Fixed, Sector Edit and Linedef Edit windows: "Clear" button behavior was broken in r2515.

+A couple of cosmetic tweaks and fixes.
Updated ZDoom_DECORATE.cfg.
This commit is contained in:
MaxED 2016-02-25 19:24:25 +00:00 committed by spherallic
parent de23006137
commit 5b6ee20347
6 changed files with 40 additions and 20 deletions

View file

@ -376,23 +376,40 @@ keywords
A_ShootGun = "A_ShootGun";
A_SPosAttackUseAtkSound = "A_SPosAttackUseAtkSound";
//Mathematical functions
abs = "float abs(x)\nReturns the absolute value of x.";
sin = "float sin(x)\nTrigonometry function, x must be in degrees.";
cos = "float cos(x)\nTrigonometry function, x must be in degrees.";
sqrt = "float sqrt(x)\nReturns the square root of x.";
abs = "abs(x)\nReturns the absolute value of x.";
sin = "sin(x)\nTrigonometry function, x must be in degrees.";
cos = "cos(x)\nTrigonometry function, x must be in degrees.";
tan = "tan(x)\nTrigonometry function, x must be in degrees.";
asin = "asin(x)\nTrigonometry function, returns an angle in degrees.";
acos = "acos(x)\nTrigonometry function, returns an angle in degrees.";
atan = "atan(x)\nTrigonometry function, returns an angle in degrees.";
sinh = "sinh(x)\nTrigonometry function, x must be in radians.";
cosh = "cosh(x)\nTrigonometry function, x must be in radians.";
tanh = "tanh(x)\nTrigonometry function, x must be in radians.";
exp = "exp(x)\nReturns the base-e exponential function of x, which is e raised to the power x.";
log = "log(x)\nReturns the natural logarithm of x - the opposite of exp.";
log10 = "log10(x)\nReturns the common (base-10) logarithm of x.";
ceil = "ceil(x)\nRounds the number upward to the next closest integer.";
floor = "floor(x)\nRounds the number downward to the next closest integer.";
sqrt = "sqrt(x)\nReturns the square root of x.";
min = "min(x1, ...)\nGets the smallest value of all values listed.\nCan take any amount of numbers, and can solve both ints and floats.";
max = "max(x1, ...)\nGets the largest value of all values listed.\nCan take any amount of numbers, and can solve both ints and floats.";
//Randum number functions
random = "int random[identifier](min, max)\nReturns a random integer value between min and max.";
random2 = "int random2[identifier](mask)\nReturns a random integer value between -mask and +mask.";
frandom = "float frandom[identifier](min, max)\nReturns a random floating point value between min and max.";
randompick = "int randompick[identifier](int, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters.";
frandompick = "float frandompick[identifier](float, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters.";
min = "float min(float or int, ...)\nGets the smallest value of all values listed.\nCan take any amount of numbers, and can solve both ints and floats.";
max = "float max(float or int, ...)\nGets the largest value of all values listed.\nCan take any amount of numbers, and can solve both ints and floats.";
//State functions
Light = "Light(str lightname)";
Offset = "Offset(int x, int y)";
//Special functions
CheckClass = "bool CheckClass(str classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])";
IsPointerEqual = "bool IsPointerEqual(int ptr_select1, int ptr_select2)";
IsPointerEqual = "bool IsPointerEqual(int ptr1, int ptr2)";
CountInv = "int CountInv(str itemclassname[, int ptr_select = AAPTR_DEFAULT])";
GetDistance = "float GetDistance(bool checkz[, int ptr_select = AAPTR_TARGET])";
GetSpawnHealth = "int GetSpawnHealth()";
GetGibHealth = "int GetGibHealth()";
}
properties

View file

@ -32,7 +32,7 @@
Specifies which name to give to the actor. By default, a custom actor not identified in a configuration file will use the Tag property, and if not present, will default to the class name.<br />
<br />
<strong>//$IgnoreRenderstyle</strong> - <span class="red">GZDB only</span>.<br />
"RenderStyle" DECORATE property will be ignored by the editor. Helpful when you want to see the sprite of an invivsible actor in Visual mode.<br />
"RenderStyle" DECORATE property will be ignored by the editor. Helpful when you want to see the sprite of an invisible actor in Visual mode.<br />
<br />
<strong><a name="argtitle" id="argtitle"></a>//$ArgN &lt;name&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to override default argument names for this actor.<br />

