mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1bd143c9b3
- added editing mode name at the bottom information bar - some bugfixes in game configurations
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 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.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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/// <summary>
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/// This registers an EditMode derived class as a known editing mode within Doom Builder.
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/// Allows automatic binding with an action and a button on the toolbar/menu.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, Inherited = true, AllowMultiple = true)]
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public class EditModeAttribute : Attribute
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{
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#region ================== Variables
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// Properties
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private string switchaction;
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private string buttonimage;
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private string buttondesc;
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private int buttonorder;
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private bool configspecific;
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private bool isvolatile;
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private string displayname;
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#endregion
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#region ================== Properties
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/// <summary>
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/// Sets the action name (as defined in the Actions.cfg resource) to
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/// switch to this mode by using a shortcut key, toolbar button or menu item.
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/// </summary>
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public string SwitchAction { get { return switchaction; } set { switchaction = value; } }
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/// <summary>
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/// Image resource name of the embedded resource that will be used for the
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/// toolbar button and menu item. Leave this property out or set to null to
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/// display no button for this mode.
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/// </summary>
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public string ButtonImage { get { return buttonimage; } set { buttonimage = value; } }
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/// <summary>
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/// Toolbar button and menu item description of this mode.
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/// </summary>
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public string ButtonDesc { get { return buttondesc; } set { buttondesc = value; } }
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/// <summary>
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/// Sorting number for the order of buttons on the toolbar. Buttons with
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/// lower values will be more to the left than buttons with higher values.
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/// </summary>
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public int ButtonOrder { get { return buttonorder; } set { buttonorder = value; } }
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/// <summary>
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/// When set to true, this mode is only accessible from
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/// the toolbar/menu when the game configuration specifies this mode by
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/// class name in the "additionalmodes" structure.
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/// </summary>
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public bool ConfigSpecific { get { return configspecific; } set { configspecific = value; } }
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/// <summary>
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/// When set to true, this mode is cancelled when core actions like
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/// undo and save are performed. The editing mode should then return to
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/// a non-volatile mode.
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/// </summary>
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public bool Volatile { get { return isvolatile; } set { isvolatile = value; } }
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/// <summary>
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/// Name to display on the button information bar when no specific element information is displayed.
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/// </summary>
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public string DisplayName { get { return displayname; } set { displayname = value; } }
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#endregion
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#region ================== Constructor / Disposer
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/// <summary>
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/// This registers an EditMode derived class as a known editing mode within Doom Builder.
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/// Allows automatic binding with an action and a button on the toolbar/menu.
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/// </summary>
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public EditModeAttribute()
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{
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// Initialize
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}
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#endregion
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#region ================== Methods
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#endregion
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}
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}
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