UltimateZoneBuilder/Source/BuilderModes/VisualModes/BaseVisualMode.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 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.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
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;
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using CodeImp.DoomBuilder.VisualModes;
#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
{
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[EditMode(DisplayName = "Visual Mode",
SwitchAction = "visualmode", // Action name used to switch to this mode
ButtonImage = "VisualMode.png", // Image resource name for the button
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ButtonOrder = 0, // Position of the button (lower is more to the left)
UseByDefault = true)]
public class BaseVisualMode : VisualMode
{
#region ================== Constants
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// Object picking interval
private double PICK_INTERVAL = 200.0d;
#endregion
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#region ================== Variables
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// Object picking
private VisualPickResult target;
private double lastpicktime;
#endregion
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#region ================== Properties
#endregion
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#region ================== Constructor / Disposer
// Constructor
public BaseVisualMode()
{
// Initialize
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
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#region ================== Methods
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// This creates a visual sector
protected override VisualSector CreateVisualSector(Sector s)
{
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return new BaseVisualSector(s);
}
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// This picks a new target
private void PickTarget()
{
// Make ray
Vector3D start = CameraPosition;
Vector3D delta = CameraTarget - CameraPosition;
delta = delta.GetFixedLength(General.Settings.ViewDistance);
VisualPickResult newtarget = PickObject(start, start + delta);
// Object changed?
if(newtarget.geometry != target.geometry)
{
// Hide previous info
General.Interface.HideInfo();
// Any result?
if(newtarget.geometry != null)
{
if(newtarget.geometry is VisualSidedef)
{
VisualSidedef vsd = (newtarget.geometry as VisualSidedef);
General.Interface.ShowLinedefInfo(vsd.Sidedef.Line);
}
else if(newtarget.geometry is VisualFloor)
{
VisualFloor vf = (newtarget.geometry as VisualFloor);
General.Interface.ShowSectorInfo(vf.Sector.Sector);
}
else if(newtarget.geometry is VisualCeiling)
{
VisualCeiling vc = (newtarget.geometry as VisualCeiling);
General.Interface.ShowSectorInfo(vc.Sector.Sector);
}
}
}
// Apply new target
target = newtarget;
}
#endregion
#region ================== Events
// Processing
public override void OnProcess(double deltatime)
{
// Do processing
base.OnProcess(deltatime);
// Time to pick a new target?
if(General.Clock.CurrentTime > (lastpicktime + PICK_INTERVAL))
{
PickTarget();
lastpicktime = General.Clock.CurrentTime;
}
}
// This draws a frame
public override void OnRedrawDisplay()
{
// Start drawing
if(renderer.Start())
{
// Begin with geometry
renderer.StartGeometry();
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// This adds all visible geometry for rendering
AddGeometry();
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// Done rendering geometry
renderer.FinishGeometry();
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// Present!
renderer.Finish();
}
}
#endregion
}
}