#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 System.Diagnostics; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Plugins; #endregion namespace CodeImp.DoomBuilder.Editing { public sealed class EditingManager { #region ================== Constants #endregion #region ================== Variables // All editing modes available private List allmodes; // Editing modes selected through configuration private List usedmodes; // Status private EditMode mode; private EditMode newmode; private Type prevmode; private Type prevstablemode; // Disposing private bool isdisposed = false; #endregion #region ================== Properties internal List ModesInfo { get { return allmodes; } } public EditMode Mode { get { return mode; } } public EditMode NewMode { get { return newmode; } } public Type PreviousMode { get { return prevmode; } } public Type PreviousStableMode { get { return prevstablemode; } } public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor internal EditingManager() { // Initialize allmodes = new List(); usedmodes = new List(); // Make list of all editing modes we can find foreach(Plugin p in General.Plugins.Plugins) { // For all classes that inherit from EditMode Type[] editclasses = p.FindClasses(typeof(EditMode)); foreach(Type t in editclasses) { // For all defined EditMode attributes EditModeAttribute[] emattrs = (EditModeAttribute[])t.GetCustomAttributes(typeof(EditModeAttribute), false); foreach(EditModeAttribute a in emattrs) { // Make edit mode information allmodes.Add(new EditModeInfo(p, t, a)); } } } // Sort the modes in order for buttons allmodes.Sort(); // Update modes UpdateCurrentEditModes(); // We have no destructor GC.SuppressFinalize(this); } // Disposer internal void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done isdisposed = true; } } #endregion #region ================== Methods // This returns specific editing mode info by name internal EditModeInfo GetEditModeInfo(string editmodename) { // Find the edit mode foreach(EditModeInfo emi in usedmodes) { // Mode matches class name? if(emi.ToString() == editmodename) return emi; } // No such mode found return null; } // This is called when the editing modes must update internal void UpdateCurrentEditModes() { // Unbind editing mode switch actions foreach(EditModeInfo emi in allmodes) emi.UnbindSwitchAction(); // Rebuild list of used modes usedmodes.Clear(); if(General.Map != null) { foreach(EditModeInfo emi in allmodes) { // Include the mode when it is listed and enabled // Also include the mode when it is not optional if( (General.Map.ConfigSettings.EditModes.ContainsKey(emi.Type.FullName) && General.Map.ConfigSettings.EditModes[emi.Type.FullName]) || !emi.IsOptional ) { // Add the mode to be used and bind switch action usedmodes.Add(emi); emi.BindSwitchAction(); } } } // Remove editing mode buttons from interface General.MainWindow.RemoveEditModeButtons(); // Go for all used edit modes to add buttons foreach(EditModeInfo emi in usedmodes) { if((emi.ButtonImage != null) && (emi.ButtonDesc != null)) General.MainWindow.AddEditModeButton(emi); } } // // This changes the editing mode. // Order in which events occur for the old and new modes: // // - Constructor of new mode is called // - Disengage of old mode is called // ----- Mode switches ----- // - Engage of new mode is called // - Dispose of old mode is called // // Returns false when cancelled public bool ChangeMode(EditMode nextmode) { EditMode oldmode = mode; if(nextmode != null) { // Verify that this mode is usable bool allowuse = false; foreach(EditModeInfo emi in usedmodes) { if(emi.Type.FullName == nextmode.GetType().FullName) { allowuse = true; break; } } if(!allowuse) { General.Interface.MessageBeep(MessageBeepType.Error); General.WriteLogLine("Attempt to switch to an invalid edit mode " + nextmode.GetType().Name + "!"); return false; } else { General.WriteLogLine("Switching edit mode to " + nextmode.GetType().Name + "..."); } } else { General.WriteLogLine("Stopping edit mode..."); } // Remember previous mode newmode = nextmode; if(mode != null) { prevmode = mode.GetType(); if(!mode.Attributes.Volatile) prevstablemode = prevmode; } else { prevmode = null; prevstablemode = null; } // Let the plugins know beforehand and check if not cancelled if(General.Plugins.ModeChanges(oldmode, newmode)) { // Disenagage old mode if(oldmode != null) oldmode.OnDisengage(); // Reset cursor General.Interface.SetCursor(Cursors.Default); // Apply new mode mode = newmode; // Engage new mode if(newmode != null) newmode.OnEngage(); // Update the interface General.MainWindow.EditModeChanged(); // Dispose old mode if(oldmode != null) oldmode.Dispose(); // Done switching newmode = null; // Redraw the display General.MainWindow.RedrawDisplay(); return true; } else { // Cancelled General.WriteLogLine("Edit mode change cancelled."); return false; } } // This changes mode by class name and optionally with arguments public void ChangeMode(string classname, params object[] args) { EditModeInfo emi = GetEditModeInfo(classname); if(emi != null) emi.SwitchToMode(args); } #endregion #region ================== Actions /// /// This cancels the current mode. /// [BeginAction("cancelmode")] public void CancelMode() { // Let the mode know mode.OnCancel(); } /// /// This accepts the changes in the current mode. /// [BeginAction("acceptmode")] public void AcceptMode() { // Let the mode know mode.OnAccept(); } #endregion } }