mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
9df67e8b22
Sector and Thing Info panels: fixed possible crash when trying to show unknown thing/sector flag. Hints were not shown properly when multiselection was started while highlighting a map element. Copy/Paste actions work much faster now. Classic modes: rendered grid size in now adjusted to current zoom level.
194 lines
4.5 KiB
C#
194 lines
4.5 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 CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public class UniValue
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{
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#region ================== Constants
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private const string NAME_CHARS = "abcdefghijklmnopqrstuvwxyz0123456789_";
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private const string START_CHARS = "abcdefghijklmnopqrstuvwxyz_";
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#endregion
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#region ================== Variables
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private object value;
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private int type;
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#endregion
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#region ================== Properties
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public object Value
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{
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get
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{
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return this.value;
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}
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set
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{
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// Value may only be a primitive type
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if((!(value is int) && !(value is float) && !(value is string) && !(value is bool)) || (value == null))
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throw new ArgumentException("Universal field values can only be of type int, float, string or bool.");
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this.value = value;
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}
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}
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public int Type { get { return this.type; } set { this.type = value; } }
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#endregion
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#region ================== Constructor
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// Constructor
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public UniValue(int type, object value)
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{
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this.type = type;
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this.value = value;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Constructor
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public UniValue(UniversalType type, object value)
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{
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this.type = (int)type;
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this.value = value;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Constructor
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public UniValue(UniValue v)
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{
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this.type = v.type;
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this.value = v.value;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Constructor
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public UniValue()
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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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#endregion
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#region ================== Methods
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// Serialize / deserialize
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internal void ReadWrite(IReadWriteStream s)
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{
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s.rwInt(ref type);
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switch((UniversalType)type)
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{
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case UniversalType.AngleRadians:
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case UniversalType.AngleDegreesFloat:
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case UniversalType.Float:
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{
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float v = 0.0f;
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//mxd. Seems to work faster this way
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//try { v = (float)value; } catch(NullReferenceException e) { }
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if(value != null) v = (float)value;
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s.rwFloat(ref v);
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value = v;
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break;
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}
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case UniversalType.AngleDegrees:
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case UniversalType.Color:
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case UniversalType.EnumBits:
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case UniversalType.EnumOption:
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case UniversalType.Integer:
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case UniversalType.LinedefTag:
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case UniversalType.LinedefType:
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case UniversalType.SectorEffect:
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case UniversalType.SectorTag:
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case UniversalType.ThingTag:
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case UniversalType.ThingType:
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{
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int v = 0;
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//mxd. Seems to work faster this way
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//try { v = (int)value; } catch(NullReferenceException e) { }
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if(value != null) v = (int)value;
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s.rwInt(ref v);
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value = v;
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break;
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}
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case UniversalType.Boolean:
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{
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bool v = false;
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//mxd. Seems to work faster this way
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//try { v = (bool)value; } catch(NullReferenceException e) { }
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if(value != null) v = (bool)value;
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s.rwBool(ref v);
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value = v;
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break;
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}
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case UniversalType.Flat:
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case UniversalType.String:
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case UniversalType.Texture:
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case UniversalType.EnumStrings:
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case UniversalType.ThingClass:
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{
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string v = (string)value;
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s.rwString(ref v);
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value = v;
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break;
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}
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default:
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General.Fail("Unknown field type to read/write!");
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break;
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}
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}
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// This validates a UDMF field name and returns the valid part
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public static string ValidateName(string name)
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{
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// Keep only valid characters
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string fieldname = name.Trim().ToLowerInvariant();
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string validname = "";
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for(int c = 0; c < fieldname.Length; c++)
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{
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string valid_chars = (validname.Length > 0) ? NAME_CHARS : START_CHARS;
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if(valid_chars.IndexOf(fieldname[c]) > -1) validname += fieldname[c];
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}
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return validname;
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}
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#endregion
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}
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}
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