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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.Generic ;
using System.Windows.Forms ;
using CodeImp.DoomBuilder.Windows ;
using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.Editing ;
using System.Drawing ;
using CodeImp.DoomBuilder.Actions ;
using CodeImp.DoomBuilder.Types ;
using CodeImp.DoomBuilder.BuilderModes.Interface ;
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using CodeImp.DoomBuilder.GZBuilder.Tools ;
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using CodeImp.DoomBuilder.Config ;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ EditMode ( DisplayName = "Sectors Mode" ,
SwitchAction = "sectorsmode" , // Action name used to switch to this mode
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ButtonImage = "SectorsMode.png" , // Image resource name for the button
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ButtonOrder = int . MinValue + 200 , // Position of the button (lower is more to the left)
ButtonGroup = "000_editing" ,
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UseByDefault = true ,
SafeStartMode = true ) ]
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public class SectorsMode : BaseClassicMode
{
#region = = = = = = = = = = = = = = = = = = Constants
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Highlighted item
protected Sector highlighted ;
private Association highlightasso = new Association ( ) ;
// Interface
protected bool editpressed ;
// Labels
private Dictionary < Sector , TextLabel [ ] > labels ;
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//mxd. Effects
private Dictionary < int , string [ ] > effects ;
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//mxd. Cached overlays stuff
private FlatVertex [ ] overlayGeometry ;
private Dictionary < Sector , string [ ] > selectedEffectLabels ;
private Dictionary < Sector , string [ ] > unselectedEffectLabels ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
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public override object HighlightedObject { get { return highlighted ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
public SectorsMode ( )
{
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//mxd
effects = new Dictionary < int , string [ ] > ( ) ;
foreach ( SectorEffectInfo info in General . Map . Config . SortedSectorEffects ) {
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string name = info . Index + ": " + info . Title ;
effects . Add ( info . Index , new [ ] { name , "E" + info . Index } ) ;
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}
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}
// Disposer
public override void Dispose ( )
{
// Not already disposed?
if ( ! isdisposed )
{
// Dispose old labels
foreach ( KeyValuePair < Sector , TextLabel [ ] > lbl in labels )
foreach ( TextLabel l in lbl . Value ) l . Dispose ( ) ;
// Dispose base
base . Dispose ( ) ;
}
}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
// This makes a CRC for the selection
public int CreateSelectionCRC ( )
{
CRC crc = new CRC ( ) ;
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
crc . Add ( orderedselection . Count ) ;
foreach ( Sector s in orderedselection )
{
crc . Add ( s . FixedIndex ) ;
}
return ( int ) ( crc . Value & 0xFFFFFFFF ) ;
}
// This sets up new labels
private void SetupLabels ( )
{
if ( labels ! = null )
{
// Dispose old labels
foreach ( KeyValuePair < Sector , TextLabel [ ] > lbl in labels )
foreach ( TextLabel l in lbl . Value ) l . Dispose ( ) ;
}
// Make text labels for sectors
labels = new Dictionary < Sector , TextLabel [ ] > ( General . Map . Map . Sectors . Count ) ;
foreach ( Sector s in General . Map . Map . Sectors )
{
// Setup labels
TextLabel [ ] labelarray = new TextLabel [ s . Labels . Count ] ;
for ( int i = 0 ; i < s . Labels . Count ; i + + )
{
Vector2D v = s . Labels [ i ] . position ;
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labelarray [ i ] = new TextLabel ( 20 ) ;
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labelarray [ i ] . TransformCoords = true ;
labelarray [ i ] . Rectangle = new RectangleF ( v . x , v . y , 0.0f , 0.0f ) ;
labelarray [ i ] . AlignX = TextAlignmentX . Center ;
labelarray [ i ] . AlignY = TextAlignmentY . Middle ;
labelarray [ i ] . Scale = 14f ;
labelarray [ i ] . Color = General . Colors . Highlight . WithAlpha ( 255 ) ;
labelarray [ i ] . Backcolor = General . Colors . Background . WithAlpha ( 255 ) ;
}
labels . Add ( s , labelarray ) ;
}
}
// This updates the overlay
private void UpdateOverlay ( )
{
if ( renderer . StartOverlay ( true ) )
{
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// Go for all selected sectors
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
//mxd. Render selected sectors
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if ( BuilderPlug . Me . UseHighlight ) {
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renderer . RenderHighlight ( overlayGeometry , General . Colors . Selection . WithAlpha ( 64 ) . ToInt ( ) ) ;
