mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-02 16:42:30 +00:00
724709e435
Script editor: pressing "F1" now opens keyword help instead of program manual. Linedef edit form, Thing edit form: rewritten script support logic. It should now work in the same manner as the rest of controls. Thing info panel: thing arguments now have proper labels. Edit forms, UDMF: fields, which are handled by UI, are no longer shown in "Custom" tab. Visual mode: fixed a crash when loading a model on a video card without Shader model 2.0 support. Fixed incorrect argument number and changed most of labels in "Cameras and interpolation" section of zdoom_things.cfg.
75 lines
1.7 KiB
C#
75 lines
1.7 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.Collections.Generic;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.Config
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{
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internal sealed class AllTextureSet : TextureSet, IFilledTextureSet
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{
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#region ================== Constants
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public const string NAME = "All";
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#endregion
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#region ================== Variables
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// Matching textures and flats
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private List<ImageData> textures;
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private List<ImageData> flats;
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#endregion
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#region ================== Properties
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public ICollection<ImageData> Textures { get { return textures; } }
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public ICollection<ImageData> Flats { get { if(General.Map.Config.MixTexturesFlats) return textures; return flats; } } //mxd
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#endregion
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#region ================== Constructor / Destructor
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// New texture set constructor
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public AllTextureSet()
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{
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this.name = NAME;
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this.textures = new List<ImageData>();
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this.flats = new List<ImageData>();
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}
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#endregion
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#region ================== Methods
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internal void AddTexture(ImageData image)
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{
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textures.Add(image);
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}
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internal void AddFlat(ImageData image)
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{
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flats.Add(image);
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}
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#endregion
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}
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}
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