mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
25b3bf2287
Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
453 lines
11 KiB
C#
453 lines
11 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.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Plugins;
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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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public sealed class EditingManager
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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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// All editing mode groups, sorted alphabetically
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private List<string> groups;
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// All editing modes available
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private List<EditModeInfo> allmodes;
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// Editing modes selected through configuration
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private List<EditModeInfo> usedmodes;
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// Status
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private EditMode mode;
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private EditMode newmode;
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private Type prevmode;
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private Type prevstablemode;
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private Type prevclassicmode;
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private bool disengaging;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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internal List<EditModeInfo> ModesInfo { get { return allmodes; } }
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public EditMode Mode { get { return mode; } }
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public EditMode NewMode { get { return newmode; } }
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public Type PreviousMode { get { return prevmode; } }
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public Type PreviousStableMode { get { return prevstablemode; } }
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public Type PreviousClassicMode { get { return prevclassicmode; } }
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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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internal EditingManager()
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{
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// Initialize
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allmodes = new List<EditModeInfo>();
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usedmodes = new List<EditModeInfo>();
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groups = new List<string>();
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// Bind any methods
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General.Actions.BindMethods(this);
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// Make list of all editing modes we can find
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foreach(Plugin p in General.Plugins.Plugins)
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{
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// For all classes that inherit from EditMode
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Type[] 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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EditModeAttribute[] emattrs = (EditModeAttribute[])t.GetCustomAttributes(typeof(EditModeAttribute), false);
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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 modeinfo = new EditModeInfo(p, t, a);
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allmodes.Add(modeinfo);
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// Add group if not added yet
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if(!groups.Contains(modeinfo.Attributes.ButtonGroup))
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groups.Add(modeinfo.Attributes.ButtonGroup);
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}
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}
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}
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// Sort the lists
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allmodes.Sort();
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groups.Sort();
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// Update modes
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UpdateCurrentEditModes();
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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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internal 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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// Unbind any methods
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General.Actions.UnbindMethods(this);
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// Clean up
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foreach(EditModeInfo i in allmodes) i.Dispose(); //mxd
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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 ================== Switch Actions
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// This unbinds all editing mode switch actions
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private void UnbindSwitchActions()
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{
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foreach(EditModeInfo emi in allmodes)
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{
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emi.UnbindSwitchAction();
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}
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}
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// This binds all editing mode switch actions for the available modes only
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private void BindAvailableSwitchActions()
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{
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// In case of VisualMode, we only bind the switch action
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// of the VisualMode to switch back to the previous mode
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if(mode is VisualMode)
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{
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// Bind only the switch action for this mode
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EditModeInfo info = GetEditModeInfo(mode.GetType());
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info.BindSwitchAction();
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}
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else
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{
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// Bind all available mode swtich actions
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foreach(EditModeInfo emi in usedmodes)
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{
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emi.BindSwitchAction();
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}
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}
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}
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#endregion
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#region ================== Methods
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// This cancels a volatile mode, as if the user presses cancel
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public bool CancelVolatileMode()
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{
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// Volatile mode?
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if((General.Map != null) & (mode != null) && mode.Attributes.Volatile && !disengaging)
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{
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// Cancel
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disengaging = true;
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General.Plugins.OnEditCancel();
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mode.OnCancel();
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return true;
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}
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else
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{
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// Mode is not volatile
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return false;
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}
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}
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// This disengages a volatile mode, leaving the choice to cancel or accept to the editing mode
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public bool DisengageVolatileMode()
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{
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// Volatile mode?
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if((General.Map != null) && (mode != null) && mode.Attributes.Volatile && !disengaging)
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{
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// Change back to normal mode
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disengaging = true;
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ChangeMode(prevstablemode.Name);
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return true;
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}
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else
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{
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// Mode is not volatile
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return false;
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}
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}
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// This returns specific editing mode info by name
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internal EditModeInfo GetEditModeInfo(string editmodename)
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{
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// Find the edit mode
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foreach(EditModeInfo emi in usedmodes)
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{
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// Mode matches class name?
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if(emi.Type.Name == 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 returns specific editing mode info by name
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internal EditModeInfo GetEditModeInfo(Type modetype)
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{
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// Find the edit mode
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foreach(EditModeInfo emi in usedmodes)
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{
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// Mode matches class name?