}
//mxd. Render highlighted sector
if ( BuilderPlug . Me . UseHighlight & & highlighted ! = null ) {
renderer . RenderHighlight ( highlighted . FlatVertices , General . Colors . Highlight . WithAlpha ( 64 ) . ToInt ( ) ) ;
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}
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if ( BuilderPlug . Me . ViewSelectionNumbers ) {
foreach ( Sector s in orderedselection ) {
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// Render labels
TextLabel [ ] labelarray = labels [ s ] ;
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for ( int i = 0 ; i < s . Labels . Count ; i + + ) {
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TextLabel l = labelarray [ i ] ;
// Render only when enough space for the label to see
float requiredsize = ( l . TextSize . Height / 2 ) / renderer . Scale ;
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if ( requiredsize < s . Labels [ i ] . radius ) renderer . RenderText ( l ) ;
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}
}
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}
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//mxd. Render effect labels
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if ( BuilderPlug . Me . ViewSelectionEffects ) {
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if ( ! BuilderPlug . Me . ViewSelectionNumbers ) renderEffectLabels ( selectedEffectLabels ) ;
renderEffectLabels ( unselectedEffectLabels ) ;
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}
renderer . Finish ( ) ;
}
}
//mxd
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private void renderEffectLabels ( Dictionary < Sector , string [ ] > labelsGroup ) {
foreach ( KeyValuePair < Sector , string [ ] > group in labelsGroup ) {
// Render labels
TextLabel [ ] labelarray = labels [ group . Key ] ;
for ( int i = 0 ; i < group . Key . Labels . Count ; i + + ) {
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TextLabel l = labelarray [ i ] ;
l . Color = General . Colors . InfoLine ;
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// Render only when enough space for the label to see
float requiredsize = ( General . Map . GetTextSize ( group . Value [ 0 ] , l . Scale ) . Width ) / renderer . Scale ;
if ( requiredsize > group . Key . Labels [ i ] . radius ) {
requiredsize = ( General . Map . GetTextSize ( group . Value [ 1 ] , l . Scale ) . Width ) / renderer . Scale ;
l . Text = ( requiredsize > group . Key . Labels [ i ] . radius ? "+" : group . Value [ 1 ] ) ;
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} else {
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l . Text = group . Value [ 0 ] ;
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}
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renderer . RenderText ( l ) ;
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}
}
}
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//mxd
private string [ ] getEffectText ( Sector s ) {
string [ ] result = new [ ] { string . Empty , string . Empty } ;
if ( s . Effect ! = 0 ) {
if ( effects . ContainsKey ( s . Effect ) ) {
if ( s . Tag ! = 0 ) {
result [ 0 ] = "Tag " + s . Tag + ", " + effects [ s . Effect ] [ 0 ] ;
result [ 1 ] = "T" + s . Tag + " " + "E" + s . Effect ;
} else {
result [ 0 ] = effects [ s . Effect ] [ 0 ] ;
result [ 1 ] = "E" + s . Effect ;
}
} else {
if ( s . Tag ! = 0 ) {
result [ 0 ] = "Tag " + s . Tag + ", Effect " + s . Effect ;
result [ 1 ] = "T" + s . Tag + " " + "E" + s . Effect ;
} else {
result [ 0 ] = "Effect " + s . Effect ;
result [ 1 ] = "E" + s . Effect ;
}
}
} else if ( s . Tag ! = 0 ) {
result [ 0 ] = "Tag " + s . Tag ;
result [ 1 ] = "T" + s . Tag ;
}
return result ;
}
//mxd
private void updateOverlaySurfaces ( ) {
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
List < FlatVertex > vertsList = new List < FlatVertex > ( ) ;
// Go for all selected sectors
foreach ( Sector s in orderedselection ) vertsList . AddRange ( s . FlatVertices ) ;
overlayGeometry = vertsList . ToArray ( ) ;
}
//mxd
private void updateEffectLabels ( ) {
selectedEffectLabels = new Dictionary < Sector , string [ ] > ( ) ;
unselectedEffectLabels = new Dictionary < Sector , string [ ] > ( ) ;
//update effect labels for selected sectors
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
foreach ( Sector s in orderedselection ) {
string [ ] labelText = getEffectText ( s ) ;
if ( ! string . IsNullOrEmpty ( labelText [ 0 ] ) )
selectedEffectLabels . Add ( s , labelText ) ;
}
//update effect labels for unselected sectors
orderedselection = General . Map . Map . GetSelectedSectors ( false ) ;
foreach ( Sector s in orderedselection ) {
string [ ] labelText = getEffectText ( s ) ;
if ( ! string . IsNullOrEmpty ( labelText [ 0 ] ) )
unselectedEffectLabels . Add ( s , labelText ) ;
}
}
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// Support function for joining and merging sectors
private void JoinMergeSectors ( bool removelines )
{
// Remove lines in betwen joining sectors?
