UltimateZoneBuilder/Source/Core/Windows/StatusInfo.cs
2017-01-15 00:35:40 +02:00

161 lines
4 KiB
C#
Executable file

#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;
#endregion
namespace CodeImp.DoomBuilder.Windows
{
public struct StatusInfo
{
public const string NO_SELECTION = "Nothing selected."; //mxd
public const string LOADING_TEXT = "Loading resources...";
public const string READY_TEXT = "Ready.";
public readonly StatusType type;
public readonly string message;
public readonly string selectioninfo; //mxd
internal bool displayed;
internal StatusInfo(StatusType type, string message)
{
this.type = type;
switch(type)
{
case StatusType.Selection:
this.selectioninfo = (string.IsNullOrEmpty(message) ? NO_SELECTION : message);
this.message = General.MainWindow.Status.message;
break;
case StatusType.Ready:
bool mapopened = (General.Map != null) && (General.Map.Data != null);
bool mapisloading = mapopened && General.Map.Data.IsLoading;
this.selectioninfo = ((string.IsNullOrEmpty(message) && mapopened) ? (string.IsNullOrEmpty(General.MainWindow.Status.selectioninfo) ? NO_SELECTION : General.MainWindow.Status.selectioninfo) : message);
this.message = (mapisloading ? LOADING_TEXT : (mapopened ? string.Empty : READY_TEXT));
break;
default:
this.selectioninfo = (string.IsNullOrEmpty(message) ? NO_SELECTION : General.MainWindow.Status.selectioninfo);
this.message = message;
break;
}
this.displayed = false;
}
//mxd
public override string ToString()
{
if(string.IsNullOrEmpty(selectioninfo)) return message;
if(string.IsNullOrEmpty(message)) return selectioninfo;
return selectioninfo + " " + message;
}
}
public enum StatusType
{
/// <summary>
/// When no particular information is to be displayed. The messages displayed depends on running background processes.
/// </summary>
Ready,
/// <summary>
/// mxd. Displays information about current selection.
/// </summary>
Selection,
/// <summary>
/// Shows action information and flashes up the status icon once.
/// </summary>
Action,
/// <summary>
/// Shows information without flashing the icon.
/// </summary>
Info,
/// <summary>
/// Shows information with the busy icon.
/// </summary>
Busy,
/// <summary>
/// Shows a warning, makes a warning sound and flashes a warning icon.
/// </summary>
Warning
}
//mxd. StatusInfo used by Script Editor
public struct ScriptStatusInfo
{
public const string READY_TEXT = "Ready.";
public readonly ScriptStatusType type;
public readonly string message;
internal bool displayed;
internal ScriptStatusInfo(ScriptStatusType type, string message)
{
this.type = type;
switch(type)
{
case ScriptStatusType.Ready:
this.message = READY_TEXT;
break;
case ScriptStatusType.Info:
case ScriptStatusType.Warning:
case ScriptStatusType.Busy:
this.message = message;
break;
default:
throw new NotImplementedException("Unsupported Script Status Type!");
}
this.displayed = false;
}
}
//mxd. StatusType used by Script Editor
public enum ScriptStatusType
{
/// <summary>
/// When no particular information is to be displayed.
/// </summary>
Ready,
/// <summary>
/// Shows information without flashing the icon.
/// </summary>
Info,
/// <summary>
/// Shows information with the busy icon.
/// </summary>
Busy,
/// <summary>
/// Shows a warning, makes a warning sound and flashes a warning icon.
/// </summary>
Warning
}
}