mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
2006cdc7bb
AngleOffset, PitchOffset and RollOffset MODELDEF properties are now supported. Fixed a crash when editor tries to display a model for an actor without a valid sprite in Visual mode. Fixed a possible crash when MODELDEF is reloaded from 2d-mode. Fixed several things in Doom2_things.cfg. UDMF Controls plugin: Fixed several bugs in plugin's sliders logic.
171 lines
No EOL
6.6 KiB
C#
171 lines
No EOL
6.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.ZDoom;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Controls;
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namespace CodeImp.DoomBuilder.GZBuilder
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{
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//mxd. should get rid of this class one day...
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public static class GZGeneral
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{
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//gzdoom light types
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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};
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public static int[] GZ_LIGHTS { get { return gzLights; } }
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private static int[] gzLightTypes = { 5, 10, 15 }; //these are actually offsets in gz_lights
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public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } }
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private static int[] gzAnimatedLightTypes = { (int)GZDoomLightType.FLICKER, (int)GZDoomLightType.RANDOM, (int)GZDoomLightType.PULSE };
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public static int[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } }
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//asc script action specials
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private static int[] acsSpecials = { 80, 81, 82, 83, 84, 85, 226 };
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public static int[] ACS_SPECIALS { get { return acsSpecials; } }
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//version
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public const float Version = 1.12f;
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public const char Revision = 'a';
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//debug console
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#if DEBUG
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private static Docker console;
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#endif
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public static void Init() {
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//bind actions
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General.Actions.BindMethods(typeof(GZGeneral));
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General.MainWindow.UpdateGZDoomPannel();
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//create console
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#if DEBUG
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ConsoleDocker cd = new ConsoleDocker();
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console = new Docker("consoledockerpannel", "Console", cd);
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((MainForm)General.Interface).addDocker(console);
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((MainForm)General.Interface).selectDocker(console);
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#endif
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}
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public static void OnReloadResources() {
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#if DEBUG
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((ConsoleDocker)console.Control).Clear();
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#endif
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}
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//debug
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public static void LogAndTraceWarning(string message) {
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General.ErrorLogger.Add(ErrorType.Warning, message);
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#if DEBUG
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Trace(message);
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#endif
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}
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public static void Trace(string message) {
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#if DEBUG
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((ConsoleDocker)console.Control).Trace(message);
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#endif
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}
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public static void Trace(string message, bool addLineBreak) {
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#if DEBUG
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((ConsoleDocker)console.Control).Trace(message, addLineBreak);
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#endif
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}
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public static void ClearTrace() {
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#if DEBUG
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((ConsoleDocker)console.Control).Clear();
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#endif
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}
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public static void TraceInHeader(string message) {
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#if DEBUG
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((ConsoleDocker)console.Control).TraceInHeader(message);
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#endif
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}
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//actions
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[BeginAction("gztogglemodels")]
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private static void toggleModels() {
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General.Settings.GZDrawModels = !General.Settings.GZDrawModels;
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General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering is " + (General.Settings.GZDrawModels ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPannel();
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}
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[BeginAction("gztogglelights")]
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private static void toggleLights() {
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General.Settings.GZDrawLights = !General.Settings.GZDrawLights;
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General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering is " + (General.Settings.GZDrawLights ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPannel();
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}
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[BeginAction("gztogglelightsanimation")]
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private static void toggleLightsAnimation() {
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General.Settings.GZAnimateLights = !General.Settings.GZAnimateLights;
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General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights animation is " + (General.Settings.GZAnimateLights ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPannel();
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}
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[BeginAction("gztogglefog")]
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private static void toggleFog() {
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General.Settings.GZDrawFog = !General.Settings.GZDrawFog;
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General.MainWindow.DisplayStatus(StatusType.Action, "Fog rendering is " + (General.Settings.GZDrawFog ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPannel();
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}
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[BeginAction("gzdrawselectedmodelsonly")]
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private static void toggleDrawSelectedModelsOnly() {
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General.Settings.GZDrawSelectedModelsOnly = !General.Settings.GZDrawSelectedModelsOnly;
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General.MainWindow.DisplayStatus(StatusType.Action, "Rendering " + (General.Settings.GZDrawSelectedModelsOnly ? "only selected" : "all") + " models.");
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPannel();
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}
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[BeginAction("gztogglefx")]
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private static void toggleFx() {
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int on = 0;
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on += General.Settings.GZDrawFog ? 1 : -1;
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on += General.Settings.GZDrawLights ? 1 : -1;
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on += General.Settings.GZDrawModels ? 1 : -1;
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bool enable = (on < 0);
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General.Settings.GZDrawFog = enable;
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General.Settings.GZDrawLights = enable;
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General.Settings.GZDrawModels = enable;
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General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") );
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPannel();
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}
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//main menu actions
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[BeginAction("gzreloadmodeldef")]
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private static void reloadModeldef() {
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if(General.Map != null)
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General.Map.Data.ReloadModeldef();
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}
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[BeginAction("gzreloadgldefs")]
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private static void reloadGldefs() {
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if (General.Map != null)
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General.Map.Data.ReloadGldefs();
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}
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[BeginAction("gzreloadmapinfo")]
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private static void reloadMapInfo() {
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if (General.Map != null)
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General.Map.Data.ReloadMapInfo();
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}
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}
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} |