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https://git.do.srb2.org/STJr/ZoneBuilder.git
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Image exporter: added options to use sector brightness for the export, create brightmaps (based on sector brightness), and split the image into 64x64 tiles
This commit is contained in:
parent
dcaf0a525d
commit
fdbb6c35c5
4 changed files with 342 additions and 79 deletions
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@ -889,20 +889,28 @@ namespace CodeImp.DoomBuilder.BuilderModes
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return;
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return;
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}
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}
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ImageExporter exporter = new ImageExporter();
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ImageExportSettingsForm form = new ImageExportSettingsForm();
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ImageExportSettingsForm form = new ImageExportSettingsForm();
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if (form.ShowDialog() == DialogResult.OK)
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if (form.ShowDialog() == DialogResult.OK)
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{
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{
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ImageExportSettings settings = new ImageExportSettings(Path.GetFileName(form.FilePath), Path.GetDirectoryName(form.FilePath), form.Floor, form.GetPixelFormat(), form.GetImageFormat());
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ImageExportSettings settings = new ImageExportSettings(Path.GetDirectoryName(form.FilePath), Path.GetFileNameWithoutExtension(form.FilePath), Path.GetExtension(form.FilePath), form.Floor, form.Fullbright, form.Brightmap, form.Tiles, form.GetPixelFormat(), form.GetImageFormat());
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ImageExporter exporter = new ImageExporter(sectors, settings);
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try
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string text = "The following images will be created:\n\n" + string.Join("\n", exporter.GetImageNames().ToArray());
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DialogResult result = MessageBox.Show(text, "Export to image", MessageBoxButtons.OKCancel);
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if (result == DialogResult.OK)
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{
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{
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exporter.Export(sectors, settings);
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try
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}
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{
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catch(ArgumentException e) // Happens if there's not enough consecutive memory so create the file
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exporter.Export();
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{
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MessageBox.Show("Exporting failed. There's likely not enough consecutive free memory to create the image. Try a lower color depth or file format", "Export failed", MessageBoxButtons.OK, MessageBoxIcon.Error);
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MessageBox.Show("Export successful.", "Export to image", MessageBoxButtons.OK, MessageBoxIcon.Information);
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}
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catch (ArgumentException e) // Happens if there's not enough consecutive memory to create the file
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{
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MessageBox.Show("Exporting failed. There's likely not enough consecutive free memory to create the image. Try a lower color depth or file format", "Export failed", MessageBoxButtons.OK, MessageBoxIcon.Error);
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}
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}
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}
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}
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}
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}
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}
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@ -35,36 +35,259 @@ using System.Diagnostics;
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namespace CodeImp.DoomBuilder.BuilderModes.IO
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namespace CodeImp.DoomBuilder.BuilderModes.IO
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{
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{
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#region ================== Structs
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internal struct ImageExportSettings
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internal struct ImageExportSettings
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{
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{
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public string Name;
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public string Path;
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public string Path;
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public string Name;
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public string Extension;
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public bool Floor;
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public bool Floor;
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public bool Fullbright;
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public bool Brightmap;
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public bool Tiles;
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public PixelFormat PixelFormat;
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public PixelFormat PixelFormat;
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public ImageFormat ImageFormat;
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public ImageFormat ImageFormat;
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public ImageExportSettings(string name, string path, bool floor, PixelFormat pformat, ImageFormat iformat)
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public ImageExportSettings(string path, string name, string extension, bool floor, bool fullbright, bool brightmap, bool tiles, PixelFormat pformat, ImageFormat iformat)
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{
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{
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Name = name;
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Path = path;
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Path = path;
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Name = name;
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Extension = extension;
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Floor = floor;
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Floor = floor;
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Brightmap = brightmap;
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Tiles = tiles;
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Fullbright = fullbright;
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PixelFormat = pformat;
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PixelFormat = pformat;
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ImageFormat = iformat;
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ImageFormat = iformat;
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}
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}
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}
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}
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#endregion
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internal class ImageExporter
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internal class ImageExporter
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{
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{
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public void Export(ICollection<Sector> sectors, ImageExportSettings settings)
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#region ================== Variables
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{
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Bitmap bitmap;
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Vector2D offset = new Vector2D(float.MaxValue, float.MinValue);
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Vector2D size = new Vector2D(float.MinValue, float.MaxValue);
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HashSet<Vertex> vertices = new HashSet<Vertex>();
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private ICollection<Sector> sectors;
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private ImageExportSettings settings;
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#endregion
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#region ================== Constants
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private const int TILE_SIZE = 64;
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#endregion
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#region ================== Constructors
