UltimateZoneBuilder/Source/Core/Controls/RenderTargetControl.cs
MaxED 592887a086 Configurations: increased game configuration loading speed (in previous builds it took ~650 ms. to load a single game configuration, now it takes ~120 ms. to load all 64 of them). As a side effect, New\Open Map Options, Map Options and Game Configurations windows are now opened noticeably faster. The editor starts up a bit faster as well.
Configurations: all 64 game configuration are now available by default.
Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.
Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages).
Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier.
Textures: some optimizations in patch blending code.
ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
2014-02-18 14:04:14 +00:00

105 lines
3 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System.Drawing;
using System.Windows.Forms;
#endregion
namespace CodeImp.DoomBuilder.Controls
{
public class RenderTargetControl : Panel
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
public event KeyEventHandler OnKeyReleased; //mxd. Sometimes it's handeled here, not by MainForm
#endregion
#region ================== Constructor / Disposer
// Constructor
internal RenderTargetControl()
{
// Initialize
this.SetStyle(ControlStyles.FixedWidth, true);
this.SetStyle(ControlStyles.FixedHeight, true);
}
#endregion
#region ================== Overrides
// Paint method
protected override void OnPaint(PaintEventArgs pe)
{
// Pass on to base
// Do we really want this?
base.RaisePaintEvent(this, pe);
}
//mxd
protected override void OnKeyUp(KeyEventArgs e) {
if(OnKeyReleased != null) OnKeyReleased(this, e);
}
#endregion
#region ================== Methods
// This sets up the control to display the splash logo
public void SetSplashLogoDisplay()
{
// Change display to show splash logo
this.SetStyle(ControlStyles.SupportsTransparentBackColor, false);
this.SetStyle(ControlStyles.ContainerControl, true);
this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.Opaque, false);
this.UpdateStyles();
this.BackColor = System.Drawing.SystemColors.AppWorkspace;
this.BackgroundImage = global::CodeImp.DoomBuilder.Properties.Resources.Splash3_trans;
this.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
}
// This sets up the control for manual rendering
public void SetManualRendering()
{
// Change display for rendering
this.SetStyle(ControlStyles.SupportsTransparentBackColor, false);
this.SetStyle(ControlStyles.ContainerControl, true);
this.SetStyle(ControlStyles.OptimizedDoubleBuffer, false);
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.Opaque, true);
this.UpdateStyles();
this.BackColor = Color.Black;
this.BackgroundImage = null;
this.BackgroundImageLayout = System.Windows.Forms.ImageLayout.None;
}
#endregion
}
}