mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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177 lines
6.9 KiB
C#
177 lines
6.9 KiB
C#
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#region ================== Copyright (c) 2009 Pascal vd Heiden
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/*
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* Copyright (c) 2009 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Globalization;
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using System.Text;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.Statistics
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{
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//
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// This class defines an classic editing mode. You can also inherit from VisualMode for a
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// visual editing mode or inherit from EditMode if you feel creative. The ClassicMode
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// provides basic 2D editing mode features such as zooming in/out and panning the view as
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// well as a bunch of usefull events.
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//
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//
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// This EditMode attribute allows you to link the editing mode into Doom Builder. The core
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// only sees your editing mode with this attribute and uses the settings to register it.
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//
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// DisplayName: This is the name you want to display to the user for this mode.
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//
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// SwitchAction: This is the action (see Actions.cfg) that engages this mode.
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//
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// ButtonImage: If set, creates a button on the toolbar for this mode and uses this image.
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// Note that the image is included in this project as "Embedded Resource".
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//
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// ButtonOrder: Ordering number for the position of the button on the toolbar.
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//
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// ButtonGroup: Group in which to put the button on the toolbar.
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// (Groups are buttons that are grouped together between separators)
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//
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// UseByDefault: THIS OPTION MAY BE INTRUSIVE TO THE USER, USE WITH GREAT CARE!
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// Set this to enable this editing mode for use in all game configurations
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// by default. This only applies the first time a plugin is loaded and can
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// still be changed by the user. But it may not be desired and may conflict
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// with other editing modes.
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//
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// Volatile: Set this to make this mode a volatile mode. When volatile, the mode is
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// automatically cancelled when certain major actions are performed (such as
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// when the map is saved)
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//
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[EditMode(DisplayName = "Image Example",
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SwitchAction = "imageexamplemode",
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ButtonImage = "ImageIcon.png",
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ButtonOrder = 300,
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ButtonGroup = "002_tools",
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UseByDefault = true)]
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public class ImageExampleMode : ClassicMode
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{
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// This is the image we want to display. We keep it here, because we don't want to load/unload
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// it all the time when it needs to be drawn. You may even want to consider placing this in a
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// class of program scope such as the Plug and load the image only once when the plugin is loaded.
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private ImageData exampleimage;
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//
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// Order in which events occur when switching editing modes:
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//
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// - Constructor of new mode is called
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// - OnDisengage() of old mode is called
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// ----- Mode switches -----
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// - OnEngage() of new mode is called
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// - Dispose() of old mode is called
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//
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// This function is called when this editing mode is engaged
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public override void OnEngage()
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{
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base.OnEngage();
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// Here we load our image. The image is loaded from resource that is embedded
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// in this project. This is done by simply adding the PNG file to the project
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// and set the Build Action property of the image to "Embedded Resource".
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// Embedded means that the image will be compiled into your plugin .DLL file so
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// you don't have to distribute this image separately.
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exampleimage = new ResourceImage("CodeImp.DoomBuilder.Plugins.ImageDrawingExample.exampleimage.png");
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// The image is not always directly loaded. Call this to ensure that the image is loaded immediately.
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exampleimage.LoadImage();
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if(exampleimage.LoadFailed) throw new Exception("Unable to load the exampleimage.png resource!");
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// After loading, the image is usable by the GDI (GetBitmap() function) but we want to use
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// it for rendering in the working area. We must call CreateTexture to tranfer the image to
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// the vido memory as texture.
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exampleimage.CreateTexture();
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// This tells the renderer how to display the map.
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// The renderer works with several different layers, each with its own purpose
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// and features. A "presentation" defines how to combine these layers when
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// presented to the user on the display. Here I make a special presentation
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// that includes only the layer we need: the Overlay layer.
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CustomPresentation p = new CustomPresentation();
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p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.None, 1.0f, false));
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renderer.SetPresentation(p);
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}
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// This function is called when this editing mode is disengaged
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public override void OnDisengage()
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{
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// We no longer need the image, make sure it is removed from memory!
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exampleimage.Dispose();
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base.OnDisengage();
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}
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// Event called when the user (or the core) wants to cancel this editing mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to previous stable mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// MANDATORY: You must override this event and handle it to draw the map
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// In this example, we're not going to draw the map at all, but the example image instead.
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public override void OnRedrawDisplay()
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{
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base.OnRedrawDisplay();
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// We don't have to clear the other layers or anything, because they are not used
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// anyway (see how the presentation above is configured to show only the Overlay layer)
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// Clear the overlay and begin rendering to it.
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if(renderer.StartOverlay(true))
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{
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// Rectangle of coordinates where to draw the image.
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// We use untranslated coordinates: this means the coordinates here
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// are already in screen space.
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RectangleF r = new RectangleF(20.0f, 20.0f, 428.0f, 332.0f);
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// Show the picture!
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renderer.RenderRectangleFilled(r, PixelColor.FromColor(Color.White), false, exampleimage);
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// Finish our rendering to this layer.
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renderer.Finish();
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}
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// We now present it to the user on the display,
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// with the previously defined presentation settings.
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renderer.Present();
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}
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}
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}
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