mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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c90d10c08c
Renamed "Toggle dynamic lights rendering" action to "Show dynamic lights". Changed: "Show dynamic lights" action now toggles between available dynamic light rendering modes. Renamed "Toggle models rendering" action to "Show models". Changed: "Show models" action now toggles between available model rendering modes. Removed "Toggle dynamic lights animation" and "Render selected/all models" actions. Fixed, Randomize Sectors form: selection highlight was not updated after applying the changes when the form was shown in Sectors mode. Consistency: selection is now cleared after applying changes done in Randomize Things and Randomize Vertices forms. Fixed, Classic modes: sprites of things with attached models were not rendered when model rendering was disabled. Updated documentation.
161 lines
No EOL
5.6 KiB
C#
161 lines
No EOL
5.6 KiB
C#
#region ================== Namespaces
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder
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{
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//mxd. should get rid of this class one day...
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public static class GZGeneral
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{
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#region ================== Properties
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//gzdoom light types
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private static readonly int[] gzLights = { /* normal lights */ 9800, 9801, 9802, 9803, 9804, /* additive lights */ 9810, 9811, 9812, 9813, 9814, /* negative lights */ 9820, 9821, 9822, 9823, 9824, /* vavoom lights */ 1502, 1503};
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public static int[] GZ_LIGHTS { get { return gzLights; } }
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private static readonly int[] gzLightTypes = { 5, 10, 15 }; //these are actually offsets in gz_lights
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public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } }
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private static readonly DynamicLightType[] gzAnimatedLightTypes = { DynamicLightType.FLICKER, DynamicLightType.RANDOM, DynamicLightType.PULSE };
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public static DynamicLightType[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } }
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//asc script action specials
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private static readonly int[] acsSpecials = { 80, 81, 82, 83, 84, 85, 226 };
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public static int[] ACS_SPECIALS { get { return acsSpecials; } }
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#endregion
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#region ================== Methods
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public static void Init()
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{
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//bind actions
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General.Actions.BindMethods(typeof(GZGeneral));
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General.MainWindow.UpdateGZDoomPanel();
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}
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#endregion
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#region ================== Actions
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[BeginAction("gztogglemodels")]
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private static void ToggleModelsRenderingMode()
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{
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switch(General.Settings.GZDrawModelsMode)
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{
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case ModelRenderMode.NONE:
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General.Settings.GZDrawModelsMode = ModelRenderMode.SELECTION;
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General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: SELECTION ONLY");
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break;
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case ModelRenderMode.SELECTION:
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General.Settings.GZDrawModelsMode = ModelRenderMode.ALL;
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General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ALL");
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break;
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case ModelRenderMode.ALL:
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General.Settings.GZDrawModelsMode = ModelRenderMode.NONE;
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General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: NONE");
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break;
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}
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglelights")]
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private static void ToggleLightsRenderingMode()
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{
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switch(General.Settings.GZDrawLightsMode)
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{
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case LightRenderMode.NONE:
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General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
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General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL");
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break;
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case LightRenderMode.ALL:
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General.Settings.GZDrawLightsMode = LightRenderMode.ALL_ANIMATED;
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General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ANIMATED");
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break;
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case LightRenderMode.ALL_ANIMATED:
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General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
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General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: NONE");
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break;
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}
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglefog")]
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private static void ToggleFog()
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{
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General.Settings.GZDrawFog = !General.Settings.GZDrawFog;
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General.MainWindow.DisplayStatus(StatusType.Action, "Fog rendering is " + (General.Settings.GZDrawFog ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglefx")]
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private static void ToggleFx()
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{
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int on = 0;
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on += General.Settings.GZDrawFog ? 1 : -1;
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on += General.Settings.GZDrawLightsMode != LightRenderMode.NONE ? 1 : -1;
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on += General.Settings.GZDrawModelsMode != ModelRenderMode.NONE ? 1 : -1;
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bool enable = (on < 0);
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General.Settings.GZDrawFog = enable;
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General.Settings.GZDrawLightsMode = (enable ? LightRenderMode.ALL : LightRenderMode.NONE);
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General.Settings.GZDrawModelsMode = (enable ? ModelRenderMode.ALL : ModelRenderMode.NONE);
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General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") );
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztoggleeventlines")]
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private static void ToggleEventLines()
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{
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General.Settings.GZShowEventLines = !General.Settings.GZShowEventLines;
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General.MainWindow.DisplayStatus(StatusType.Action, "Event lines are " + (General.Settings.GZShowEventLines ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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[BeginAction("gztogglevisualvertices")]
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private static void ToggleVisualVertices()
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{
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General.Settings.GZShowVisualVertices = !General.Settings.GZShowVisualVertices;
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General.MainWindow.DisplayStatus(StatusType.Action, "Visual vertices are " + (General.Settings.GZShowVisualVertices ? "ENABLED" : "DISABLED"));
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateGZDoomPanel();
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}
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//main menu actions
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[BeginAction("gzreloadmodeldef")]
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private static void ReloadModeldef()
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{
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if(General.Map != null) General.Map.Data.ReloadModeldef();
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}
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[BeginAction("gzreloadgldefs")]
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private static void ReloadGldefs()
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{
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if (General.Map != null) General.Map.Data.ReloadGldefs();
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}
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[BeginAction("gzreloadmapinfo")]
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private static void ReloadMapInfo()
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{
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if (General.Map != null) General.Map.Data.ReloadMapInfo();
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}
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#endregion
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}
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} |