mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
34bd24505d
Added Copy and Paste object properties for classic modes Added some options for toolbar customization
226 lines
5.4 KiB
C#
226 lines
5.4 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;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Plugins;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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// Vertex
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public class VertexProperties
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{
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private UniFields fields;
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public VertexProperties(Vertex v)
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{
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fields = new UniFields(v.Fields);
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}
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public void Apply(Vertex v)
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{
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v.Fields.BeforeFieldsChange();
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v.Fields.Clear();
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foreach(KeyValuePair<string, UniValue> uv in fields)
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v.Fields.Add(uv.Key, new UniValue(uv.Value));
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}
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}
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// Sector
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public class SectorProperties
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{
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private int floorheight;
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private int ceilheight;
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private string floortexture;
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private string ceilingtexture;
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private int effect;
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private int brightness;
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private int tag;
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private UniFields fields;
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public SectorProperties(Sector s)
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{
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floorheight = s.FloorHeight;
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ceilheight = s.CeilHeight;
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floortexture = s.FloorTexture;
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ceilingtexture = s.CeilTexture;
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brightness = s.Brightness;
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effect = s.Effect;
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tag = s.Tag;
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fields = new UniFields(s.Fields);
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}
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public void Apply(Sector s)
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{
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s.FloorHeight = floorheight;
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s.CeilHeight = ceilheight;
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s.SetFloorTexture(floortexture);
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s.SetCeilTexture(ceilingtexture);
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s.Brightness = brightness;
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s.Tag = tag;
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s.Effect = effect;
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s.Fields.BeforeFieldsChange();
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s.Fields.Clear();
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foreach(KeyValuePair<string, UniValue> v in fields)
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s.Fields.Add(v.Key, new UniValue(v.Value));
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}
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}
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// Sidedef
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public class SidedefProperties
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{
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private string hightexture;
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private string middletexture;
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private string lowtexture;
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private int offsetx;
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private int offsety;
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private UniFields fields;
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public SidedefProperties(Sidedef s)
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{
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hightexture = s.HighTexture;
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middletexture = s.MiddleTexture;
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lowtexture = s.LowTexture;
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offsetx = s.OffsetX;
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offsety = s.OffsetY;
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fields = new UniFields(s.Fields);
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}
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public void Apply(Sidedef s)
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{
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s.SetTextureHigh(hightexture);
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s.SetTextureMid(middletexture);
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s.SetTextureLow(lowtexture);
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s.OffsetX = offsetx;
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s.OffsetY = offsety;
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s.Fields.BeforeFieldsChange();
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s.Fields.Clear();
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foreach(KeyValuePair<string, UniValue> v in fields)
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s.Fields.Add(v.Key, new UniValue(v.Value));
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}
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}
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// Linedef
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public class LinedefProperties
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{
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private SidedefProperties front;
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private SidedefProperties back;
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private Dictionary<string, bool> flags;
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private int action;
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private int activate;
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private int tag;
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private int[] args;
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private UniFields fields;
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public LinedefProperties(Linedef l)
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{
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if(l.Front != null)
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front = new SidedefProperties(l.Front);
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else
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front = null;
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if(l.Back != null)
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back = new SidedefProperties(l.Back);
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else
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back = null;
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flags = l.GetFlags();
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action = l.Action;
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activate = l.Activate;
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tag = l.Tag;
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args = (int[])(l.Args.Clone());
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fields = new UniFields(l.Fields);
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}
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public void Apply(Linedef l)
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{
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if((front != null) && (l.Front != null)) front.Apply(l.Front);
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if((back != null) && (l.Back != null)) back.Apply(l.Back);
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l.ClearFlags();
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foreach(KeyValuePair<string, bool> f in flags)
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l.SetFlag(f.Key, f.Value);
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l.Action = action;
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l.Activate = activate;
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l.Tag = tag;
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for(int i = 0; i < l.Args.Length; i++)
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l.Args[i] = args[i];
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l.Fields.BeforeFieldsChange();
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l.Fields.Clear();
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foreach(KeyValuePair<string, UniValue> v in fields)
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l.Fields.Add(v.Key, new UniValue(v.Value));
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}
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}
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// Thing
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public class ThingProperties
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{
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private int type;
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private float angle;
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private Dictionary<string, bool> flags;
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private int tag;
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private int action;
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private int[] args;
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private UniFields fields;
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public ThingProperties(Thing t)
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{
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type = t.Type;
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angle = t.Angle;
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flags = t.GetFlags();
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tag = t.Tag;
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action = t.Action;
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args = (int[])(t.Args.Clone());
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fields = new UniFields(t.Fields);
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}
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public void Apply(Thing t)
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{
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t.Type = type;
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t.Rotate(angle);
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t.ClearFlags();
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foreach(KeyValuePair<string, bool> f in flags)
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t.SetFlag(f.Key, f.Value);
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t.Tag = tag;
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t.Action = action;
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for(int i = 0; i < t.Args.Length; i++)
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t.Args[i] = args[i];
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t.Fields.BeforeFieldsChange();
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t.Fields.Clear();
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foreach(KeyValuePair<string, UniValue> v in fields)
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t.Fields.Add(v.Key, new UniValue(v.Value));
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}
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}
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}
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