if ( removelines )
{
// Go for all selected linedefs
List < Linedef > selectedlines = new List < Linedef > ( General . Map . Map . GetSelectedLinedefs ( true ) ) ;
foreach ( Linedef ld in selectedlines )
{
// Front and back side?
if ( ( ld . Front ! = null ) & & ( ld . Back ! = null ) )
{
// Both a selected sector, but not the same?
if ( ld . Front . Sector . Selected & & ld . Back . Sector . Selected & &
( ld . Front . Sector ! = ld . Back . Sector ) )
{
// Remove this line
ld . Dispose ( ) ;
}
}
}
}
// Find the first sector that is not disposed
List < Sector > orderedselection = new List < Sector > ( General . Map . Map . GetSelectedSectors ( true ) ) ;
Sector first = null ;
foreach ( Sector s in orderedselection )
if ( ! s . IsDisposed ) { first = s ; break ; }
// Join all selected sectors with the first
for ( int i = 0 ; i < orderedselection . Count ; i + + )
if ( ( orderedselection [ i ] ! = first ) & & ! orderedselection [ i ] . IsDisposed )
orderedselection [ i ] . Join ( first ) ;
// Clear selection
General . Map . Map . ClearAllSelected ( ) ;
// Update
General . Map . Map . Update ( ) ;
// Make text labels for sectors
SetupLabels ( ) ;
UpdateSelectedLabels ( ) ;
}
// This highlights a new item
protected void Highlight ( Sector s )
{
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
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bool completeredraw = ( highlighted ! = null ) & & ( highlighted . Tag > 0 ) ;
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// Set highlight association
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if ( s ! = null ) {
Vector2D center = ( s . Labels . Count > 0 ? s . Labels [ 0 ] . position : new Vector2D ( s . BBox . X + s . BBox . Width / 2 , s . BBox . Y + s . BBox . Height / 2 ) ) ;
highlightasso . Set ( center , s . Tag , UniversalType . SectorTag ) ;
} else {
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highlightasso . Set ( new Vector2D ( ) , 0 , 0 ) ;
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}
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// New association highlights something?
if ( ( s ! = null ) & & ( s . Tag > 0 ) ) completeredraw = true ;
// Change label color
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
{
TextLabel [ ] labelarray = labels [ highlighted ] ;
foreach ( TextLabel l in labelarray ) l . Color = General . Colors . Selection ;
}
// Change label color
if ( ( s ! = null ) & & ! s . IsDisposed )
{
TextLabel [ ] labelarray = labels [ s ] ;
foreach ( TextLabel l in labelarray ) l . Color = General . Colors . Highlight ;
}
// If we're changing associations, then we
// need to redraw the entire display
if ( completeredraw )
{
// Set new highlight and redraw completely
highlighted = s ;
General . Interface . RedrawDisplay ( ) ;
}
else
{
// Update display
if ( renderer . StartPlotter ( false ) )
{
// Undraw previous highlight
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
renderer . PlotSector ( highlighted ) ;
/ *
// Undraw highlighted things
if ( highlighted ! = null )
foreach ( Thing t in highlighted . Things )
renderer . RenderThing ( t , renderer . DetermineThingColor ( t ) ) ;
* /
// Set new highlight
highlighted = s ;
// Render highlighted item
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
renderer . PlotSector ( highlighted , General . Colors . Highlight ) ;
/ *
// Render highlighted things
if ( highlighted ! = null )
foreach ( Thing t in highlighted . Things )
renderer . RenderThing ( t , General . Colors . Highlight ) ;
* /
// Done
renderer . Finish ( ) ;
}
UpdateOverlay ( ) ;
renderer . Present ( ) ;
}
// Show highlight info
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
General . Interface . ShowSectorInfo ( highlighted ) ;
else
General . Interface . HideInfo ( ) ;
}
// This selectes or deselects a sector
protected void SelectSector ( Sector s , bool selectstate , bool update )
{
bool selectionchanged = false ;
if ( ! s . IsDisposed )
{
// Select the sector?
