UltimateZoneBuilder/Source/Core/GZBuilder/Controls/PairedFloatControl.cs
MaxED c6f9146b8b Fixed, DECORATE parser: enums were not handled properly.
General interface: selection info is now always displayed.
Visual mode: you can now hold Alt-Shift or Ctrl-Alt while selecting sidedefs to stop selecting connected sidedefs when already (un)selected sidedef is encountered.
Added, Numeric Textbox: you can now use "+++" and "---" prefixes to incrementally increase or decrease result values by given value.
Fixed, Numeric Textbox: fixed a potential divide by zero exception when using "/" prefix in numeric textboxes with decimal input enabled.
Fixed, Thing Info panel: relative z position of things with "+SPAWNCEILING" flag was incorrect.
Changed: Update checker now displays messages using MessageBoxes when called manually.
Map Analysis: changed result descriptions for Unknown Texture and Missing Texture checks.
Doom map format: renamed "Secret" linedef flag to "Shown as 1-sided on automap".
Updated ZDoom_DECORATE.cfg (A_RadiusGive stuff).
2015-07-26 23:18:13 +00:00

126 lines
4.1 KiB
C#

using System;
using System.Globalization;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Properties;
namespace CodeImp.DoomBuilder.GZBuilder.Controls
{
public partial class PairedFloatControl : UserControl
{
#region ================== Events
public event EventHandler OnValuesChanged;
#endregion
#region ================== Variables
private float defaultValue;
private bool blockUpdate;
private bool linkValues;
private bool changed;
#endregion
#region ================== Properties
public bool NonDefaultValue { get { return changed; } }
public float DefaultValue { get { return defaultValue; } set { defaultValue = value; } }
public float ButtonStep { get { return value1.ButtonStepFloat; } set { value1.ButtonStepFloat = value; value2.ButtonStepFloat = value; } }
public float ButtonStepBig { get { return value1.ButtonStepBig; } set { value1.ButtonStepBig = value; value2.ButtonStepBig = value; } }
public float ButtonStepSmall { get { return value1.ButtonStepSmall; } set { value1.ButtonStepSmall = value; value2.ButtonStepSmall = value; } }
public bool ButtonStepsUseModifierKeys { get { return value1.ButtonStepsUseModifierKeys; } set { value1.ButtonStepsUseModifierKeys = value; value2.ButtonStepsUseModifierKeys = value; } }
public bool LinkValues { get { return linkValues; } set { linkValues = value; bLink.Image = (linkValues ? Resources.Link : Resources.Unlink); } }
#endregion
public PairedFloatControl()
{
InitializeComponent();
}
public void SetValues(float val1, float val2, bool first)
{
blockUpdate = true;
if (first)
{
value1.Text = val1.ToString(CultureInfo.CurrentCulture);
value2.Text = val2.ToString(CultureInfo.CurrentCulture);
}
else
{
if(!string.IsNullOrEmpty(value1.Text) && value1.Text != val1.ToString(CultureInfo.CurrentCulture))
value1.Text = string.Empty;
if(!string.IsNullOrEmpty(value2.Text) && value2.Text != val2.ToString(CultureInfo.CurrentCulture))
value2.Text = string.Empty;
}
CheckValues();
blockUpdate = false;
}
public float GetValue1(float original)
{
return value1.GetResultFloat(original);
}
public float GetValue2(float original)
{
return value2.GetResultFloat(original);
}
private void CheckValues()
{
changed = (string.IsNullOrEmpty(value1.Text) || string.IsNullOrEmpty(value2.Text)
|| value1.GetResultFloat(defaultValue, 0) != defaultValue || value2.GetResultFloat(defaultValue, 0) != defaultValue);
bReset.Visible = changed;
if (!blockUpdate && OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void bReset_Click(object sender, EventArgs e)
{
string newValue = defaultValue.ToString(CultureInfo.CurrentCulture);
value1.Text = newValue;
value2.Text = newValue;
CheckValues();
}
private void bLink_Click(object sender, EventArgs e)
{
linkValues = !linkValues;
bLink.Image = (linkValues ? Resources.Link : Resources.Unlink);
}
private void value1_WhenTextChanged(object sender, EventArgs e)
{
if (blockUpdate) return;
if (linkValues)
{
blockUpdate = true;
value2.Text = value1.Text;
blockUpdate = false;
}
CheckValues();
}
private void value2_WhenTextChanged(object sender, EventArgs e)
{
if (blockUpdate) return;
if (linkValues)
{
blockUpdate = true;
value1.Text = value2.Text;
blockUpdate = false;
}
CheckValues();
}
}
}