UltimateZoneBuilder/Source/Core/Editing/EditModeInfo.cs
MaxED 0369c969d1 According to dotnetperls.com, "new Dictionary<string, [anything]>(StringComparer.Ordinal)" works 17% faster than "new Dictionary<string, [anything]>()", so let's stick that everywhere and see what happens :)
Draw Curve Mode: added settings panel.
Sectors mode: added "Make Door" button to the toolbar.
Swapped Side panel and Info panel z-order. 
Interface: split toolbar into 3 separate toolbars. All toolbar buttons are now viewable at 1024x768.
Interface: grouped stuff in "Modes" menu a bit better.
Interface: added "Draw [stuff]" buttons to modes toolbar.
Interface: reorganized main menu. Hope it makes more sense now.
API: added General.Interface.AddModesButton() and General.Interface.AddModesMenu(), which can be used to add buttons to specific group in "Modes" toolbar and menu items to specific group in "Modes" menu, so actions, which behave like an editing mode, but are not part of one can be added there.
2014-02-26 14:11:06 +00:00

212 lines
5.4 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.IO;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Plugins;
using System.Drawing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
internal class EditModeInfo : IComparable<EditModeInfo>
{
#region ================== Constants
#endregion
#region ================== Variables
// Mode type
private Plugin plugin;
private Type type;
private EditModeAttribute attribs;
// Mode switching
private BeginActionAttribute switchactionattr;
private ActionDelegate switchactiondel;
// Mode button
private Stream buttonimagestream;
private Image buttonimage;
private string buttondesc;
private int buttonorder = int.MaxValue;
#endregion
#region ================== Properties
public Plugin Plugin { get { return plugin; } }
public Type Type { get { return type; } }
public bool IsOptional { get { return ((switchactionattr != null) || (buttonimage != null)) && attribs.Optional; } }
public BeginActionAttribute SwitchAction { get { return switchactionattr; } }
public Image ButtonImage { get { return buttonimage; } }
public string ButtonDesc { get { return buttondesc; } }
public EditModeAttribute Attributes { get { return attribs; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public EditModeInfo(Plugin plugin, Type type, EditModeAttribute attr)
{
// Initialize
this.plugin = plugin;
this.type = type;
this.attribs = attr;
// Make switch action info
if(!string.IsNullOrEmpty(attribs.SwitchAction))
switchactionattr = new BeginActionAttribute(attribs.SwitchAction);
// Make button info
if(attr.ButtonImage != null)
{
buttonimagestream = plugin.GetResourceStream(attr.ButtonImage);
if(buttonimagestream != null)
{
buttonimage = Image.FromStream(buttonimagestream);
buttondesc = attr.DisplayName;
buttonorder = attr.ButtonOrder;
}
}
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public void Dispose()
{
// Dispose
UnbindSwitchAction();
buttonimage.Dispose();
buttonimagestream.Dispose();
// Clean up
plugin = null;
}
#endregion
#region ================== Methods
// This binds the action to switch to this editing mode
public void BindSwitchAction()
{
if((switchactiondel == null) && (switchactionattr != null))
{
switchactiondel = UserSwitchToMode;
General.Actions.BindBeginDelegate(plugin.Assembly, switchactiondel, switchactionattr);
}
}
// This unbind the switch action
public void UnbindSwitchAction()
{
if(switchactiondel != null)
{
General.Actions.UnbindBeginDelegate(plugin.Assembly, switchactiondel, switchactionattr);
switchactiondel = null;
}
}
// This switches to the mode by user command
// (when user presses shortcut key)
public void UserSwitchToMode()
{
// Only when a map is opened
if(General.Map != null)
{
// Switching from volatile mode to volatile mode?
if((General.Editing.Mode != null) && General.Editing.Mode.Attributes.Volatile && this.attribs.Volatile)
{
// First cancel previous volatile mode
General.Editing.CancelVolatileMode();
}
// When in VisualMode and switching to the same VisualMode, then we switch back to the previous classic mode
if((General.Editing.Mode is VisualMode) && (type == General.Editing.Mode.GetType()))
{
// Switch back to last classic mode
General.Editing.ChangeMode(General.Editing.PreviousClassicMode.Name);
}
else
{
// Create instance
EditMode newmode = plugin.CreateObject<EditMode>(type);
// Switch mode
General.Editing.ChangeMode(newmode);
}
}
}
// This switches to the mode
public void SwitchToMode()
{
// Only when a map is opened
if(General.Map != null)
{
// Create instance
EditMode newmode = plugin.CreateObject<EditMode>(type);
// Switch mode
General.Editing.ChangeMode(newmode);
}
}
// This switches to the mode with arguments
public void SwitchToMode(object[] args)
{
// Only when a map is opened
if(General.Map != null)
{
// Create instance
EditMode newmode = plugin.CreateObjectA<EditMode>(type, args);
// Switch mode
if(!General.Editing.ChangeMode(newmode))
{
// When cancelled, dispose mode
newmode.Dispose();
}
}
}
// String representation
public override string ToString()
{
return attribs.DisplayName;
}
// Compare by button order
public int CompareTo(EditModeInfo other)
{
if(this.buttonorder > other.buttonorder) return 1;
if(this.buttonorder < other.buttonorder) return -1;
return 0;
}
#endregion
}
}