mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-19 00:21:01 +00:00
9a72148ad1
Fog rendering (including colored fog in maps in UDMF format). Fixed lots of bugs in model loading and rendering. Added "Toggle GZDoom Effects" button, which currently toggles dynamic lights, models and fog rendering. Model loading process is more verbose now, so if something goes wrong, check Errors and Warnings window (F11) for details. ColorPicker plugin: You can now select surfaces in 3D-mode and then open Color Picker window to edit sector colors of sectors, to which these surfaces belong. If nothing is selected, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs. If nothing is selected, you can hilight a Light Thing and then open Color Picker window to edit it's properties.
132 lines
No EOL
4.9 KiB
C#
132 lines
No EOL
4.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Plugins;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.ColorPicker.Windows;
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namespace CodeImp.DoomBuilder.ColorPicker
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{
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public class BuilderPlug : Plug
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{
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private static BuilderPlug me;
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public static BuilderPlug Me { get { return me; } }
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public override string Name { get { return "Color Picker"; } }
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private IColorPicker form;
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private ToolsForm toolsform;
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private string currentModeName = "";
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private Point formLocation; //used to keep forms location constant
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public override void OnInitialize() {
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if (GZBuilder.GZGeneral.Version < 1.06f) {
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General.ErrorLogger.Add(ErrorType.Error, "ColorPicker plugin: GZDoomBuilder 1.06 or later required!");
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return;
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}
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base.OnInitialize();
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me = this;
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General.Actions.BindMethods(this);
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}
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public override void OnMapOpenEnd() {
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if (toolsform == null)
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toolsform = new ToolsForm();
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}
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public override void OnMapNewEnd() {
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OnMapOpenEnd();
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}
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public override void Dispose() {
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base.Dispose();
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General.Actions.UnbindMethods(this);
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if (form != null) form.Close();
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form = null;
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if (toolsform != null) toolsform.Dispose();
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toolsform = null;
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}
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[BeginAction("togglelightpannel")]
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private void toggleLightPannel() {
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if (General.Editing.Mode == null)
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return;
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currentModeName = General.Editing.Mode.GetType().Name;
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//display one of colorPickers or tell the user why we can't do that
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if (currentModeName == "ThingsMode") {
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if(General.Map.Map.SelectedThingsCount == 0){
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Plug.DisplayStatus(StatusType.Warning, "Select some lights first!");
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return;
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}
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form = new LightColorPicker();
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} else if (currentModeName == "SectorsMode") {
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if (GZBuilder.GZGeneral.UDMF) {
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if (General.Map.Map.SelectedSectorsCount == 0) {
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Plug.DisplayStatus(StatusType.Warning, "Select some sectors first!");
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return;
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}
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form = new SectorColorPicker();
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} else {
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Plug.DisplayStatus(StatusType.Warning, "Sector colors can only be set if map is in UDMF format!");
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return;
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}
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} else if (currentModeName == "BaseVisualMode") {
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//nothing selected in visual mode?
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if ( ((VisualMode)General.Editing.Mode).GetSelectedVisualThings(true).Count == 0 ) {
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//check sectors
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int selectedSectorsCount = ((VisualMode)General.Editing.Mode).GetSelectedVisualSectors(true).Count;
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if (GZBuilder.GZGeneral.UDMF && (selectedSectorsCount > 0 || General.Map.Map.SelectedSectorsCount > 0)) {
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form = new SectorColorPicker();
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} else {
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Plug.DisplayStatus(StatusType.Warning, "Select some lights " + (GZBuilder.GZGeneral.UDMF ? "or sectors " : "") + "first!");
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return;
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}
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} else {
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form = new LightColorPicker();
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}
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} else { //wrong mode
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Plug.DisplayStatus(StatusType.Warning, "Switch to" + (GZBuilder.GZGeneral.UDMF ? " Sectors," : "") + " Things or GZDoom Visual Mode first!");
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return;
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}
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if (form.Setup(currentModeName)) {
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if (formLocation.X == 0 && formLocation.Y == 0) {
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Size displaySize = Plug.DisplaySize;
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Point displayLocation = Plug.DisplayLocationAbs;
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formLocation = new Point(displayLocation.X + displaySize.Width - form.Width - 16, displayLocation.Y + 32);
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}
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form.Location = formLocation;
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form.FormClosed += new FormClosedEventHandler(form_FormClosed);
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form.ShowDialog(Form.ActiveForm);
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} else {
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form.Dispose();
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form = null;
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}
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}
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private void form_FormClosed(object sender, FormClosedEventArgs e) {
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formLocation = form.Location;
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form.Dispose();
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form = null;
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}
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}
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} |