Include="WAuthorTools.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="WAuthorTools.designer.cs">
<DependentUpon>WAuthorTools.cs</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Core\Builder.csproj">
<Project>{818B3D10-F791-4C3F-9AF5-BB2D0079B63C}</Project>
<Name>Builder</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<EmbeddedResource Include="WAuthorTools.resx">
<DependentUpon>WAuthorTools.cs</DependentUpon>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\Actions.cfg" />
<EmbeddedResource Include="Resources\WAuthor.png" />
</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>