UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/FloorAlignMode.cs
MaxED 70102f1420 Changed mode buttons order in the toolbar.
Fixed a crash when enabling Nodes Viewer mode in an unsaved map.
2014-01-09 13:09:43 +00:00

105 lines
2.7 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 CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Floor Align Mode",
SwitchAction = "flooralignmode",
ButtonImage = "FloorAlign.png",
ButtonOrder = int.MinValue + 310,
ButtonGroup = "000_editing",
Volatile = true)]
public class FloorAlignMode : FlatAlignMode
{
#region ================== Constants
#endregion
#region ================== Variables
private ViewMode prevviewmode;
#endregion
#region ================== Properties
public override string XScaleName { get { return "xscalefloor"; } }
public override string YScaleName { get { return "yscalefloor"; } }
public override string XOffsetName { get { return "xpanningfloor"; } }
public override string YOffsetName { get { return "ypanningfloor"; } }
public override string RotationName { get { return "rotationfloor"; } }
public override string UndoDescription { get { return "Floor Alignment"; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public FloorAlignMode()
{
}
#endregion
#region ================== Methods
// Get the texture data to align
protected override ImageData GetTexture(Sector editsector)
{
return General.Map.Data.GetFlatImage(editsector.LongFloorTexture);
}
#endregion
#region ================== Events
// Mode engages
public override void OnEngage()
{
prevviewmode = General.Map.Renderer2D.ViewMode;
base.OnEngage();
General.Actions.InvokeAction("builder_viewmodefloors");
}
// Mode disengages
public override void OnDisengage()
{
switch(prevviewmode)
{
case ViewMode.Normal: General.Actions.InvokeAction("builder_viewmodenormal"); break;
case ViewMode.FloorTextures: General.Actions.InvokeAction("builder_viewmodefloors"); break;
case ViewMode.CeilingTextures: General.Actions.InvokeAction("builder_viewmodeceilings"); break;
case ViewMode.Brightness: General.Actions.InvokeAction("builder_viewmodebrightness"); break;
}
base.OnDisengage();
}
#endregion
}
}