mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
697069e27b
Texture Browser Form: don't save current texture group when the form was canceled. Keyboard Shortcut Reference export: generated html will now be saved to program configuration folder if working folder is write-protected. Internal: added SupportedMapFormats property to EditModeAttribute. A mode with this property specified will be available only in specified map formats. Interface: Ceiling Align Mode and Floor Align Mode are now enabled by default. Interface: Ceiling Align Mode and Floor Align Mode are now only available in UDMF map format. Interface: Visplane Explorer Mode is now available only in Doom map format.
452 lines
11 KiB
C#
452 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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// 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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