#region ================== Namespaces using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.GZBuilder.Data; #endregion namespace CodeImp.DoomBuilder.GZBuilder { //mxd. should get rid of this class one day... public static class GZGeneral { #region ================== Properties //gzdoom light types private static readonly int[] gzLights = { /* normal lights */ 9800, 9801, 9802, 9803, 9804, /* additive lights */ 9810, 9811, 9812, 9813, 9814, /* negative lights */ 9820, 9821, 9822, 9823, 9824, /* vavoom lights */ 1502, 1503}; public static int[] GZ_LIGHTS { get { return gzLights; } } private static readonly int[] gzLightTypes = { 5, 10, 15 }; //these are actually offsets in gz_lights public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } } private static readonly DynamicLightType[] gzAnimatedLightTypes = { DynamicLightType.FLICKER, DynamicLightType.RANDOM, DynamicLightType.PULSE }; public static DynamicLightType[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } } //asc script action specials private static readonly int[] acsSpecials = { 80, 81, 82, 83, 84, 85, 226 }; public static int[] ACS_SPECIALS { get { return acsSpecials; } } #endregion #region ================== Methods public static void Init() { //bind actions General.Actions.BindMethods(typeof(GZGeneral)); General.MainWindow.UpdateGZDoomPanel(); } #endregion #region ================== Actions [BeginAction("gztogglemodels")] private static void ToggleModelsRenderingMode() { switch(General.Settings.GZDrawModelsMode) { case ModelRenderMode.NONE: General.Settings.GZDrawModelsMode = ModelRenderMode.SELECTION; General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: SELECTION ONLY"); break; case ModelRenderMode.SELECTION: General.Settings.GZDrawModelsMode = ModelRenderMode.ACTIVE_THINGS_FILTER; General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ACTIVE THINGS FILTER ONLY"); break; case ModelRenderMode.ACTIVE_THINGS_FILTER: General.Settings.GZDrawModelsMode = ModelRenderMode.ALL; General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ALL"); break; case ModelRenderMode.ALL: General.Settings.GZDrawModelsMode = ModelRenderMode.NONE; General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: NONE"); break; } General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPanel(); } [BeginAction("gztogglelights")] private static void ToggleLightsRenderingMode() { switch(General.Settings.GZDrawLightsMode) { case LightRenderMode.NONE: General.Settings.GZDrawLightsMode = LightRenderMode.ALL; General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL"); break; case LightRenderMode.ALL: General.Settings.GZDrawLightsMode = LightRenderMode.ALL_ANIMATED; General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ANIMATED"); break; case LightRenderMode.ALL_ANIMATED: General.Settings.GZDrawLightsMode = LightRenderMode.NONE; General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: NONE"); break; } General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPanel(); } [BeginAction("gztogglefog")] private static void ToggleFog() { General.Settings.GZDrawFog = !General.Settings.GZDrawFog; General.MainWindow.DisplayStatus(StatusType.Action, "Fog rendering is " + (General.Settings.GZDrawFog ? "ENABLED" : "DISABLED")); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPanel(); } [BeginAction("gztogglefx")] private static void ToggleFx() { int on = 0; on += General.Settings.GZDrawFog ? 1 : -1; on += General.Settings.GZDrawLightsMode != LightRenderMode.NONE ? 1 : -1; on += General.Settings.GZDrawModelsMode != ModelRenderMode.NONE ? 1 : -1; bool enable = (on < 0); General.Settings.GZDrawFog = enable; General.Settings.GZDrawLightsMode = (enable ? LightRenderMode.ALL : LightRenderMode.NONE); General.Settings.GZDrawModelsMode = (enable ? ModelRenderMode.ALL : ModelRenderMode.NONE); General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") ); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPanel(); } [BeginAction("gztoggleeventlines")] private static void ToggleEventLines() { General.Settings.GZShowEventLines = !General.Settings.GZShowEventLines; General.MainWindow.DisplayStatus(StatusType.Action, "Event lines are " + (General.Settings.GZShowEventLines ? "ENABLED" : "DISABLED")); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPanel(); } [BeginAction("gztogglevisualvertices")] private static void ToggleVisualVertices() { General.Settings.GZShowVisualVertices = !General.Settings.GZShowVisualVertices; General.MainWindow.DisplayStatus(StatusType.Action, "Visual vertices are " + (General.Settings.GZShowVisualVertices ? "ENABLED" : "DISABLED")); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPanel(); } //main menu actions [BeginAction("gzreloadmodeldef")] private static void ReloadModeldef() { if(General.Map != null) General.Map.Data.ReloadModeldef(); } [BeginAction("gzreloadgldefs")] private static void ReloadGldefs() { if (General.Map != null) General.Map.Data.ReloadGldefs(); } #endregion } }