mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 04:12:12 +00:00
a182a5098d
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
185 lines
4.7 KiB
C#
185 lines
4.7 KiB
C#
#region ================== Namespaces
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Plugins;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderEffects
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{
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public class BuilderPlug : Plug
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{
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// Static instance
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private static BuilderPlug me;
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// Main objects
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private MenusForm menusForm;
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private Form form;
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private Point formLocation; //used to keep form's location constant
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public override string Name { get { return "Builder Effects"; } }
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public static BuilderPlug Me { get { return me; } }
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// When plugin is initialized
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public override void OnInitialize()
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{
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// Setup
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base.OnInitialize();
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me = this;
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// Load menus form
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menusForm = new MenusForm();
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General.Actions.BindMethods(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!IsDisposed)
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{
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menusForm.Unregister();
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menusForm.Dispose();
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menusForm = null;
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// Done
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me = null;
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base.Dispose();
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}
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}
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public override void OnMapNewEnd()
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{
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base.OnMapNewEnd();
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menusForm.Register();
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}
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public override void OnMapOpenEnd()
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{
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base.OnMapOpenEnd();
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menusForm.Register();
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}
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public override void OnMapCloseEnd()
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{
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base.OnMapCloseEnd();
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menusForm.Unregister();
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}
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public override void OnReloadResources()
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{
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base.OnReloadResources();
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menusForm.Register();
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}
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//actions
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[BeginAction("applyjitter")]
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private void ApplyJitterTransform()
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{
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if(General.Editing.Mode == null) return;
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string 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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{
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if(General.Map.Map.SelectedThingsCount == 0)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Select some things first!");
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return;
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}
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form = new JitterThingsForm(currentModeName);
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}
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else if(currentModeName == "SectorsMode")
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{
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if(General.Map.Map.SelectedSectorsCount == 0)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Select some sectors first!");
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return;
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}
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form = new JitterSectorsForm(currentModeName);
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}
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else if(currentModeName == "LinedefsMode")
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{
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if(General.Map.Map.SelectedLinedefsCount == 0)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Select some linedefs first!");
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return;
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}
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form = new JitterVerticesForm(currentModeName);
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}
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else if(currentModeName == "VerticesMode")
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{
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if(General.Map.Map.SelectedVerticessCount == 0)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Select some vertices first!");
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return;
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}
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form = new JitterVerticesForm(currentModeName);
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}
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else if(currentModeName == "BaseVisualMode")
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{
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//no visual things selected in visual mode?
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if(((VisualMode)General.Editing.Mode).GetSelectedVisualThings(true).Count == 0)
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{
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//check selected geometry
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List<VisualGeometry> list = ((VisualMode)General.Editing.Mode).GetSelectedSurfaces();
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if(list.Count > 0)
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{
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foreach(VisualGeometry vg in list)
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{
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if(vg.GeometryType == VisualGeometryType.CEILING
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|| vg.GeometryType == VisualGeometryType.FLOOR)
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{
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form = new JitterSectorsForm(currentModeName);
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break;
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}
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}
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if(form == null) form = new JitterVerticesForm(currentModeName);
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}
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else
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Select some things, sectors or surfaces first!");
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return;
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}
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}
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else
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{
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form = new JitterThingsForm(currentModeName);
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}
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}
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else //wrong mode
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Switch to Sectors, Things, Vertices, Linedefs or Visual mode first!");
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return;
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}
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//position and show form
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if(formLocation.X == 0 && formLocation.Y == 0)
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{
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Size displaySize = General.Interface.Display.Size;
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Point displayLocation = General.Interface.Display.LocationAbs;
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formLocation = new Point(displayLocation.X + displaySize.Width - form.Width - 16, displayLocation.Y + 16);
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}
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form.Location = formLocation;
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form.FormClosed += form_FormClosed;
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form.ShowDialog(General.Interface);
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}
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//events
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private void form_FormClosed(object sender, FormClosedEventArgs e)
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{
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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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}
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