UltimateZoneBuilder/Source/Plugins/BuilderModes/Interface/UndoRedoPanel.cs
MaxED d9e53f2899 Game Configurations: added support for new property "fixedrotation", which keeps thing's angle constant when a thing is rotated in Edit Selection mode.
Game Configurations: added "fixedrotation" property to "Polyobject Anchor" (9300), "Polyobject Start Spot" (9301), "Polyobject Start Spot (crush)" (9302) and "Polyobject Start Spot (hurts to touch)" (9303) actors.
Color Picker plugin: moved plugin button to "Modes" toolbar group.
API: added ToolbarSection.Modes property, which can be used in MainForm.AddButton() to add a button to Modes group.
Removed a bunch of unused variables.
2014-02-20 12:36:09 +00:00

308 lines
7.6 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.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public partial class UndoRedoPanel : UserControl
{
#region ================== Constants
private const int MAX_DISPLAY_LEVELS = 400;
#endregion
#region ================== Variables
private bool ignoreevents;
private int currentselection;
private int addindex;
private string begindescription;
#endregion
#region ================== Constructor
// Constructor
public UndoRedoPanel()
{
InitializeComponent();
}
#endregion
#region ================== Methods
// This sets the description for the first item
public void SetBeginDescription(string description)
{
begindescription = description;
}
// This refills the list
public void UpdateList()
{
ignoreevents = true;
currentselection = -1;
// Check we have undo/redo capability
if((General.Map == null) || General.Map.IsDisposed || (General.Map.UndoRedo == null))
{
// No, clear the list
list.Items.Clear();
return;
}
// Make complete list of levels
List<UndoSnapshot> levels = General.Map.UndoRedo.GetUndoList();
levels.Reverse();
int numundos = levels.Count;
levels.AddRange(General.Map.UndoRedo.GetRedoList());
//int numredos = levels.Count - numundos;
// Determine the offset to show items at
int offset = numundos - (MAX_DISPLAY_LEVELS >> 1);
if((offset + MAX_DISPLAY_LEVELS) > levels.Count) offset = levels.Count - MAX_DISPLAY_LEVELS;
if(offset < 0) offset = 0;
// Reset the list
list.SelectedItems.Clear();
list.BeginUpdate();
addindex = 0;
// Add beginning
if(offset > 0)
{
// This indicates there is more above, but we don't display it
// because when the list gets too long it becomes slow
AddItem("...");
}
else
{
// Real beginning
ListViewItem firstitem = AddItem(begindescription);
// Are we at the first item?
if(numundos == 0)
{
// Highlight the last undo level
firstitem.BackColor = SystemColors.Highlight;
firstitem.ForeColor = SystemColors.HighlightText;
currentselection = 0;
}
else
{
// Normal undo level
firstitem.ForeColor = SystemColors.WindowText;
firstitem.BackColor = SystemColors.Window;
}
}
// Add levels!
for(int i = offset; i < levels.Count; i++)
{
// Add no more than the MAX_DISPLAY_LEVELS
ListViewItem item;
if((addindex - 1) == MAX_DISPLAY_LEVELS)
item = AddItem("...");
else
item = AddItem(levels[i].Description);
// Color item
if(i == (numundos - 1))
{
// Highlight the last undo level
item.BackColor = SystemColors.Highlight;
item.ForeColor = SystemColors.HighlightText;
currentselection = addindex - 1;
}
else if(i >= numundos)
{
// Make gray because this is a redo level
item.ForeColor = SystemColors.GrayText;
item.BackColor = SystemColors.Control;
}
else
{
// Normal undo level
item.ForeColor = SystemColors.WindowText;
item.BackColor = SystemColors.Window;
}
// Leave when list is full
if((addindex - 1) > MAX_DISPLAY_LEVELS)
break;
}
// Remove the excessive items
for(int i = list.Items.Count - 1; i >= addindex; i--)
list.Items.RemoveAt(i);
// We must always have the "selected" item in the list
if(currentselection == -1)
throw new Exception("Where is the selection?");
// Make sure we can see the highlighted item
list.Items[currentselection].EnsureVisible();
list.EndUpdate();
UpdateColumnSizes();
ignoreevents = false;
}
// This updates/adds an item in the list
private ListViewItem AddItem(string text)
{
ListViewItem item;
if(addindex < list.Items.Count)
{
item = list.Items[addindex];
item.Text = text;
}
else
{
item = list.Items.Add(text);
}
addindex++;
return item;
}
// This updates the list column size
private void UpdateColumnSizes()
{
// Check if a vertical scrollbar exists and adjust the column in the listbox accordingly
if((BuilderPlug.GetWindowLong(list.Handle, BuilderPlug.GWL_STYLE) & BuilderPlug.WS_VSCROLL) != 0)
coldescription.Width = list.ClientRectangle.Width - 2;
else
coldescription.Width = list.ClientRectangle.Width - SystemInformation.VerticalScrollBarWidth - 2;
}
#endregion
#region ================== Events
// When layout changes
protected override void OnLayout(LayoutEventArgs e)
{
base.OnLayout(e);
UpdateColumnSizes();
}
// Control resizes
private void list_Resize(object sender, EventArgs e)
{
UpdateColumnSizes();
}
// Item selected
private void list_SelectedIndexChanged(object sender, EventArgs e)
{
if(ignoreevents) return;
ignoreevents = true;
// We must have something selected
if(list.SelectedIndices.Count > 0)
{
// Not the same as last selected?
int selectedindex = list.SelectedIndices[0];
if(selectedindex != currentselection)
{
// Recolor the elements in the list to match with the selection
list.BeginUpdate();
foreach(ListViewItem item in list.Items)
{
if(item.Index < selectedindex)
{
// Normal undo level
item.ForeColor = SystemColors.WindowText;
item.BackColor = SystemColors.Window;
}
else if(item.Index == selectedindex)
{
// Target level
item.BackColor = SystemColors.Highlight;
item.ForeColor = SystemColors.HighlightText;
}
else
{
// Make gray because this will become a redo level
item.ForeColor = SystemColors.GrayText;
item.BackColor = SystemColors.Control;
}
}
list.EndUpdate();
}
}
General.Interface.FocusDisplay();
ignoreevents = false;
}
// Mouse released
private void list_MouseUp(object sender, MouseEventArgs e)
{
ignoreevents = true;
// We must have something selected
if(list.SelectedIndices.Count > 0)
{
// Not the same as last selected?
int selectedindex = list.SelectedIndices[0];
if(selectedindex != currentselection)
{
// Perform the undo/redos, the list will be updated automatically
int delta = currentselection - selectedindex;
if(delta < 0)
General.Map.UndoRedo.PerformRedo(-delta);
else
General.Map.UndoRedo.PerformUndo(delta);
}
else
{
list.SelectedIndices.Clear();
}
}
General.Interface.FocusDisplay();
ignoreevents = false;
}
// Key released
private void list_KeyUp(object sender, KeyEventArgs e)
{
ignoreevents = true;
list.SelectedIndices.Clear();
General.Interface.FocusDisplay();
ignoreevents = false;
}
#endregion
}
}