UltimateZoneBuilder/Source/Core/GZBuilder/GZGeneral.cs
MaxED 113f9c6039 GZDoom Builder 1.09:
Added UDMF Controls plugin.
Added "Snap selected vertices to grid" mode (Found in Edit menu).
2012-06-26 08:54:25 +00:00

177 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Controls;
namespace CodeImp.DoomBuilder.GZBuilder
{
//mxd. should get rid of this class one day...
public class GZGeneral
{
//gzdoom light types
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};
public static int[] GZ_LIGHTS { get { return gzLights; } }
private static int[] gzLightTypes = { 5, 10, 15 }; //these are actually offsets in gz_lights
public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } }
private static int[] gzAnimatedLightTypes = { (int)GZDoomLightType.FLICKER, (int)GZDoomLightType.RANDOM, (int)GZDoomLightType.PULSE };
public static int[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } }
public static bool UDMF;
//version
public const float Version = 1.09f;
//debug console
#if DEBUG
private static Docker console;
#endif
public static void Init() {
//bind actions
General.Actions.BindMethods(typeof(GZGeneral));
General.MainWindow.UpdateGZDoomPannel();
//create console
#if DEBUG
ConsoleDocker cd = new ConsoleDocker();
console = new Docker("consoledockerpannel", "Console", cd);
((MainForm)General.Interface).addDocker(console);
((MainForm)General.Interface).selectDocker(console);
#endif
}
public static void OnMapOpenEnd() {
UDMF = (General.Map.Config.FormatInterface == "UniversalMapSetIO");
General.MainWindow.UpdateGZDoomPannel();
//dbg
//GZBuilder.GZGeneral.Trace("GameConfiguration: loaded gametype " + General.Map.Config.GameType);
}
public static void OnReloadResources() {
#if DEBUG
((ConsoleDocker)console.Control).Clear();
#endif
}
//debug
public static void LogAndTraceWarning(string message) {
General.ErrorLogger.Add(ErrorType.Warning, message);
#if DEBUG
Trace(message);
#endif
}
public static void Trace(string message) {
#if DEBUG
((ConsoleDocker)console.Control).Trace(message);
#endif
}
public static void Trace(string message, bool addLineBreak) {
#if DEBUG
((ConsoleDocker)console.Control).Trace(message, addLineBreak);
#endif
}
public static void ClearTrace() {
#if DEBUG
((ConsoleDocker)console.Control).Clear();
#endif
}
public static void TraceInHeader(string message) {
#if DEBUG
((ConsoleDocker)console.Control).TraceInHeader(message);
#endif
}
//actions
[BeginAction("gztogglemodels")]
private static void toggleModels() {
General.Settings.GZDrawModels = !General.Settings.GZDrawModels;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering is " + (General.Settings.GZDrawModels ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPannel();
}
[BeginAction("gztogglelights")]
private static void toggleLights() {
General.Settings.GZDrawLights = !General.Settings.GZDrawLights;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering is " + (General.Settings.GZDrawLights ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPannel();
}
[BeginAction("gztogglelightsanimation")]
private static void toggleLightsAnimation() {
General.Settings.GZAnimateLights = !General.Settings.GZAnimateLights;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights animation is " + (General.Settings.GZAnimateLights ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPannel();
}
[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.UpdateGZDoomPannel();
}
[BeginAction("gzdrawselectedmodelsonly")]
private static void toggleDrawSelectedModelsOnly() {
General.Settings.GZDrawSelectedModelsOnly = !General.Settings.GZDrawSelectedModelsOnly;
General.MainWindow.DisplayStatus(StatusType.Action, "Rendering " + (General.Settings.GZDrawSelectedModelsOnly ? "only selected" : "all") + " models.");
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPannel();
}
[BeginAction("gztogglefx")]
private static void toggleFx() {
int on = 0;
on += General.Settings.GZDrawFog ? 1 : -1;
on += General.Settings.GZDrawLights ? 1 : -1;
on += General.Settings.GZDrawModels ? 1 : -1;
bool enable = (on < 0);
General.Settings.GZDrawFog = enable;
General.Settings.GZDrawLights = enable;
General.Settings.GZDrawModels = enable;
General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") );
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPannel();
}
//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();
}
[BeginAction("gzreloadmapinfo")]
private static void reloadMapInfo() {
if (General.Map != null)
General.Map.Data.ReloadMapInfo();
}
}
}