mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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ae8daa2924
- added interface controls for editing mode selection in game configurations
260 lines
6.2 KiB
C#
260 lines
6.2 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 System.Diagnostics;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Plugins;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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public sealed class EditingManager
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// All editing modes available
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private List<EditModeInfo> allmodes;
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// Editing modes selected through configuration
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private List<EditModeInfo> usedmodes;
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// Status
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private EditMode mode;
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private EditMode newmode;
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private Type prevmode;
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private Type prevstablemode;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public EditMode Mode { get { return mode; } }
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public EditMode NewMode { get { return newmode; } }
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public Type PreviousMode { get { return prevmode; } }
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public Type PreviousStableMode { get { return prevstablemode; } }
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal EditingManager()
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{
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// Initialize
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allmodes = new List<EditModeInfo>();
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usedmodes = new List<EditModeInfo>();
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// Make list of all editing modes we can find
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foreach(Plugin p in General.Plugins.Plugins)
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{
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// For all classes that inherit from EditMode
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Type[] editclasses = p.FindClasses(typeof(EditMode));
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foreach(Type t in editclasses)
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{
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// For all defined EditMode attributes
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EditModeAttribute[] emattrs = (EditModeAttribute[])t.GetCustomAttributes(typeof(EditModeAttribute), false);
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foreach(EditModeAttribute a in emattrs)
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{
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// Make edit mode information
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allmodes.Add(new EditModeInfo(p, t, a));
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}
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}
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}
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// Sort the modes in order for buttons
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allmodes.Sort();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal 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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// Clean up
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This returns specific editing mode info by name
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internal EditModeInfo GetEditModeInfo(string editmodename)
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{
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// Find the edit mode
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foreach(EditModeInfo emi in usedmodes)
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{
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// Mode matches class name?
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if(emi.ToString() == editmodename) return emi;
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}
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// No such mode found
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return null;
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}
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// This is called when the editing modes must update
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internal void UpdateCurrentEditModes()
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{
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// For now we use all the modes we can find
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usedmodes.Clear();
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usedmodes.AddRange(allmodes);
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// Remove editing mode buttons from interface
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General.MainWindow.RemoveEditModeButtons();
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// Go for all used edit modes to add buttons
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foreach(EditModeInfo emi in usedmodes)
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{
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if((emi.ButtonImage != null) && (emi.ButtonDesc != null))
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General.MainWindow.AddEditModeButton(emi);
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}
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}
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//
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// This changes the editing mode.
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// Order in which events occur for the old and new modes:
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//
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// - Constructor of new mode is called
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// - Disengage of old mode is called
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// ----- Mode switches -----
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// - Engage of new mode is called
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// - Dispose of old mode is called
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//
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// Returns false when cancelled
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public bool ChangeMode(EditMode nextmode)
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{
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EditMode oldmode = mode;
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// Log info
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if(newmode != null)
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General.WriteLogLine("Switching edit mode to " + newmode.GetType().Name + "...");
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else
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General.WriteLogLine("Stopping edit mode...");
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// Remember previous mode
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newmode = nextmode;
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if(mode != null)
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{
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prevmode = mode.GetType();
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if(!mode.Attributes.Volatile) prevstablemode = prevmode;
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}
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else
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{
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prevmode = null;
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prevstablemode = null;
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}
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// Let the plugins know beforehand and check if not cancelled
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if(General.Plugins.ModeChanges(oldmode, newmode))
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{
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// Disenagage old mode
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if(oldmode != null) oldmode.OnDisengage();
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// Reset cursor
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General.Interface.SetCursor(Cursors.Default);
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// Apply new mode
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mode = newmode;
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// Engage new mode
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if(newmode != null) newmode.OnEngage();
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// Update the interface
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General.MainWindow.EditModeChanged();
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// Dispose old mode
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if(oldmode != null) oldmode.Dispose();
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// Done switching
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newmode = null;
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// Redraw the display
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General.MainWindow.RedrawDisplay();
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return true;
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}
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else
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{
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// Cancelled
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General.WriteLogLine("Edit mode change cancelled.");
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return false;
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}
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}
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// This changes mode by class name and optionally with arguments
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public void ChangeMode(string classname, params object[] args)
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{
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EditModeInfo emi = GetEditModeInfo(classname);
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if(emi != null) emi.SwitchToMode(args);
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}
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#endregion
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#region ================== Actions
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/// <summary>
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/// This cancels the current mode.
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/// </summary>
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[BeginAction("cancelmode")]
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public void CancelMode()
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{
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// Let the mode know
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mode.OnCancel();
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}
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/// <summary>
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/// This accepts the changes in the current mode.
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/// </summary>
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[BeginAction("acceptmode")]
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public void AcceptMode()
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{
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// Let the mode know
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mode.OnAccept();
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}
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#endregion
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}
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}
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