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public ImageExporter(ICollection<Sector> sectors, ImageExportSettings settings)
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{
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this.sectors = sectors;
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this.settings = settings;
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// Exports the sectors to images
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/// </summary>
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public void Export()
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{
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Bitmap texturebitmap = null;
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Bitmap brightmapbitmap = null;
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Graphics gbrightmap = null;
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Graphics gtexture = null;
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Vector2D offset;
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Vector2D size;
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GetSizeAndOffset(out size, out offset);
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// Normal texture
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texturebitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
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gtexture = Graphics.FromImage(texturebitmap);
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gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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gtexture.InterpolationMode = InterpolationMode.HighQualityBilinear;
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gtexture.CompositingQuality = CompositingQuality.HighQuality;
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gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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// Brightmap
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if (settings.Brightmap)
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{
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brightmapbitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
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gbrightmap = Graphics.FromImage(brightmapbitmap);
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gbrightmap.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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gbrightmap.InterpolationMode = InterpolationMode.HighQualityBilinear;
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gbrightmap.CompositingQuality = CompositingQuality.HighQuality;
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gbrightmap.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gbrightmap.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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}
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foreach (Sector s in sectors)
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{
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GraphicsPath p = new GraphicsPath();
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float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
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// If a sector is rotated any offset is on the rotated axes. But we need to offset by
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// map coordinates. We'll use this vector to compute that offset
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Vector2D rotationvector = Vector2D.FromAngle(Angle2D.DegToRad(rotation) + Angle2D.PIHALF);
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// Sectors are triangulated, so draw every triangle
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for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
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{
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// The GDI image has the 0/0 coordinate in the top left, so invert the y component
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Vector2D v1 = s.Triangles.Vertices[i * 3] - offset; v1.y *= -1.0f;
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Vector2D v2 = s.Triangles.Vertices[i * 3 + 1] - offset; v2.y *= -1.0f;
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Vector2D v3 = s.Triangles.Vertices[i * 3 + 2] - offset; v3.y *= -1.0f;
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p.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
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p.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
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p.CloseFigure();
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}
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Bitmap brushtexture;
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if (settings.Floor)
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brushtexture = General.Map.Data.GetFlatImage(s.FloorTexture).GetBitmap();
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else
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brushtexture = General.Map.Data.GetFlatImage(s.CeilTexture).GetBitmap();
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if (!settings.Fullbright)
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brushtexture = AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
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Vector2D textureoffset = new Vector2D();
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textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0f);
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textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0f);
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// Create the transformation matrix
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Matrix matrix = new Matrix();
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matrix.Rotate(rotation);
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matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
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matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
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matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
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// Create the texture brush and apply the matrix
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TextureBrush tbrush = new TextureBrush(brushtexture);
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tbrush.Transform = matrix;
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// Draw the islands of the sector
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gtexture.FillPath(tbrush, p);
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// Create the brightmap based on the sector brightness
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if (settings.Brightmap)
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{
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SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness));
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gbrightmap.FillPath(sbrush, p);
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}
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}
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// Finally save the image(s)
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if (settings.Tiles)
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{
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SaveImageAsTiles(texturebitmap);
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if (settings.Brightmap)
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SaveImageAsTiles(brightmapbitmap, "_brightmap");
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}
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else
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{
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texturebitmap.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
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if (settings.Brightmap)
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brightmapbitmap.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
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}
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}
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/// <summary>
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/// Saves the image in several uniform sized tiles. It will add numbers starting from 1, going from top left to bottom right, to the filename
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/// </summary>
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/// <param name="image">the image to split into tiles</param>
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/// <param name="suffix">additional suffix for filenames</param>
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private void SaveImageAsTiles(Bitmap image, string suffix="")
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{
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int xnum = (int)Math.Ceiling(image.Size.Width / (double)TILE_SIZE);
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int ynum = (int)Math.Ceiling(image.Size.Height / (double)TILE_SIZE);
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int imagenum = 1;
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for (int y = 0; y < ynum; y++)
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{
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for (int x = 0; x < xnum; x++)
