UltimateZoneBuilder/Source/Core/Rendering/Presentation.cs
MaxED 013865e27d Voxels can now be loaded from WAD resources.
Reverted "Delete Item" action to the way it worked in DB2.
Added "Dissolve Item" action, which works the way "Delete Item" worked in previous revisions of GZDB.
Added "Auto Clear Sidedef Textures" action, "Edit" menu and toolbar button, which toggle automatic removal of sidedef textures when floor or ceiling height is changed or when geometry is drawn, copied or pasted.
Draw Settings panel: upper/lower texture overrides can now be used.
Draw Settings panel: added 2 sets of buttons, which allow to quickly set or clear textures in current selection.
Things are now rendered behind AND on top of the grid/linedefs/vertices when they are dragged.
Redesigned hints system. They are now shown in a side panel.
Edit area auto-focusing is now disabled when script editor is open.
Texture Browser form: no texture group was selected when opening the form in some cases.
Fixed several strange/misleading text messages.
2014-01-08 09:46:57 +00:00

168 lines
5.1 KiB
C#

#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.Collections.Generic;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
/// <summary>
/// Presentation settings
/// </summary>
public class Presentation
{
// Constants for static instances
public const float THINGS_BACK_ALPHA = 0.3f;
public const float THINGS_HIDDEN_ALPHA = 0.66f;
// Static instances
private static Presentation standard;
private static Presentation things;
private static Presentation dragThings; //mxd
// Static properties
public static Presentation Standard { get { return standard; } }
public static Presentation Things { get { return things; } }
public static Presentation DragThings { get { return dragThings; } } //mxd
// Variables
protected internal List<PresentLayer> layers;
// Constructor
public Presentation()
{
// Initialize
layers = new List<PresentLayer>();
}
// Copy constructor
public Presentation(Presentation p)
{
layers = new List<PresentLayer>(p.layers);
}
// This creates the static instances
internal static void Initialize()
{
// Standard classic mode
standard = new Presentation();
standard.layers.Add(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
standard.layers.Add(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
standard.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, THINGS_BACK_ALPHA));
standard.layers.Add(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
standard.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
standard.layers.Add(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
// Things classic mode
things = new Presentation();
things.layers.Add(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
things.layers.Add(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
things.layers.Add(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
things.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
things.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1f, false));
things.layers.Add(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
//mxd. Drag things in Classic mode
dragThings = new Presentation();
dragThings.layers.Add(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
dragThings.layers.Add(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
dragThings.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1.0f, true));
dragThings.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1f, false));
dragThings.layers.Add(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
dragThings.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 0.5f, true));
dragThings.layers.Add(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
}
}
/// <summary>
/// Customizable Presentation
/// </summary>
public class CustomPresentation : Presentation
{
// Allow public adding
public void AddLayer(PresentLayer layer)
{
this.layers.Add(layer);
}
}
public struct PresentLayer
{
public RendererLayer layer;
public BlendingMode blending;
public float alpha;
public bool antialiasing;
// Constructor
public PresentLayer(RendererLayer layer, BlendingMode blending, float alpha, bool antialiasing)
{
this.layer = layer;
this.blending = blending;
this.alpha = alpha;
this.antialiasing = antialiasing;
}
// Constructor
public PresentLayer(RendererLayer layer, BlendingMode blending, float alpha)
{
this.layer = layer;
this.blending = blending;
this.alpha = alpha;
this.antialiasing = false;
}
// Constructor
public PresentLayer(RendererLayer layer, BlendingMode blending)
{
this.layer = layer;
this.blending = blending;
this.alpha = 1f;
this.antialiasing = false;
}
// Constructor
public PresentLayer(RendererLayer layer)
{
this.layer = layer;
this.blending = BlendingMode.None;
this.alpha = 1f;
this.antialiasing = false;
}
}
// The different layers
public enum RendererLayer : int
{
Background,
Grid,
Things,
Geometry,
Overlay,
Surface
}
// Blending modes
public enum BlendingMode : int
{
None,
Mask,
Alpha,
Additive,
}
}