Add mod selector to map editor.
This commit is contained in:
committed by
Paul Chote
parent
e543c3b8c1
commit
5d623b6ca8
@@ -28,14 +28,31 @@ namespace OpenRA.Editor
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InitializeComponent();
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AppDomain.CurrentDomain.AssemblyResolve += FileSystem.ResolveAssembly;
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currentMod = mods.FirstOrDefault() ?? "ra";
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Text = "OpenRA Editor (mod:{0})".F(currentMod);
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Game.modData = new ModData(currentMod);
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Rules.LoadRules(Game.modData.Manifest, new Map());
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toolStripComboBox1.Items.AddRange(Mod.AllMods.Keys.ToArray());
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toolStripComboBox1.SelectedIndexChanged += (_, e) =>
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{
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tilePalette.SuspendLayout();
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actorPalette.SuspendLayout();
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resourcePalette.SuspendLayout();
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tilePalette.Controls.Clear();
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actorPalette.Controls.Clear();
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resourcePalette.Controls.Clear();
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tilePalette.ResumeLayout();
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actorPalette.ResumeLayout();
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resourcePalette.ResumeLayout();
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surface1.Bind(null, null, null);
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pmMiniMap.Image = null;
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currentMod = toolStripComboBox1.SelectedItem as string;
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Text = "OpenRA Editor (mod:{0})".F(currentMod);
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Game.modData = new ModData(currentMod);
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Rules.LoadRules(Game.modData.Manifest, new Map());
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loadedMapName = null;
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};
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toolStripComboBox1.SelectedItem = "ra";
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surface1.AfterChange += OnMapChanged;
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surface1.MousePositionChanged += s => toolStripStatusLabelMousePosition.Text = s;
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}
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