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{
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int width = TILE_SIZE;
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int height = TILE_SIZE;
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// If the width and height are not divisible without remainder make sure only part of the source image is copied
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if (x * TILE_SIZE + TILE_SIZE > image.Size.Width)
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width = image.Size.Width - (x * TILE_SIZE);
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if(y * TILE_SIZE + TILE_SIZE > image.Size.Height)
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height = image.Size.Height - (y * TILE_SIZE);
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Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE);
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Graphics g = Graphics.FromImage(bitmap);
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g.Clear(Color.Black);
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g.DrawImage(image, new Rectangle(0, 0, width, height), new Rectangle(x*TILE_SIZE, y*TILE_SIZE, width, height), GraphicsUnit.Pixel);
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bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
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imagenum++;
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}
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}
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}
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/// <summary>
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/// Generates a list of images file names that will be creates
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/// </summary>
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/// <returns>List of image file names</returns>
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public List<string> GetImageNames()
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{
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List<string> imagenames = new List<string>();
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Vector2D offset;
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Vector2D size;
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GetSizeAndOffset(out size, out offset);
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if(settings.Tiles)
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{
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int x = (int)Math.Ceiling(size.x / TILE_SIZE);
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int y = (int)Math.Ceiling(size.y / TILE_SIZE);
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for (int i = 1; i <= x * y; i++)
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imagenames.Add(string.Format("{0}{1}{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
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if(settings.Brightmap)
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for (int i = 1; i <= x * y; i++)
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imagenames.Add(string.Format("{0}{1}_brightmap{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
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}
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else
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{
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imagenames.Add(string.Format("{0}{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
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if(settings.Brightmap)
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imagenames.Add(string.Format("{0}_brightmap{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
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}
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return imagenames;
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}
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/// <summary>
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/// Gets the size of the image, based on the sectors, and the offset from the map origin
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/// </summary>
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/// <param name="size">stores the size of the size of the image</param>
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/// <param name="offset">stores the offset from the map origin</param>
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private void GetSizeAndOffset(out Vector2D size, out Vector2D offset)
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{
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offset = new Vector2D(float.MaxValue, float.MinValue);
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size = new Vector2D(float.MinValue, float.MaxValue);
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// Find the top left and bottom right corners of the selection
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// Find the top left and bottom right corners of the selection
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foreach(Sector s in sectors)
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foreach (Sector s in sectors)
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{
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{
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foreach (Sidedef sd in s.Sidedefs)
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foreach (Sidedef sd in s.Sidedefs)
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{
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{
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@ -89,67 +312,47 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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// (top left corner of the selection). y will always be negative, so make it positive
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// (top left corner of the selection). y will always be negative, so make it positive
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size -= offset;
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size -= offset;
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size.y *= -1.0f;
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size.y *= -1.0f;
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}
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bitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
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/// <summary>
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/// Adjusts the brightness of an image. Code by Rod Stephens http://csharphelper.com/blog/2014/10/use-an-imageattributes-object-to-adjust-an-images-brightness-in-c/
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/// </summary>
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/// <param name="image">Base image</param>
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/// <param name="brightness">Brightness between 0.0f and 1.0f</param>
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/// <returns>The new image with changed brightness</returns>
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private Bitmap AdjustBrightness(Image image, float brightness)
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{
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// Make the ColorMatrix.
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float b = brightness;
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ColorMatrix cm = new ColorMatrix(new float[][] {
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new float[] {b, 0, 0, 0, 0},
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new float[] {0, b, 0, 0, 0},
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new float[] {0, 0, b, 0, 0},
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new float[] {0, 0, 0, 1, 0},
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new float[] {0, 0, 0, 0, 1},
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});
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ImageAttributes attributes = new ImageAttributes();
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attributes.SetColorMatrix(cm);
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Graphics g = Graphics.FromImage(bitmap);
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// Draw the image onto the new bitmap while applying the new ColorMatrix.
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g.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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Point[] points = {
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g.InterpolationMode = InterpolationMode.HighQualityBilinear;
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new Point(0, 0),
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g.CompositingQuality = CompositingQuality.HighQuality;
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new Point(image.Width, 0),
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g.PixelOffsetMode = PixelOffsetMode.HighQuality;
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new Point(0, image.Height),
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g.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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};
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Rectangle rect = new Rectangle(0, 0, image.Width, image.Height);
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foreach (Sector s in sectors)
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// Make the result bitmap.
