mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
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161 lines
3.9 KiB
C#
161 lines
3.9 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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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;
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#endregion
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namespace CodeImp.DoomBuilder.Windows
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{
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public struct StatusInfo
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{
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public const string NO_SELECTION = "Nothing selected."; //mxd
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public const string LOADING_TEXT = "Loading resources...";
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public const string READY_TEXT = "Ready.";
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public readonly StatusType type;
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public readonly string message;
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public readonly string selectioninfo; //mxd
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internal bool displayed;
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internal StatusInfo(StatusType type, string message)
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{
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this.type = type;
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switch(type)
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{
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case StatusType.Selection:
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this.selectioninfo = (string.IsNullOrEmpty(message) ? NO_SELECTION : message);
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this.message = General.MainWindow.Status.message;
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break;
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case StatusType.Ready:
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bool mapopened = (General.Map != null) && (General.Map.Data != null);
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bool mapisloading = mapopened && General.Map.Data.IsLoading;
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this.selectioninfo = ((string.IsNullOrEmpty(message) && mapopened) ? (string.IsNullOrEmpty(General.MainWindow.Status.selectioninfo) ? NO_SELECTION : General.MainWindow.Status.selectioninfo) : message);
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this.message = (mapisloading ? LOADING_TEXT : (mapopened ? string.Empty : READY_TEXT));
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break;
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default:
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this.selectioninfo = (string.IsNullOrEmpty(message) ? NO_SELECTION : General.MainWindow.Status.selectioninfo);
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this.message = message;
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break;
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}
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this.displayed = false;
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}
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//mxd
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public override string ToString()
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{
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if(string.IsNullOrEmpty(selectioninfo)) return message;
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if(string.IsNullOrEmpty(message)) return selectioninfo;
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return selectioninfo + " " + message;
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}
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}
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public enum StatusType
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{
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/// <summary>
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/// When no particular information is to be displayed. The messages displayed depends on running background processes.
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/// </summary>
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Ready,
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/// <summary>
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/// mxd. Displays information about current selection.
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/// </summary>
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Selection,
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/// <summary>
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/// Shows action information and flashes up the status icon once.
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/// </summary>
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Action,
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/// <summary>
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/// Shows information without flashing the icon.
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/// </summary>
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Info,
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/// <summary>
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/// Shows information with the busy icon.
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/// </summary>
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Busy,
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/// <summary>
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/// Shows a warning, makes a warning sound and flashes a warning icon.
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/// </summary>
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Warning
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}
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//mxd. StatusInfo used by Script Editor
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public struct ScriptStatusInfo
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{
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public const string READY_TEXT = "Ready.";
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public readonly ScriptStatusType type;
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public readonly string message;
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internal bool displayed;
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internal ScriptStatusInfo(ScriptStatusType type, string message)
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{
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this.type = type;
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switch(type)
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{
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case ScriptStatusType.Ready:
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this.message = READY_TEXT;
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break;
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case ScriptStatusType.Info:
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case ScriptStatusType.Warning:
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case ScriptStatusType.Busy:
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this.message = message;
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break;
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default:
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throw new NotImplementedException("Unsupported Script Status Type!");
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}
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this.displayed = false;
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}
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}
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//mxd. StatusType used by Script Editor
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public enum ScriptStatusType
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{
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/// <summary>
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/// When no particular information is to be displayed.
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/// </summary>
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Ready,
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/// <summary>
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/// Shows information without flashing the icon.
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/// </summary>
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Info,
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/// <summary>
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/// Shows information with the busy icon.
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/// </summary>
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Busy,
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/// <summary>
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/// Shows a warning, makes a warning sound and flashes a warning icon.
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/// </summary>
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Warning
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}
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}
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