mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
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230 lines
5.8 KiB
C#
230 lines
5.8 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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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Plugins;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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internal class EditModeInfo : IComparable<EditModeInfo>
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mode type
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private Plugin plugin;
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private readonly Type type;
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private readonly EditModeAttribute attribs;
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// Mode switching
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private readonly BeginActionAttribute switchactionattr;
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private ActionDelegate switchactiondel;
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// Mode button
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private readonly Image buttonimage;
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private readonly string buttondesc;
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private readonly int buttonorder = int.MaxValue;
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//mxd. Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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public Plugin Plugin { get { return plugin; } }
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public Type Type { get { return type; } }
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public bool IsOptional { get { return ((switchactionattr != null) || (buttonimage != null)) && attribs.Optional; } }
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public BeginActionAttribute SwitchAction { get { return switchactionattr; } }
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public Image ButtonImage { get { return buttonimage; } }
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public string ButtonDesc { get { return buttondesc; } }
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public EditModeAttribute Attributes { get { return attribs; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public EditModeInfo(Plugin plugin, Type type, EditModeAttribute attr)
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{
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// Initialize
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this.plugin = plugin;
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this.type = type;
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this.attribs = attr;
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// Make switch action info
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if(!string.IsNullOrEmpty(attribs.SwitchAction))
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switchactionattr = new BeginActionAttribute(attribs.SwitchAction);
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// Make button info
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if(!string.IsNullOrEmpty(attr.ButtonImage))
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{
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using(Stream stream = plugin.GetResourceStream(attr.ButtonImage))
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{
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if(stream != null)
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{
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buttonimage = Image.FromStream(stream);
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buttondesc = attr.DisplayName;
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buttonorder = attr.ButtonOrder;
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}
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}
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}
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Dispose
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UnbindSwitchAction();
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if(buttonimage != null) buttonimage.Dispose();
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// Clean up
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plugin = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This binds the action to switch to this editing mode
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public void BindSwitchAction()
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{
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if((switchactiondel == null) && (switchactionattr != null))
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{
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switchactiondel = UserSwitchToMode;
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General.Actions.BindBeginDelegate(plugin.Assembly, switchactiondel, switchactionattr);
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}
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}
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// This unbind the switch action
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public void UnbindSwitchAction()
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{
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if(switchactiondel != null)
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{
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General.Actions.UnbindBeginDelegate(plugin.Assembly, switchactiondel, switchactionattr);
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switchactiondel = null;
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}
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}
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// This switches to the mode by user command (when user presses shortcut key)
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public void UserSwitchToMode()
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{
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// Only when a map is opened
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if(General.Map != null)
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{
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//mxd. Not the same mode?
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if(type != General.Editing.Mode.GetType())
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{
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// Switching from volatile mode to a different volatile mode?
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if((General.Editing.Mode != null) && General.Editing.Mode.Attributes.Volatile && this.attribs.Volatile)
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{
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// First cancel previous volatile mode
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General.Editing.CancelVolatileMode();
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}
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// Create instance
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EditMode newmode = plugin.CreateObject<EditMode>(type);
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//mxd. Switch mode?
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if(newmode != null) General.Editing.ChangeMode(newmode);
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}
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// When in VisualMode and switching to the same VisualMode, switch back to the previous classic mode
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else if(General.Editing.Mode is VisualMode)
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{
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// Switch back to last classic mode
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General.Editing.ChangeMode(General.Editing.PreviousClassicMode.Name);
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}
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//mxd. Switch between view floor and view ceiling textures?
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else if(General.Editing.Mode is ClassicMode && General.Settings.SwitchViewModes)
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{
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ClassicMode.SetViewMode(General.Map.Renderer2D.ViewMode == ViewMode.FloorTextures ? ViewMode.CeilingTextures : ViewMode.FloorTextures);
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}
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}
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}
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// This switches to the mode
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public void SwitchToMode()
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{
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// Only when a map is opened
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if(General.Map != null)
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{
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// Create instance
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EditMode newmode = plugin.CreateObject<EditMode>(type);
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//mxd. Switch mode?
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if(newmode != null) General.Editing.ChangeMode(newmode);
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}
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}
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// This switches to the mode with arguments
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public void SwitchToMode(object[] args)
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{
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// Only when a map is opened
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if(General.Map != null)
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{
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// Create instance
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EditMode newmode = plugin.CreateObjectA<EditMode>(type, args);
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// Switch mode
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if(!General.Editing.ChangeMode(newmode))
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{
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// When cancelled, dispose mode
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newmode.Dispose();
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}
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}
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}
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// String representation
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public override string ToString()
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{
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return attribs.DisplayName;
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}
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// Compare by button order
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public int CompareTo(EditModeInfo other)
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{
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if(this.buttonorder > other.buttonorder) return 1;
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if(this.buttonorder < other.buttonorder) return -1;
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return 0;
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}
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#endregion
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}
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}
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