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Bitmap bm = new Bitmap(image.Width, image.Height);
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using (Graphics gr = Graphics.FromImage(bm))
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{
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{
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GraphicsPath p = new GraphicsPath();
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gr.DrawImage(image, points, rect, GraphicsUnit.Pixel, attributes);
|
||||||
float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
|
|
||||||
|
|
||||||
// If a sector is rotated any offset is on the rotated axes. But we need to offset by
|
|
||||||
// map coordinates. We'll use this vector to compute that offset
|
|
||||||
Vector2D rotationvector = Vector2D.FromAngle(Angle2D.DegToRad(rotation) + Angle2D.PIHALF);
|
|
||||||
|
|
||||||
// Sectors are triangulated, so draw every triangle
|
|
||||||
for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
|
|
||||||
{
|
|
||||||
// The GDI image has the 0/0 coordinate in the top left, so invert the y component
|
|
||||||
Vector2D v1 = s.Triangles.Vertices[i * 3] - offset; v1.y *= -1.0f;
|
|
||||||
Vector2D v2 = s.Triangles.Vertices[i * 3 + 1] - offset; v2.y *= -1.0f;
|
|
||||||
Vector2D v3 = s.Triangles.Vertices[i * 3 + 2] - offset; v3.y *= -1.0f;
|
|
||||||
|
|
||||||
p.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
|
|
||||||
p.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
|
|
||||||
p.CloseFigure();
|
|
||||||
}
|
|
||||||
|
|
||||||
Bitmap texture;
|
|
||||||
|
|
||||||
if(settings.Floor)
|
|
||||||
texture = General.Map.Data.GetFlatImage(s.FloorTexture).GetBitmap();
|
|
||||||
else
|
|
||||||
texture = General.Map.Data.GetFlatImage(s.CeilTexture).GetBitmap();
|
|
||||||
|
|
||||||
Vector2D textureoffset = new Vector2D();
|
|
||||||
textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0f);
|
|
||||||
textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0f);
|
|
||||||
|
|
||||||
// Create the transformation matrix
|
|
||||||
Matrix matrix = new Matrix();
|
|
||||||
matrix.Rotate(rotation);
|
|
||||||
matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
|
|
||||||
matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
|
|
||||||
matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
|
|
||||||
|
|
||||||
// Create the texture brush and apply the matrix
|
|
||||||
TextureBrush t = new TextureBrush(texture);
|
|
||||||
t.Transform = matrix;
|
|
||||||
|
|
||||||
// Draw the islands of the sector
|
|
||||||
g.FillPath(t, p);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Finally save the image
|
// Return the result.
|
||||||
bitmap.Save(Path.Combine(settings.Path, settings.Name), settings.ImageFormat);
|
return bm;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -40,6 +40,9 @@
|
||||||
this.label3 = new System.Windows.Forms.Label();
|
this.label3 = new System.Windows.Forms.Label();
|
||||||
this.rbFloor = new System.Windows.Forms.RadioButton();
|
this.rbFloor = new System.Windows.Forms.RadioButton();
|
||||||
this.rbCeiling = new System.Windows.Forms.RadioButton();
|
this.rbCeiling = new System.Windows.Forms.RadioButton();
|
||||||
|
this.cbFullbright = new System.Windows.Forms.CheckBox();
|
||||||
|
this.cbBrightmap = new System.Windows.Forms.CheckBox();
|
||||||
|
this.cbTiles = new System.Windows.Forms.CheckBox();
|
||||||
this.SuspendLayout();
|
this.SuspendLayout();
|
||||||
//
|
//
|
||||||
// tbExportPath
|
// tbExportPath
|
||||||
|
@ -71,7 +74,7 @@
|
||||||
// cancel
|
// cancel
|
||||||
//
|
//
|
||||||
this.cancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
