UltimateZoneBuilder/Source/Editing/EditModeAttribute.cs
codeimp 1bd143c9b3 - added Make Sectors mode
- added editing mode name at the bottom information bar
- some bugfixes in game configurations
2008-06-11 05:02:48 +00:00

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