mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
25b3bf2287
Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
111 lines
2.4 KiB
C#
111 lines
2.4 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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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public abstract class SelectableElement : MapElement
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Selected or not?
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private bool selected;
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// Group bitmask
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private int groups;
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#endregion
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#region ================== Properties
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public bool Selected { get { return selected; } set { if(value && !selected) DoSelect(); else if(!value && selected) DoUnselect(); } }
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#endregion
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#region ================== Constructor / Disposer
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Remove from selection
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if(selected) Selected = false;
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This makes the selection
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protected virtual void DoSelect()
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{
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selected = true;
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}
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// This removes the selection
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protected virtual void DoUnselect()
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{
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selected = false;
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}
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// This copies properties to any other element
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public void CopyPropertiesTo(SelectableElement element)
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{
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element.groups = this.groups;
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element.Selected = this.selected;
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base.CopyPropertiesTo(element);
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}
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// This adds the element to one or more groups
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public void AddToGroup(int groupsmask)
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{
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groups |= groupsmask;
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}
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// This removes the elements from one or more groups
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public void RemoveFromGroup(int groupsmask)
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{
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groups &= ~groupsmask;
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}
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// This selects by group
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public void SelectByGroup(int groupsmask)
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{
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this.Selected = ((groups & groupsmask) != 0);
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}
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//mxd. This checks if given element belongs to a particular group
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public bool IsInGroup(int groupsmask)
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{
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return ((groups & groupsmask) != 0);
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}
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#endregion
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}
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}
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