UltimateZoneBuilder/Source/Core/Config/AllTexturesSet.cs
MaxED 724709e435 Visual mode: added "Look Through Selection" action (default key is "Y"). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera or SecurityCamera.
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.
2013-08-08 11:04:13 +00:00

75 lines
1.7 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.Collections.Generic;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Config
{
internal sealed class AllTextureSet : TextureSet, IFilledTextureSet
{
#region ================== Constants
public const string NAME = "All";
#endregion
#region ================== Variables
// Matching textures and flats
private List<ImageData> textures;
private List<ImageData> flats;
#endregion
#region ================== Properties
public ICollection<ImageData> Textures { get { return textures; } }
public ICollection<ImageData> Flats { get { if(General.Map.Config.MixTexturesFlats) return textures; return flats; } } //mxd
#endregion
#region ================== Constructor / Destructor
// New texture set constructor
public AllTextureSet()
{
this.name = NAME;
this.textures = new List<ImageData>();
this.flats = new List<ImageData>();
}
#endregion
#region ================== Methods
internal void AddTexture(ImageData image)
{
textures.Add(image);
}
internal void AddFlat(ImageData image)
{
flats.Add(image);
}
#endregion
}
}