mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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9c7b8e4e3c
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score. Visual mode, UDMF: UDMF scale is now applied when rendering sprites. Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info. Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly. Classic modes: display was not updated after loading a sprite. Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
116 lines
3.4 KiB
C#
116 lines
3.4 KiB
C#
using System;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Properties;
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namespace CodeImp.DoomBuilder.GZBuilder.Controls
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{
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public partial class PairedFloatControl : UserControl
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{
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#region ================== Events
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public event EventHandler OnValuesChanged;
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#endregion
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#region ================== Variables
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private float defaultValue;
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private bool blockUpdate;
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private bool linkValues;
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#endregion
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#region ================== Properties
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public string Label { get { return label.Text; } set { label.Text = value; } }
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public float DefaultValue { get { return defaultValue; } set { defaultValue = value; } }
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public float ButtonStep { get { return value1.ButtonStepFloat; } set { value1.ButtonStepFloat = value; value2.ButtonStepFloat = value; } }
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#endregion
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public PairedFloatControl()
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{
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InitializeComponent();
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}
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public void SetValues(float val1, float val2, bool first)
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{
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blockUpdate = true;
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if (first) {
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value1.Text = val1.ToString();
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value2.Text = val2.ToString();
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} else {
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if (!string.IsNullOrEmpty(value1.Text) && value1.Text != val1.ToString())
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value1.Text = string.Empty;
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if (!string.IsNullOrEmpty(value2.Text) && value2.Text != val2.ToString())
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value2.Text = string.Empty;
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}
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checkValues();
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blockUpdate = false;
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}
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public float GetValue1(float original)
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{
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return value1.GetResultFloat(original);
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}
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public float GetValue2(float original)
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{
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return value2.GetResultFloat(original);
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}
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private void checkValues()
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{
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bool changed = string.IsNullOrEmpty(value1.Text) || string.IsNullOrEmpty(value2.Text)
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|| value1.GetResultFloat(defaultValue) != defaultValue || value2.GetResultFloat(defaultValue) != defaultValue;
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label.Enabled = changed;
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bReset.Visible = changed;
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if (!blockUpdate && OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
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}
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private void bReset_Click(object sender, EventArgs e)
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{
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string newValue = String.Format("{0:0.0}", defaultValue);
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value1.Text = newValue;
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value2.Text = newValue;
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checkValues();
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}
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private void bLink_Click(object sender, EventArgs e)
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{
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linkValues = !linkValues;
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bLink.Image = (linkValues ? Resources.Link : Resources.Unlink);
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}
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private void value1_WhenTextChanged(object sender, EventArgs e)
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{
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if (blockUpdate) return;
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if (linkValues) {
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blockUpdate = true;
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value2.Text = value1.Text;
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blockUpdate = false;
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}
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checkValues();
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}
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private void value2_WhenTextChanged(object sender, EventArgs e)
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{
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if (blockUpdate) return;
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if (linkValues) {
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blockUpdate = true;
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value1.Text = value2.Text;
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blockUpdate = false;
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}
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checkValues();
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}
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}
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}
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