mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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9ac9b18e2d
The way things were rendered during dragging is now used by default in Things mode.
157 lines
4.2 KiB
C#
157 lines
4.2 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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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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/// <summary>
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/// Presentation settings
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/// </summary>
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public class Presentation
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{
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// Constants for static instances
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public const float THINGS_BACK_ALPHA = 0.3f;
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public const float THINGS_HIDDEN_ALPHA = 0.66f;
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// Static instances
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private static Presentation standard;
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private static Presentation things;
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// Static properties
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public static Presentation Standard { get { return standard; } }
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public static Presentation Things { get { return things; } }
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// Variables
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protected internal List<PresentLayer> layers;
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// Constructor
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public Presentation()
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{
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// Initialize
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layers = new List<PresentLayer>();
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}
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// Copy constructor
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public Presentation(Presentation p)
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{
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layers = new List<PresentLayer>(p.layers);
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}
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// This creates the static instances
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internal static void Initialize()
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{
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// Standard classic mode
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standard = new Presentation();
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standard.layers.Add(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
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standard.layers.Add(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
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standard.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, THINGS_BACK_ALPHA));
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standard.layers.Add(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
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standard.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
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standard.layers.Add(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
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// Things classic mode
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things = new Presentation();
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things.layers.Add(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
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things.layers.Add(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
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things.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1f));
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things.layers.Add(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
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things.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
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things.layers.Add(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
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things.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 0.5f)); //mxd
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}
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}
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/// <summary>
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/// Customizable Presentation
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/// </summary>
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public class CustomPresentation : Presentation
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{
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// Allow public adding
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public void AddLayer(PresentLayer layer)
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{
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this.layers.Add(layer);
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}
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}
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public struct PresentLayer
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{
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public RendererLayer layer;
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public BlendingMode blending;
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public float alpha;
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public bool antialiasing;
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// Constructor
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public PresentLayer(RendererLayer layer, BlendingMode blending, float alpha, bool antialiasing)
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{
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this.layer = layer;
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this.blending = blending;
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this.alpha = alpha;
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this.antialiasing = antialiasing;
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}
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// Constructor
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public PresentLayer(RendererLayer layer, BlendingMode blending, float alpha)
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{
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this.layer = layer;
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this.blending = blending;
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this.alpha = alpha;
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this.antialiasing = false;
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}
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// Constructor
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public PresentLayer(RendererLayer layer, BlendingMode blending)
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{
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this.layer = layer;
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this.blending = blending;
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this.alpha = 1f;
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this.antialiasing = false;
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}
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// Constructor
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public PresentLayer(RendererLayer layer)
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{
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this.layer = layer;
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this.blending = BlendingMode.None;
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this.alpha = 1f;
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this.antialiasing = false;
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}
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}
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// The different layers
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public enum RendererLayer
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{
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Background,
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Grid,
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Things,
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Geometry,
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Overlay,
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Surface
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}
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// Blending modes
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public enum BlendingMode
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{
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None,
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Mask,
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Alpha,
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Additive,
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}
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}
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