UltimateZoneBuilder/Source/Core/GZBuilder/GZGeneral.cs
MaxED 8f47c316b9 Classic modes, UDMF: floor/ceiling texture offsets can now be locked in place while sector is dragged.
Fixed another bug in Tools.autoAlignTexturesOnSidesUDMF()
Replaced Math.PI-related equations with stuff from Angle2D class.
2013-04-11 09:27:16 +00:00

151 lines
No EOL
6.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Controls;
namespace CodeImp.DoomBuilder.GZBuilder
{
//mxd. should get rid of this class one day...
public static class GZGeneral
{
//gzdoom light types
private static int[] gzLights = { /* normal lights */ 9800, 9801, 9802, 9803, 9804, /* additive lights */ 9810, 9811, 9812, 9813, 9814, /* negative lights */ 9820, 9821, 9822, 9823, 9824, /* vavoom lights */ 1502, 1503};
public static int[] GZ_LIGHTS { get { return gzLights; } }
private static int[] gzLightTypes = { 5, 10, 15 }; //these are actually offsets in gz_lights
public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } }
private static int[] gzAnimatedLightTypes = { (int)GZDoomLightType.FLICKER, (int)GZDoomLightType.RANDOM, (int)GZDoomLightType.PULSE };
public static int[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } }
//asc script action specials
private static int[] acsSpecials = { 80, 81, 82, 83, 84, 85, 226 };
public static int[] ACS_SPECIALS { get { return acsSpecials; } }
//version
public const float Version = 1.14f;
public const char Revision = ' ';
public static void Init() {
//bind actions
General.Actions.BindMethods(typeof(GZGeneral));
General.MainWindow.UpdateGZDoomPanel();
}
//actions
[BeginAction("gztogglemodels")]
private static void toggleModels() {
General.Settings.GZDrawModels = !General.Settings.GZDrawModels;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering is " + (General.Settings.GZDrawModels ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglelights")]
private static void toggleLights() {
General.Settings.GZDrawLights = !General.Settings.GZDrawLights;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering is " + (General.Settings.GZDrawLights ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglelightsanimation")]
private static void toggleLightsAnimation() {
General.Settings.GZAnimateLights = !General.Settings.GZAnimateLights;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights animation is " + (General.Settings.GZAnimateLights ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglefog")]
private static void toggleFog() {
General.Settings.GZDrawFog = !General.Settings.GZDrawFog;
General.MainWindow.DisplayStatus(StatusType.Action, "Fog rendering is " + (General.Settings.GZDrawFog ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gzdrawselectedmodelsonly")]
private static void toggleDrawSelectedModelsOnly() {
General.Settings.GZDrawSelectedModelsOnly = !General.Settings.GZDrawSelectedModelsOnly;
General.MainWindow.DisplayStatus(StatusType.Action, "Rendering " + (General.Settings.GZDrawSelectedModelsOnly ? "only selected" : "all") + " models.");
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglefx")]
private static void toggleFx() {
int on = 0;
on += General.Settings.GZDrawFog ? 1 : -1;
on += General.Settings.GZDrawLights ? 1 : -1;
on += General.Settings.GZDrawModels ? 1 : -1;
bool enable = (on < 0);
General.Settings.GZDrawFog = enable;
General.Settings.GZDrawLights = enable;
General.Settings.GZDrawModels = enable;
General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") );
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztoggleeventlines")]
private static void toggleEventLines() {
General.Settings.GZShowEventLines = !General.Settings.GZShowEventLines;
General.MainWindow.DisplayStatus(StatusType.Action, "Event lines are " + (General.Settings.GZShowEventLines ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglevisualvertices")]
private static void toggleVisualVertices() {
General.Settings.GZShowVisualVertices = !General.Settings.GZShowVisualVertices;
General.MainWindow.DisplayStatus(StatusType.Action, "Visual vertices are " + (General.Settings.GZShowVisualVertices ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
//main menu actions
[BeginAction("gzreloadmodeldef")]
private static void reloadModeldef() {
if(General.Map != null) {
General.Map.Data.ReloadModeldef();
General.MainWindow.RedrawDisplay(); //dbg?
}
}
[BeginAction("gzreloadgldefs")]
private static void reloadGldefs() {
if (General.Map != null)
General.Map.Data.ReloadGldefs();
}
[BeginAction("gzreloadmapinfo")]
private static void reloadMapInfo() {
if (General.Map != null)
General.Map.Data.ReloadMapInfo();
}
[BeginAction("setcurrenttextures")]
private static void setCurrentTextures() {
//dbg
Console.WriteLine("setcurrenttextures called");
if(General.Map != null) {
SetCurrentTexturesForm form = new SetCurrentTexturesForm();
form.ShowDialog(Form.ActiveForm);
}
}
}
}