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if(emi.Type == modetype) 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 editing modes must update
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internal void UpdateCurrentEditModes()
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{
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// Unbind editing mode switch actions
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UnbindSwitchActions();
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// Rebuild list of used modes
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usedmodes.Clear();
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if(General.Map != null)
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{
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foreach(EditModeInfo emi in allmodes)
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{
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// Include the mode if it supports current map format (mxd)
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// Also include the mode when it is listed and enabled or when it's not optional
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if( (emi.Attributes.SupportedMapFormats == null || Array.IndexOf(emi.Attributes.SupportedMapFormats, General.Map.Config.FormatInterface) != -1) &&
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((General.Map.ConfigSettings.EditModes.ContainsKey(emi.Type.FullName) &&
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General.Map.ConfigSettings.EditModes[emi.Type.FullName] )
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|| !emi.IsOptional) )
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{
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// Add the mode to be used and bind switch action
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usedmodes.Add(emi);
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}
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}
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}
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// Bind switch action for used modes
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BindAvailableSwitchActions();
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// Remove editing mode buttons from interface
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General.MainWindow.RemoveEditModeButtons();
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// Go for all the editing mode groups
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foreach(string grp in groups)
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{
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General.MainWindow.AddEditModeSeperator(grp);
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// Go for all used edit modes to add buttons
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foreach(EditModeInfo emi in usedmodes)
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{
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if((emi.ButtonImage != null) && (emi.ButtonDesc != null) &&
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(emi.Attributes.ButtonGroup == grp))
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General.MainWindow.AddEditModeButton(emi);
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}
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}
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}
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//
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// This changes the editing mode.
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// Order in which events occur for the old and new modes:
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//
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// - Constructor of new mode is called
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// - Disengage of old mode is called
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// ----- Mode switches -----
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// - Engage of new mode is called
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// - Dispose of old mode is called
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//
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// Returns false when cancelled
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public bool ChangeMode(EditMode nextmode)
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{
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EditMode oldmode = mode;
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if(nextmode != null)
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{
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// Verify that this mode is usable
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bool allowuse = false;
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foreach(EditModeInfo emi in usedmodes)
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{
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if(emi.Type.FullName == nextmode.GetType().FullName)
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{
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allowuse = true;
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break;
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}
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}
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if(!allowuse)
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{
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General.Interface.MessageBeep(MessageBeepType.Error);
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General.WriteLogLine("Attempt to switch to an invalid edit mode " + nextmode.GetType().Name + "!");
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return false;
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}
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else
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{
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General.WriteLogLine("Preparing to change editing mode to " + nextmode.GetType().Name + "...");
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}
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}
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else
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{
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General.WriteLogLine("Stopping editing mode...");
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}
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// Remember previous mode
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newmode = nextmode;
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if(mode != null)
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{
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prevmode = mode.GetType();
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if(!mode.Attributes.Volatile)
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{
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prevstablemode = prevmode;
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if(mode is ClassicMode) prevclassicmode = prevmode;
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}
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}
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else
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{
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prevmode = null;
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prevstablemode = null;
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prevclassicmode = null;
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}
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// Let the plugins know beforehand and check if not cancelled
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if(General.Plugins.ModeChanges(oldmode, newmode))
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{
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// Disenagage old mode
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disengaging = true;
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if(oldmode != null)
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{
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General.Plugins.OnEditDisengage(oldmode, newmode);
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oldmode.OnDisengage();
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}
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// Reset cursor
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General.Interface.SetCursor(Cursors.Default);
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// Apply new mode
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General.WriteLogLine("Editing mode changes from " + TypeNameOrNull(oldmode) + " to " + TypeNameOrNull(nextmode));
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General.WriteLogLine("Previous stable mode is " + TypeNameOrNull(prevstablemode) + ", previous classic mode is " + TypeNameOrNull(prevclassicmode));
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mode = newmode;
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disengaging = false;
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// Engage new mode
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if(newmode != null)
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{
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newmode.OnEngage();
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General.Plugins.OnEditEngage(oldmode, newmode);
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}
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// Bind new switch actions
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UnbindSwitchActions();
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BindAvailableSwitchActions();
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// Update the interface
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General.MainWindow.EditModeChanged();
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// Dispose old mode
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if(oldmode != null) oldmode.Dispose();
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// Done switching
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General.WriteLogLine("Editing mode change complete.");
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newmode = null;
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// Redraw the display
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General.MainWindow.RedrawDisplay();
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return true;
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}
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else
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{
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// Cancelled
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General.WriteLogLine("Editing mode change cancelled.");
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return false;
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}
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}
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// This changes mode by class name and optionally with arguments
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public void ChangeMode(string classname, params object[] args)
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{
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EditModeInfo emi = GetEditModeInfo(classname);
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if(emi != null) emi.SwitchToMode(args);
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}
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// This returns the type name as string
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private static string TypeNameOrNull(Type type)
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{
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return (type != null) ? type.Name : "NULL";
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}
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// This returns the type name as string
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private static string TypeNameOrNull(object obj)
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{
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return (obj != null) ? obj.GetType().Name : "NULL";
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}
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#endregion
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#region ================== Actions
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/// <summary>
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/// This cancels the current mode.
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/// </summary>
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[BeginAction("cancelmode")]
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public void CancelMode()
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{
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// Let the mode know
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if(mode != null)
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{
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General.Plugins.OnEditCancel();
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mode.OnCancel();
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}
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}
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/// <summary>
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/// This accepts the changes in the current mode.
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/// </summary>
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[BeginAction("acceptmode")]
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public void AcceptMode()
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{
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// Let the mode know
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if(mode != null)
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{
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General.Plugins.OnEditAccept();
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mode.OnAccept();
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}
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}
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#endregion
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}
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}
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