View file

@ -68,8 +68,7 @@
this.newTag.Size = new System.Drawing.Size(54, 24);
this.newTag.TabIndex = 2;
this.newTag.Text = "New";
this.tooltip.SetToolTip(this.newTag, "Finds a tag, which is not used as a tag or tag action argument \r\nby any map eleme" +
"nt");
this.tooltip.SetToolTip(this.newTag, "Find a tag, which is not used as a tag or tag action argument\r\nby any map element");
this.newTag.UseVisualStyleBackColor = true;
this.newTag.Click += new System.EventHandler(this.newTag_Click);
//
@ -80,7 +79,7 @@
this.unusedTag.Size = new System.Drawing.Size(54, 24);
this.unusedTag.TabIndex = 3;
this.unusedTag.Text = "Unused";
this.tooltip.SetToolTip(this.unusedTag, "Finds a tag, which is not used as a tag \r\nby any map element of this type");
this.tooltip.SetToolTip(this.unusedTag, "Find a tag, which is not used as a tag\r\nby any map element of this type");
this.unusedTag.UseVisualStyleBackColor = true;
this.unusedTag.Click += new System.EventHandler(this.unusedTag_Click);
//
@ -98,7 +97,7 @@
this.clear.Name = "clear";
this.clear.Size = new System.Drawing.Size(26, 24);
this.clear.TabIndex = 4;
this.tooltip.SetToolTip(this.clear, "Sets tag to 0");
this.tooltip.SetToolTip(this.clear, "Set tag to 0");
this.clear.UseVisualStyleBackColor = true;
this.clear.Click += new System.EventHandler(this.clear_Click);
//

View file

@ -255,9 +255,9 @@ namespace CodeImp.DoomBuilder.GZBuilder.Controls
private void TagSelector_Resize(object sender, EventArgs e)
{
clear.Left = this.Width - clear.Width - clear.Margin.Right;
unusedTag.Left = clear.Left - clear.Margin.Left - unusedTag.Margin.Right - unusedTag.Width;
newTag.Left = unusedTag.Left - unusedTag.Margin.Left - newTag.Margin.Right - newTag.Width;
cbTagPicker.Width = newTag.Left - newTag.Margin.Left - cbTagPicker.Margin.Right - cbTagPicker.Left;
unusedTag.Left = clear.Left - unusedTag.Margin.Right - unusedTag.Width;
newTag.Left = unusedTag.Left - newTag.Margin.Right - newTag.Width;
cbTagPicker.Width = newTag.Left - cbTagPicker.Margin.Right - cbTagPicker.Left;
}
#endregion

View file

@ -257,6 +257,8 @@ namespace CodeImp.DoomBuilder.GZBuilder.Controls
if(tagpicker.SelectedIndex == -1) tagpicker.Text = tag.ToString();
}
clear.Enabled = (tagpicker.Text.Trim() != "0");
blockupdate = false;
}
@ -278,6 +280,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Controls
private void clear_Click(object sender, EventArgs e)
{
tagpicker.Focus();
tagpicker.SelectedIndex = -1;
tagpicker.Text = "0";
}
@ -356,6 +359,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Controls
{
if(blockupdate) return;
clear.Enabled = (tagpicker.Text.Trim() != "0");
if(tagpicker.SelectedItem != null)
{
TagInfo info = (TagInfo)tagpicker.SelectedItem;
@ -420,11 +424,11 @@ namespace CodeImp.DoomBuilder.GZBuilder.Controls
private void TagsSelector_Resize(object sender, EventArgs e)
{
clear.Left = this.Width - clear.Width - clear.Margin.Right;
unusedtag.Left = clear.Left - clear.Margin.Left - unusedtag.Margin.Right - unusedtag.Width;
newtag.Left = unusedtag.Left - unusedtag.Margin.Left - newtag.Margin.Right - newtag.Width;
tagpicker.Width = newtag.Left - newtag.Margin.Left - tagpicker.Margin.Right - tagpicker.Left;
unusedtag.Left = clear.Left - unusedtag.Margin.Right - unusedtag.Width;
newtag.Left = unusedtag.Left - newtag.Margin.Right - newtag.Width;
tagpicker.Width = newtag.Left - tagpicker.Margin.Right - tagpicker.Left;
removetag.Left = clear.Left;
addtag.Left = removetag.Left - removetag.Margin.Left - addtag.Margin.Right - addtag.Width;
addtag.Left = removetag.Left - addtag.Margin.Right - addtag.Width;
}
#endregion

View file

@ -238,7 +238,7 @@
//
this.floorHeightAmmount.AllowNegative = false;
this.floorHeightAmmount.ExtendedLimits = false;
this.floorHeightAmmount.Label = "Floor height:";
this.floorHeightAmmount.Label = "Height:";
this.floorHeightAmmount.Location = new System.Drawing.Point(6, 19);
this.floorHeightAmmount.Maximum = 100;
this.floorHeightAmmount.Minimum = 0;