mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
cf3d416967
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration. TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded. Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector. Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources. Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
141 lines
No EOL
6.1 KiB
C#
141 lines
No EOL
6.1 KiB
C#
using System;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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namespace CodeImp.DoomBuilder.GZBuilder
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{
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//mxd. should get rid of this class one day...
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public static class GZGeneral
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{
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//gzdoom light types
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private static 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};
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public static int[] GZ_LIGHTS { get { return gzLights; } }
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private static int[] gzLightTypes = { 5, 10, 15 }; //these are actually offsets in gz_lights
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public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } }
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private static int[] gzAnimatedLightTypes = { (int)DynamicLightType.FLICKER, (int)DynamicLightType.RANDOM, (int)DynamicLightType.PULSE };
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public static int[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } }
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//asc script action specials
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private static int[] acsSpecials = { 80, 81, 82, 83, 84, 85, 226 };
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public static int[] ACS_SPECIALS { get { return acsSpecials; } }
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//version
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public const float Version = 1.14f;
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public const char Revision = ' ';
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public static void Init() {
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//bind actions
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General.Actions.BindMethods(typeof(GZGeneral));
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General.MainWindow.UpdateGZDoomPanel();
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}
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//actions
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[BeginAction("gztogglemodels")]
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private static void toggleModels() {
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General.Settings.GZDrawModels = !General.Settings.GZDrawModels;
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General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering is " + (General.Settings.GZDrawModels ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglelights")]
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private static void toggleLights() {
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General.Settings.GZDrawLights = !General.Settings.GZDrawLights;
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General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering is " + (General.Settings.GZDrawLights ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglelightsanimation")]
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private static void toggleLightsAnimation() {
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General.Settings.GZAnimateLights = !General.Settings.GZAnimateLights;
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General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights animation is " + (General.Settings.GZAnimateLights ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglefog")]
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private static void toggleFog() {
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General.Settings.GZDrawFog = !General.Settings.GZDrawFog;
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General.MainWindow.DisplayStatus(StatusType.Action, "Fog rendering is " + (General.Settings.GZDrawFog ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gzdrawselectedmodelsonly")]
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private static void toggleDrawSelectedModelsOnly() {
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General.Settings.GZDrawSelectedModelsOnly = !General.Settings.GZDrawSelectedModelsOnly;
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General.MainWindow.DisplayStatus(StatusType.Action, "Rendering " + (General.Settings.GZDrawSelectedModelsOnly ? "only selected" : "all") + " models.");
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglefx")]
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private static void toggleFx() {
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int on = 0;
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on += General.Settings.GZDrawFog ? 1 : -1;
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on += General.Settings.GZDrawLights ? 1 : -1;
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on += General.Settings.GZDrawModels ? 1 : -1;
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bool enable = (on < 0);
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General.Settings.GZDrawFog = enable;
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General.Settings.GZDrawLights = enable;
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General.Settings.GZDrawModels = enable;
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General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") );
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztoggleeventlines")]
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private static void toggleEventLines() {
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General.Settings.GZShowEventLines = !General.Settings.GZShowEventLines;
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General.MainWindow.DisplayStatus(StatusType.Action, "Event lines are " + (General.Settings.GZShowEventLines ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglevisualvertices")]
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private static void toggleVisualVertices() {
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General.Settings.GZShowVisualVertices = !General.Settings.GZShowVisualVertices;
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General.MainWindow.DisplayStatus(StatusType.Action, "Visual vertices are " + (General.Settings.GZShowVisualVertices ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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//main menu actions
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[BeginAction("gzreloadmodeldef")]
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private static void reloadModeldef() {
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if(General.Map != null) {
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General.Map.Data.ReloadModeldef();
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General.MainWindow.RedrawDisplay(); //dbg?
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}
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}
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[BeginAction("gzreloadgldefs")]
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private static void reloadGldefs() {
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if (General.Map != null)
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General.Map.Data.ReloadGldefs();
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}
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[BeginAction("gzreloadmapinfo")]
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private static void reloadMapInfo() {
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if (General.Map != null)
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General.Map.Data.ReloadMapInfo();
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}
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[BeginAction("setcurrenttextures")]
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private static void setCurrentTextures() {
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//dbg
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Console.WriteLine("setcurrenttextures called");
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if(General.Map != null) {
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SetCurrentTexturesForm form = new SetCurrentTexturesForm();
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form.ShowDialog(Form.ActiveForm);
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}
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}
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}
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} |