#region ================== Copyright (c) 2009 Pascal vd Heiden /* * Copyright (c) 2009 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 System; using System.Collections; using System.Collections.Generic; using System.Drawing; using System.Globalization; using System.Text; using System.IO; using System.Reflection; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Config; #endregion namespace CodeImp.DoomBuilder.Statistics { // // This class defines an classic editing mode. You can also inherit from VisualMode for a // visual editing mode or inherit from EditMode if you feel creative. The ClassicMode // provides basic 2D editing mode features such as zooming in/out and panning the view as // well as a bunch of usefull events. // // // This EditMode attribute allows you to link the editing mode into Doom Builder. The core // only sees your editing mode with this attribute and uses the settings to register it. // // DisplayName: This is the name you want to display to the user for this mode. // // SwitchAction: This is the action (see Actions.cfg) that engages this mode. // // ButtonImage: If set, creates a button on the toolbar for this mode and uses this image. // Note that the image is included in this project as "Embedded Resource". // // ButtonOrder: Ordering number for the position of the button on the toolbar. // // ButtonGroup: Group in which to put the button on the toolbar. // (Groups are buttons that are grouped together between separators) // // UseByDefault: THIS OPTION MAY BE INTRUSIVE TO THE USER, USE WITH GREAT CARE! // Set this to enable this editing mode for use in all game configurations // by default. This only applies the first time a plugin is loaded and can // still be changed by the user. But it may not be desired and may conflict // with other editing modes. // // Volatile: Set this to make this mode a volatile mode. When volatile, the mode is // automatically cancelled when certain major actions are performed (such as // when the map is saved) // [EditMode(DisplayName = "Image Example", SwitchAction = "imageexamplemode", ButtonImage = "ImageIcon.png", ButtonOrder = 300, ButtonGroup = "002_tools", UseByDefault = true)] public class ImageExampleMode : ClassicMode { // This is the image we want to display. We keep it here, because we don't want to load/unload // it all the time when it needs to be drawn. You may even want to consider placing this in a // class of program scope such as the Plug and load the image only once when the plugin is loaded. private ImageData exampleimage; // // Order in which events occur when switching editing modes: // // - Constructor of new mode is called // - OnDisengage() of old mode is called // ----- Mode switches ----- // - OnEngage() of new mode is called // - Dispose() of old mode is called // // This function is called when this editing mode is engaged public override void OnEngage() { base.OnEngage(); // Here we load our image. The image is loaded from resource that is embedded // in this project. This is done by simply adding the PNG file to the project // and set the Build Action property of the image to "Embedded Resource". // Embedded means that the image will be compiled into your plugin .DLL file so // you don't have to distribute this image separately. exampleimage = new ResourceImage("CodeImp.DoomBuilder.Plugins.ImageDrawingExample.exampleimage.png"); // The image is not always directly loaded. Call this to ensure that the image is loaded immediately. exampleimage.LoadImage(); if(exampleimage.LoadFailed) throw new Exception("Unable to load the exampleimage.png resource!"); // After loading, the image is usable by the GDI (GetBitmap() function) but we want to use // it for rendering in the working area. We must call CreateTexture to tranfer the image to // the vido memory as texture. exampleimage.CreateTexture(); // This tells the renderer how to display the map. // The renderer works with several different layers, each with its own purpose // and features. A "presentation" defines how to combine these layers when // presented to the user on the display. Here I make a special presentation // that includes only the layer we need: the Overlay layer. CustomPresentation p = new CustomPresentation(); p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.None, 1.0f, false)); renderer.SetPresentation(p); } // This function is called when this editing mode is disengaged public override void OnDisengage() { // We no longer need the image, make sure it is removed from memory! exampleimage.Dispose(); base.OnDisengage(); } // Event called when the user (or the core) wants to cancel this editing mode public override void OnCancel() { base.OnCancel(); // Return to previous stable mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // MANDATORY: You must override this event and handle it to draw the map // In this example, we're not going to draw the map at all, but the example image instead. public override void OnRedrawDisplay() { base.OnRedrawDisplay(); // We don't have to clear the other layers or anything, because they are not used // anyway (see how the presentation above is configured to show only the Overlay layer) // Clear the overlay and begin rendering to it. if(renderer.StartOverlay(true)) { // Rectangle of coordinates where to draw the image. // We use untranslated coordinates: this means the coordinates here // are already in screen space. RectangleF r = new RectangleF(20.0f, 20.0f, 428.0f, 332.0f); // Show the picture! renderer.RenderRectangleFilled(r, PixelColor.FromColor(Color.White), false, exampleimage); // Finish our rendering to this layer. renderer.Finish(); } // We now present it to the user on the display, // with the previously defined presentation settings. renderer.Present(); } } }