UltimateZoneBuilder/Source/Plugins/AutomapMode/BuilderPlug.cs

126 lines
3.5 KiB
C#
Executable file

#region ================== Copyright (c) 2016 Boris Iwanski
/*
* Copyright (c) 2016 Boris Iwanski https://github.com/biwa/automapmode
* 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 CodeImp.DoomBuilder.Plugins;
#endregion
namespace CodeImp.DoomBuilder.AutomapMode
{
//
// 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
{
#region ================== Variables
private float highlightrange;
// 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;
#endregion
#region ================== Properties
public float HighlightRange { get { return highlightrange; } }
public string SecretFlag { get { return General.Map.UDMF ? "secret" : "32"; } }
public string HiddenFlag { get { return General.Map.UDMF ? "dontdraw" : "128"; } }
// This plugin relies on some functionality that wasn't there in older versions
public override int MinimumRevision { get { return 2651; } }
// Static property to access the BuilderPlug
public static BuilderPlug Me { get { return me; } }
#endregion
#region ================== Methods
// This event is called when the plugin is initialized
public override void OnInitialize()
{
base.OnInitialize();
// This binds the methods in this class that have the BeginAction
// and EndAction attributes with their actions. Without this, the
// attributes are useless. Note that in classes derived from EditMode
// this is not needed, because they are bound automatically when the
// editing mode is engaged.
General.Actions.BindMethods(this);
// TODO: Add DB2 version check so that old DB2 versions won't crash
// General.ErrorLogger.Add(ErrorType.Error, "zomg!");
// Keep a static reference
me = this;
LoadSettings();
}
//mxd
public override void OnMapOpenEnd()
{
AutomapMode mode = General.Editing.Mode as AutomapMode;
if(mode != null)
{
mode.UpdateValidLinedefs();
mode.UpdateSecretSectors();
}
base.OnMapOpenEnd();
}
//mxd
public override void OnMapNewEnd()
{
AutomapMode mode = General.Editing.Mode as AutomapMode;
if(mode != null)
{
mode.UpdateValidLinedefs();
mode.UpdateSecretSectors();
}
base.OnMapNewEnd();
}
// This is called when the plugin is terminated
public override void Dispose()
{
base.Dispose();
// This must be called to remove bound methods for actions.
General.Actions.UnbindMethods(this);
}
private void LoadSettings()
{
highlightrange = General.Settings.ReadPluginSetting("buildermodes", "highlightrange", 20);
}
#endregion
}
}