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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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177 lines
5.4 KiB
C#
Executable file
177 lines
5.4 KiB
C#
Executable file
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#region ================== Copyright (c) 2009 Boris Iwanski
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/*
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* Copyright (c) 2009 Boris Iwanski
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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.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Plugins;
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using CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.StairSectorBuilderMode
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{
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//
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// MANDATORY: The plug!
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// This is an important class to the Doom Builder core. Every plugin must
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// have exactly 1 class that inherits from Plug. When the plugin is loaded,
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// this class is instantiated and used to receive events from the core.
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// Make sure the class is public, because only public classes can be seen
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// by the core.
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//
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internal class ToastMessages
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{
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public static readonly string ENGAGEFAILED = "engagefailed";
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}
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public class BuilderPlug : Plug
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{
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public struct Prefab
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{
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public string name;
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// General
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public int numberofsectors;
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public int innervertexmultiplier;
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public int outervertexmultiplier;
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public int stairtype;
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// Straight stairs
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public int sectordepth;
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public int spacing;
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public bool frontside;
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public bool singlesteps;
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public bool distinctsectors;
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public bool singledirection;
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public bool distinctbaseheights;
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// Auto curve
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public int flipping;
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// Catmull Rom spline
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public int numberofcontrolpoints;
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// Height info
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public bool applyfloormod;
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public int floormod;
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public int floorbase;
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public bool applyceilingmod;
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public int ceilingmod;
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public int ceilingbase;
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// Textures
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public bool applyfloortexture;
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public string floortexture;
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public bool applyceilingtexture;
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public string ceilingtexture;
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public bool applyuppertexture;
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public string uppertexture;
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public bool upperunpegged;
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public bool applymiddletexture;
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public string middletexture;
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public bool applylowertexture;
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public string lowertexture;
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public bool lowerunpegged;
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}
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// Static instance. We can't use a real static class, because BuilderPlug must
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// be instantiated by the core, so we keep a static reference. (this technique
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// should be familiar to object-oriented programmers)
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private static BuilderPlug me;
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// Static property to access the BuilderPlug
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public static BuilderPlug Me { get { return me; } }
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private List<Prefab> prefabs;
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public List<Prefab> Prefabs { get { return prefabs; } }
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// This plugin relies on some functionality that wasn't there in older versions
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public override int MinimumRevision { get { return 1310; } }
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// This event is called when the plugin is initialized
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public override void OnInitialize()
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{
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base.OnInitialize();
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// This binds the methods in this class that have the BeginAction
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// and EndAction attributes with their actions. Without this, the
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// attributes are useless. Note that in classes derived from EditMode
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// this is not needed, because they are bound automatically when the
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// editing mode is engaged.
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General.Actions.BindMethods(this);
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prefabs = new List<Prefab>();
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// TODO: Add DB2 version check so that old DB2 versions won't crash
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// General.ErrorLogger.Add(ErrorType.Error, "zomg!");
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// Keep a static reference
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me = this;
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// Register toasts
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General.ToastManager.RegisterToast(ToastMessages.ENGAGEFAILED, "Stair Sector Builder Mode starting failed", "When no linedefs or sectors are selected when entering Stair Sector Builder Mode");
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}
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// This is called when the plugin is terminated
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public override void Dispose()
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{
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base.Dispose();
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// This must be called to remove bound methods for actions.
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General.Actions.UnbindMethods(this);
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}
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#region ================== Actions
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[BeginAction("selectsectorsoutline")]
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public void SelectSectorsOutline()
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{
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// Must have sectors selected. Having sectors selected implies
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// that there are also linedefs selected
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if(General.Map.Map.SelectedSectorsCount == 0) return;
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// Get the list of selected sectors since it'll be empty after
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// switching to linedefs mode
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List<Sector> sectors = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
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General.Editing.ChangeMode("LinedefsMode");
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// Go through all selected linedefs and unselect/unmark all which
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// have a selected sector on both sides
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foreach(Linedef ld in General.Map.Map.GetSelectedLinedefs(true))
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{
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if(sectors.Contains(ld.Front.Sector) && ld.Back != null && sectors.Contains(ld.Back.Sector))
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{
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ld.Selected = false;
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ld.Marked = false;
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}
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}
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General.Editing.Mode.UpdateSelectionInfo();
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General.Interface.RedrawDisplay();
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}
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#endregion
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#region ================== Methods
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#endregion
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}
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}
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