mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 21:01:22 +00:00
4ae985d630
- no more mousebutton-specific code in the editing modes (now all bound by actions) - some progress on the drawing editing mode
178 lines
4.5 KiB
C#
178 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 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.IO;
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using CodeImp.DoomBuilder.Editing;
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using System.Reflection;
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#endregion
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namespace CodeImp.DoomBuilder.Plugins
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{
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internal class PluginManager
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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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// Plugins
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private List<Plugin> plugins;
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// Modes
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private List<EditModeInfo> editmodes;
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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 ICollection<EditModeInfo> EditModes { get { return editmodes; } }
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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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public PluginManager()
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{
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string[] filenames;
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Type[] editclasses;
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EditModeAttribute[] emattrs;
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EditModeInfo editmodeinfo;
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Plugin p;
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// Make lists
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this.plugins = new List<Plugin>();
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this.editmodes = new List<EditModeInfo>();
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// Find all .dll files
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filenames = Directory.GetFiles(General.PluginsPath, "*.dll", SearchOption.TopDirectoryOnly);
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foreach(string fn in filenames)
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{
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// Load plugin from this file
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General.MainWindow.DisplayStatus("Loading plugin '" + Path.GetFileName(fn) + "'...");
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p = new Plugin(fn);
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if(!p.IsDisposed) this.plugins.Add(p);
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// For all classes that inherit from EditMode
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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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emattrs = (EditModeAttribute[])t.GetCustomAttributes(typeof(EditModeAttribute), true);
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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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editmodeinfo = new EditModeInfo(p, t, a);
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editmodes.Add(editmodeinfo);
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}
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}
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}
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// Sort the list in order for buttons
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editmodes.Sort();
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// Go for all edit modes to add buttons
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foreach(EditModeInfo emi in editmodes)
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{
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// Add all non-config-specific buttons to interface
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if((emi.ButtonImage != null) && (emi.ButtonDesc != null) && !emi.ConfigSpecific)
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General.MainWindow.AddEditModeButton(emi);
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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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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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foreach(Plugin p in plugins) p.Dispose();
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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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public EditModeInfo GetEditModeInfo(string editmodename)
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{
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// Find the edit mode
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foreach(EditModeInfo emi in editmodes)
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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 game canfiguration is set or changed
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public void GameConfigurationChanged()
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{
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// Remove all config-specific editing mode buttons from toolbar
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General.MainWindow.RemoveSpecificEditModeButtons();
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// Go for all edit modes to add buttons
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foreach(EditModeInfo emi in editmodes)
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{
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// Add only non-config-specific buttons to interface
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if((emi.ButtonImage != null) && (emi.ButtonDesc != null) && emi.ConfigSpecific)
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{
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// Add if this button is specified by the game config
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if(General.Map.Config.IsEditModeSpecified(emi.Type.Name))
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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 returns a plugin by assembly, or null when plugin cannot be found
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public Plugin FindPluginByAssembly(Assembly assembly)
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{
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// Go for all plugins the find the one with matching assembly
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foreach(Plugin p in plugins)
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{
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if(p.Assembly == assembly) return p;
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}
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// Nothing found
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return null;
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}
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#endregion
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}
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}
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