|
this.cancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
|
||||||
this.cancel.Location = new System.Drawing.Point(360, 110);
|
this.cancel.Location = new System.Drawing.Point(360, 153);
|
||||||
this.cancel.Name = "cancel";
|
this.cancel.Name = "cancel";
|
||||||
this.cancel.Size = new System.Drawing.Size(75, 23);
|
this.cancel.Size = new System.Drawing.Size(75, 23);
|
||||||
this.cancel.TabIndex = 7;
|
this.cancel.TabIndex = 7;
|
||||||
|
@ -81,7 +84,7 @@
|
||||||
//
|
//
|
||||||
// export
|
// export
|
||||||
//
|
//
|
||||||
this.export.Location = new System.Drawing.Point(279, 110);
|
this.export.Location = new System.Drawing.Point(279, 153);
|
||||||
this.export.Name = "export";
|
this.export.Name = "export";
|
||||||
this.export.Size = new System.Drawing.Size(75, 23);
|
this.export.Size = new System.Drawing.Size(75, 23);
|
||||||
this.export.TabIndex = 6;
|
this.export.TabIndex = 6;
|
||||||
|
@ -141,7 +144,7 @@
|
||||||
//
|
//
|
||||||
this.rbFloor.AutoSize = true;
|
this.rbFloor.AutoSize = true;
|
||||||
this.rbFloor.Checked = true;
|
this.rbFloor.Checked = true;
|
||||||
this.rbFloor.Location = new System.Drawing.Point(227, 38);
|
this.rbFloor.Location = new System.Drawing.Point(197, 39);
|
||||||
this.rbFloor.Name = "rbFloor";
|
this.rbFloor.Name = "rbFloor";
|
||||||
this.rbFloor.Size = new System.Drawing.Size(48, 17);
|
this.rbFloor.Size = new System.Drawing.Size(48, 17);
|
||||||
this.rbFloor.TabIndex = 12;
|
this.rbFloor.TabIndex = 12;
|
||||||
|
@ -152,20 +155,55 @@
|
||||||
// rbCeiling
|
// rbCeiling
|
||||||
//
|
//
|
||||||
this.rbCeiling.AutoSize = true;
|
this.rbCeiling.AutoSize = true;
|
||||||
this.rbCeiling.Location = new System.Drawing.Point(227, 60);
|
this.rbCeiling.Location = new System.Drawing.Point(197, 61);
|
||||||
this.rbCeiling.Name = "rbCeiling";
|
this.rbCeiling.Name = "rbCeiling";
|
||||||
this.rbCeiling.Size = new System.Drawing.Size(56, 17);
|
this.rbCeiling.Size = new System.Drawing.Size(56, 17);
|
||||||
this.rbCeiling.TabIndex = 13;
|
this.rbCeiling.TabIndex = 13;
|
||||||
this.rbCeiling.Text = "Ceiling";
|
this.rbCeiling.Text = "Ceiling";
|
||||||
this.rbCeiling.UseVisualStyleBackColor = true;
|
this.rbCeiling.UseVisualStyleBackColor = true;
|
||||||
//
|
//
|
||||||
|
// cbFullbright
|
||||||
|
//
|
||||||
|
this.cbFullbright.AutoSize = true;
|
||||||
|
this.cbFullbright.Checked = true;
|
||||||
|
this.cbFullbright.CheckState = System.Windows.Forms.CheckState.Checked;
|
||||||
|
this.cbFullbright.Location = new System.Drawing.Point(279, 40);
|
||||||
|
this.cbFullbright.Name = "cbFullbright";
|
||||||
|
this.cbFullbright.Size = new System.Drawing.Size(87, 17);
|
||||||
|
this.cbFullbright.TabIndex = 14;
|
||||||
|
this.cbFullbright.Text = "Use fullbright";
|
||||||
|
this.cbFullbright.UseVisualStyleBackColor = true;
|
||||||
|
//
|
||||||
|
// cbBrightmap
|
||||||
|
//
|
||||||
|
this.cbBrightmap.AutoSize = true;
|
||||||
|
this.cbBrightmap.Location = new System.Drawing.Point(279, 64);
|
||||||
|
this.cbBrightmap.Name = "cbBrightmap";
|
||||||
|
this.cbBrightmap.Size = new System.Drawing.Size(106, 17);
|
||||||
|
this.cbBrightmap.TabIndex = 15;
|
||||||
|
this.cbBrightmap.Text = "Create brightmap";
|
||||||
|
this.cbBrightmap.UseVisualStyleBackColor = true;
|
||||||
|
//
|
||||||
|
// cbTiles
|
||||||
|
//
|
||||||
|
this.cbTiles.AutoSize = true;
|
||||||
|
this.cbTiles.Location = new System.Drawing.Point(279, 88);
|
||||||
|
this.cbTiles.Name = "cbTiles";
|
||||||
|
this.cbTiles.Size = new System.Drawing.Size(110, 17);
|
||||||
|
this.cbTiles.TabIndex = 16;
|
||||||
|
this.cbTiles.Text = "Create 64x64 tiles";
