// Constructor public ImageBrowserControl() { // Initialize InitializeComponent(); items = new List <ImageBrowserItem>(); //mxd StepsList sizes = new StepsList { 4, 8, 16, 32, 48, 64, 96, 128, 196, 256, 512, 1024 }; filterWidth.StepValues = sizes; filterHeight.StepValues = sizes; //mxd. Looks like SplitterDistance is unaffected by DPI scaling. Let's fix that... if (MainForm.DPIScaler.Height != 1.0f) { splitter.SplitterDistance = splitter.Height - splitter.Panel2.Height - (int)Math.Round(splitter.SplitterWidth * MainForm.DPIScaler.Height); } }
/// <summary> /// Constructor. /// </summary> public SteppedProgressManager() { ListLock = new object(); Steps = new StepsList(this); }
// Constructor internal GameConfiguration(Configuration cfg) { object obj; // Initialize this.cfg = cfg; this.thingflags = new Dictionary <string, string>(); this.defaultthingflags = new List <string>(); this.thingcategories = new List <ThingCategory>(); this.things = new Dictionary <int, ThingTypeInfo>(); this.linedefflags = new Dictionary <string, string>(); this.sortedlinedefflags = new List <string>(); this.linedefactions = new Dictionary <int, LinedefActionInfo>(); this.actioncategories = new List <LinedefActionCategory>(); this.sortedlinedefactions = new List <LinedefActionInfo>(); this.linedefactivates = new List <LinedefActivateInfo>(); this.genactioncategories = new List <GeneralizedCategory>(); this.sectoreffects = new Dictionary <int, SectorEffectInfo>(); this.sortedsectoreffects = new List <SectorEffectInfo>(); this.geneffectoptions = new List <GeneralizedOption>(); this.enums = new Dictionary <string, EnumList>(); this.skills = new List <SkillInfo>(); this.texturesets = new List <DefinedTextureSet>(); this.makedoorargs = new int[Linedef.NUM_ARGS]; this.maplumps = new Dictionary <string, MapLumpInfo>(); this.thingflagstranslation = new List <FlagTranslation>(); this.linedefflagstranslation = new List <FlagTranslation>(); this.thingfilters = new List <ThingsFilter>(); this.thingflagscompare = new List <ThingFlagsCompare>(); this.brightnesslevels = new StepsList(); this.makedoorflags = new Dictionary <string, bool>(); // Read general settings configname = cfg.ReadSetting("game", "<unnamed game>"); enginename = cfg.ReadSetting("engine", ""); defaultsavecompiler = cfg.ReadSetting("defaultsavecompiler", ""); defaulttestcompiler = cfg.ReadSetting("defaulttestcompiler", ""); defaulttexturescale = cfg.ReadSetting("defaulttexturescale", 1f); defaultflatscale = cfg.ReadSetting("defaultflatscale", 1f); scaledtextureoffsets = cfg.ReadSetting("scaledtextureoffsets", true); formatinterface = cfg.ReadSetting("formatinterface", ""); mixtexturesflats = cfg.ReadSetting("mixtexturesflats", false); generalizedactions = cfg.ReadSetting("generalizedlinedefs", false); generalizedeffects = cfg.ReadSetting("generalizedsectors", false); start3dmodethingtype = cfg.ReadSetting("start3dmode", 0); linedefactivationsfilter = cfg.ReadSetting("linedefactivationsfilter", 0); testparameters = cfg.ReadSetting("testparameters", ""); testshortpaths = cfg.ReadSetting("testshortpaths", false); makedoortrack = cfg.ReadSetting("makedoortrack", "-"); makedooraction = cfg.ReadSetting("makedooraction", 0); makedooractivate = cfg.ReadSetting("makedooractivate", 0); linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false); decorategames = cfg.ReadSetting("decorategames", ""); skyflatname = cfg.ReadSetting("skyflatname", "F_SKY1"); maxtexturenamelength = cfg.ReadSetting("maxtexturenamelength", 8); leftboundary = cfg.ReadSetting("leftboundary", -32768); rightboundary = cfg.ReadSetting("rightboundary", 32767); topboundary = cfg.ReadSetting("topboundary", 32767); bottomboundary = cfg.ReadSetting("bottomboundary", -32768); doomlightlevels = cfg.ReadSetting("doomlightlevels", true); for (int i = 0; i < Linedef.NUM_ARGS; i++) { makedoorargs[i] = cfg.ReadSetting("makedoorarg" + i.ToString(CultureInfo.InvariantCulture), 0); } // Flags have special (invariant culture) conversion // because they are allowed to be written as integers in the configs obj = cfg.ReadSettingObject("soundlinedefflag", 0); if (obj is int) { soundlinedefflag = ((int)obj).ToString(CultureInfo.InvariantCulture); } else { soundlinedefflag = obj.ToString(); } obj = cfg.ReadSettingObject("singlesidedflag", 0); if (obj is int) { singlesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); } else { singlesidedflag = obj.ToString(); } obj = cfg.ReadSettingObject("doublesidedflag", 0); if (obj is int) { doublesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); } else { doublesidedflag = obj.ToString(); } obj = cfg.ReadSettingObject("impassableflag", 0); if (obj is int) { impassableflag = ((int)obj).ToString(CultureInfo.InvariantCulture); } else { impassableflag = obj.ToString(); } obj = cfg.ReadSettingObject("upperunpeggedflag", 0); if (obj is int) { upperunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); } else { upperunpeggedflag = obj.ToString(); } obj = cfg.ReadSettingObject("lowerunpeggedflag", 0); if (obj is int) { lowerunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); } else { lowerunpeggedflag = obj.ToString(); } // Get map lumps maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable()); // Get texture and flat sources textureranges = cfg.ReadSetting("textures", new Hashtable()); flatranges = cfg.ReadSetting("flats", new Hashtable()); patchranges = cfg.ReadSetting("patches", new Hashtable()); spriteranges = cfg.ReadSetting("sprites", new Hashtable()); colormapranges = cfg.ReadSetting("colormaps", new Hashtable()); // Map lumps LoadMapLumps(); // Skills LoadSkills(); // Enums LoadEnums(); // Things LoadThingFlags(); LoadDefaultThingFlags(); LoadThingCategories(); // Linedefs LoadLinedefFlags(); LoadLinedefActions(); LoadLinedefActivations(); LoadLinedefGeneralizedActions(); // Sectors LoadBrightnessLevels(); LoadSectorEffects(); LoadSectorGeneralizedEffects(); // Universal fields linedeffields = LoadUniversalFields("linedef"); sectorfields = LoadUniversalFields("sector"); sidedeffields = LoadUniversalFields("sidedef"); thingfields = LoadUniversalFields("thing"); vertexfields = LoadUniversalFields("vertex"); // Defaults LoadTextureSets(); LoadThingFilters(); // Make door flags LoadMakeDoorFlags(); }