mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
0369c969d1
Draw Curve Mode: added settings panel. Sectors mode: added "Make Door" button to the toolbar. Swapped Side panel and Info panel z-order. Interface: split toolbar into 3 separate toolbars. All toolbar buttons are now viewable at 1024x768. Interface: grouped stuff in "Modes" menu a bit better. Interface: added "Draw [stuff]" buttons to modes toolbar. Interface: reorganized main menu. Hope it makes more sense now. API: added General.Interface.AddModesButton() and General.Interface.AddModesMenu(), which can be used to add buttons to specific group in "Modes" toolbar and menu items to specific group in "Modes" menu, so actions, which behave like an editing mode, but are not part of one can be added there.
212 lines
5.4 KiB
C#
212 lines
5.4 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.IO;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Plugins;
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using System.Drawing;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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internal class EditModeInfo : IComparable<EditModeInfo>
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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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// Mode type
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private Plugin plugin;
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private Type type;
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private EditModeAttribute attribs;
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// Mode switching
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private BeginActionAttribute switchactionattr;
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private ActionDelegate switchactiondel;
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// Mode button
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private Stream buttonimagestream;
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private Image buttonimage;
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private string buttondesc;
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private int buttonorder = int.MaxValue;
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#endregion
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#region ================== Properties
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public Plugin Plugin { get { return plugin; } }
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public Type Type { get { return type; } }
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public bool IsOptional { get { return ((switchactionattr != null) || (buttonimage != null)) && attribs.Optional; } }
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public BeginActionAttribute SwitchAction { get { return switchactionattr; } }
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public Image ButtonImage { get { return buttonimage; } }
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public string ButtonDesc { get { return buttondesc; } }
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public EditModeAttribute Attributes { get { return attribs; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public EditModeInfo(Plugin plugin, Type type, EditModeAttribute attr)
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{
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// Initialize
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this.plugin = plugin;
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this.type = type;
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this.attribs = attr;
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// Make switch action info
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if(!string.IsNullOrEmpty(attribs.SwitchAction))
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switchactionattr = new BeginActionAttribute(attribs.SwitchAction);
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// Make button info
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if(attr.ButtonImage != null)
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{
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buttonimagestream = plugin.GetResourceStream(attr.ButtonImage);
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if(buttonimagestream != null)
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{
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buttonimage = Image.FromStream(buttonimagestream);
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buttondesc = attr.DisplayName;
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buttonorder = attr.ButtonOrder;
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}
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}
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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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public void Dispose()
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{
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// Dispose
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UnbindSwitchAction();
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buttonimage.Dispose();
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buttonimagestream.Dispose();
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// Clean up
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plugin = null;
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}
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#endregion
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#region ================== Methods
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// This binds the action to switch to this editing mode
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public void BindSwitchAction()
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{
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if((switchactiondel == null) && (switchactionattr != null))
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{
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switchactiondel = UserSwitchToMode;
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General.Actions.BindBeginDelegate(plugin.Assembly, switchactiondel, switchactionattr);
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}
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}
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// This unbind the switch action
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public void UnbindSwitchAction()
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{
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if(switchactiondel != null)
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{
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General.Actions.UnbindBeginDelegate(plugin.Assembly, switchactiondel, switchactionattr);
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switchactiondel = null;
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}
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}
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// This switches to the mode by user command
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// (when user presses shortcut key)
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public void UserSwitchToMode()
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{
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// Only when a map is opened
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if(General.Map != null)
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{
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// Switching from volatile mode to volatile mode?
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if((General.Editing.Mode != null) && General.Editing.Mode.Attributes.Volatile && this.attribs.Volatile)
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{
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// First cancel previous volatile mode
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General.Editing.CancelVolatileMode();
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}
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// When in VisualMode and switching to the same VisualMode, then we switch back to the previous classic mode
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if((General.Editing.Mode is VisualMode) && (type == General.Editing.Mode.GetType()))
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{
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// Switch back to last classic mode
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General.Editing.ChangeMode(General.Editing.PreviousClassicMode.Name);
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}
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else
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{
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// Create instance
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EditMode newmode = plugin.CreateObject<EditMode>(type);
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// Switch mode
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General.Editing.ChangeMode(newmode);
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}
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}
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}
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// This switches to the mode
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public void SwitchToMode()
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{
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// Only when a map is opened
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if(General.Map != null)
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{
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// Create instance
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EditMode newmode = plugin.CreateObject<EditMode>(type);
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// Switch mode
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General.Editing.ChangeMode(newmode);
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}
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}
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// This switches to the mode with arguments
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public void SwitchToMode(object[] args)
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{
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// Only when a map is opened
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if(General.Map != null)
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{
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// Create instance
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EditMode newmode = plugin.CreateObjectA<EditMode>(type, args);
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// Switch mode
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if(!General.Editing.ChangeMode(newmode))
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{
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// When cancelled, dispose mode
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newmode.Dispose();
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}
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}
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}
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// String representation
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public override string ToString()
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{
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return attribs.DisplayName;
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}
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// Compare by button order
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public int CompareTo(EditModeInfo other)
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{
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if(this.buttonorder > other.buttonorder) return 1;
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if(this.buttonorder < other.buttonorder) return -1;
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return 0;
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}
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#endregion
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}
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}
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