|
||||||
|
this.cbTiles.UseVisualStyleBackColor = true;
|
||||||
|
//
|
||||||
// ImageExportSettingsForm
|
// ImageExportSettingsForm
|
||||||
//
|
//
|
||||||
this.AcceptButton = this.export;
|
this.AcceptButton = this.export;
|
||||||
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
|
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
|
||||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||||
this.CancelButton = this.cancel;
|
this.CancelButton = this.cancel;
|
||||||
this.ClientSize = new System.Drawing.Size(447, 145);
|
this.ClientSize = new System.Drawing.Size(447, 188);
|
||||||
|
this.Controls.Add(this.cbTiles);
|
||||||
|
this.Controls.Add(this.cbBrightmap);
|
||||||
|
this.Controls.Add(this.cbFullbright);
|
||||||
this.Controls.Add(this.rbCeiling);
|
this.Controls.Add(this.rbCeiling);
|
||||||
this.Controls.Add(this.rbFloor);
|
this.Controls.Add(this.rbFloor);
|
||||||
this.Controls.Add(this.label3);
|
this.Controls.Add(this.label3);
|
||||||
|
@ -201,5 +239,8 @@
|
||||||
private System.Windows.Forms.Label label3;
|
private System.Windows.Forms.Label label3;
|
||||||
private System.Windows.Forms.RadioButton rbFloor;
|
private System.Windows.Forms.RadioButton rbFloor;
|
||||||
private System.Windows.Forms.RadioButton rbCeiling;
|
private System.Windows.Forms.RadioButton rbCeiling;
|
||||||
|
private System.Windows.Forms.CheckBox cbFullbright;
|
||||||
|
private System.Windows.Forms.CheckBox cbBrightmap;
|
||||||
|
private System.Windows.Forms.CheckBox cbTiles;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -40,6 +40,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
|
||||||
|
|
||||||
public string FilePath { get { return tbExportPath.Text.Trim(); } }
|
public string FilePath { get { return tbExportPath.Text.Trim(); } }
|
||||||
public bool Floor { get { return rbFloor.Checked; } }
|
public bool Floor { get { return rbFloor.Checked; } }
|
||||||
|
public bool Fullbright { get { return cbFullbright.Checked; } }
|
||||||
|
public bool Brightmap { get { return cbBrightmap.Checked; } }
|
||||||
|
public bool Tiles { get { return cbTiles.Checked; } }
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
@ -65,6 +68,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
|
||||||
saveFileDialog.FileName = Path.GetDirectoryName(General.Map.FilePathName) + Path.DirectorySeparatorChar + name + ".png";
|
saveFileDialog.FileName = Path.GetDirectoryName(General.Map.FilePathName) + Path.DirectorySeparatorChar + name + ".png";
|
||||||
tbExportPath.Text = saveFileDialog.FileName;
|
tbExportPath.Text = saveFileDialog.FileName;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
cbFullbright.Checked = General.Settings.ReadPluginSetting("imageexportfullbright", true);
|
||||||
|
cbBrightmap.Checked = General.Settings.ReadPluginSetting("imageexportbrightmap", false);
|
||||||
|
cbTiles.Checked = General.Settings.ReadPluginSetting("imageexporttiles", false);
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
@ -125,6 +132,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
|
||||||
|
|
||||||
private void export_Click(object sender, EventArgs e)
|
private void export_Click(object sender, EventArgs e)
|
||||||
{
|
{
|
||||||
|
General.Settings.WritePluginSetting("imageexportfullbright", cbFullbright.Checked);
|
||||||
|
General.Settings.WritePluginSetting("imageexportbrightmap", cbBrightmap.Checked);
|
||||||
|
General.Settings.WritePluginSetting("imageexporttiles", cbTiles.Checked);
|
||||||
|
|
||||||
this.DialogResult = DialogResult.OK;
|
this.DialogResult = DialogResult.OK;
|
||||||
this.Close();
|
this.Close();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue