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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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123 lines
4.1 KiB
C#
123 lines
4.1 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 = null;
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private string buttonimage = null;
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private int buttonorder = 0;
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private bool optional = true;
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private bool isvolatile = false;
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private string displayname = "<unnamed mode>";
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private bool allowcopypaste = true;
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private bool usebydefault = false;
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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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/// 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 false, this mode will always be available for use and the user cannot
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/// change this in the game configuration.
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/// </summary>
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public bool Optional { get { return optional; } set { optional = value; } }
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/// <summary>
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/// Set this to true to select this editing mode for use in all game configurations
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/// by default. This only applies the first time and can still be changed by the user.
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/// THIS OPTION MAY BE INTRUSIVE TO THE USER, USE WITH GREAT CARE!
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/// </summary>
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public bool UseByDefault { get { return usebydefault; } set { usebydefault = 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 in the game configuration editing modes list and on the
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/// information bar when the mode is currently active.
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/// </summary>
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public string DisplayName { get { return displayname; } set { displayname = value; } }
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/// <summary>
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/// When set to false, the actions Cut, Copy and Paste cannot be used
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/// in this mode. Default for this property is true.
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/// </summary>
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public bool AllowCopyPaste { get { return allowcopypaste; } set { allowcopypaste = 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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