UltimateZoneBuilder/Source/Core/Rendering/Presentation.cs
MaxED 9ac9b18e2d Hints and Draw Settings panels were not removed during map closing/switching, which resulted in duplicate panels.
The way things were rendered during dragging is now used by default in Things mode.
2014-01-17 13:48:06 +00:00

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