if ( selectstate & & ! s . Selected )
{
s . Selected = true ;
selectionchanged = true ;
// Setup labels
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if ( update ) { //mxd
string selectedCount = General . Map . Map . SelectedSectorsCount . ToString ( ) ;
TextLabel [ ] labelarray = labels [ s ] ;
foreach ( TextLabel l in labelarray ) {
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l . Text = selectedCount ;
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l . Color = General . Colors . Selection ;
}
updateEffectLabels ( ) ;
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}
}
// Deselect the sector?
else if ( ! selectstate & & s . Selected )
{
s . Selected = false ;
selectionchanged = true ;
// Clear labels
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if ( update ) {
TextLabel [ ] labelarray = labels [ s ] ;
foreach ( TextLabel l in labelarray ) l . Text = "" ;
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// Update all other labels
UpdateSelectedLabels ( ) ;
}
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}
// Selection changed?
if ( selectionchanged )
{
// Make update lines selection
foreach ( Sidedef sd in s . Sidedefs )
{
bool front , back ;
if ( sd . Line . Front ! = null ) front = sd . Line . Front . Sector . Selected ; else front = false ;
if ( sd . Line . Back ! = null ) back = sd . Line . Back . Sector . Selected ; else back = false ;
sd . Line . Selected = front | back ;
}
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if ( update )
{
UpdateOverlay ( ) ;
renderer . Present ( ) ;
}
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}
}
}
// This updates labels from the selected sectors
private void UpdateSelectedLabels ( )
{
// Go for all labels in all selected sectors
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
int index = 0 ;
foreach ( Sector s in orderedselection )
{
TextLabel [ ] labelarray = labels [ s ] ;
foreach ( TextLabel l in labelarray )
{
// Make sure the text and color are right
int labelnum = index + 1 ;
l . Text = labelnum . ToString ( ) ;
l . Color = General . Colors . Selection ;
}
index + + ;
}
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//mxd
updateEffectLabels ( ) ;
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}
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//mxd
private bool isInSelectionRect ( Sector s , List < Line2D > selectionOutline ) {
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bool isInsideSelection = selectionrect . Contains ( s . BBox ) ;
if ( isInsideSelection ) return true ;
if ( BuilderPlug . Me . MarqueSelectTouching & & s . BBox . IntersectsWith ( selectionrect ) ) {
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//check endpoints
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foreach ( Sidedef side in s . Sidedefs ) {
if ( ( selectionrect . Contains ( side . Line . Start . Position . x , side . Line . Start . Position . y )
| | selectionrect . Contains ( side . Line . End . Position . x , side . Line . End . Position . y ) ) )
return true ;
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}
//check line intersections
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foreach ( Sidedef side in s . Sidedefs ) {
foreach ( Line2D line in selectionOutline ) {
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if ( Line2D . GetIntersection ( side . Line . Line , line ) )
return true ;
}
}
}
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return false ;
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}
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#endregion
#region = = = = = = = = = = = = = = = = = = Events
public override void OnHelp ( )
{
General . ShowHelp ( "e_sectors.html" ) ;
}
// Cancel mode
public override void OnCancel ( )
{
base . OnCancel ( ) ;
// Return to this mode
General . Editing . ChangeMode ( new SectorsMode ( ) ) ;
}
// Mode engages
public override void OnEngage ( )
{
base . OnEngage ( ) ;
renderer . SetPresentation ( Presentation . Standard ) ;
// Add toolbar buttons
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General . Interface . AddButton ( BuilderPlug . Me . MenusForm . CopyProperties ) ;
General . Interface . AddButton ( BuilderPlug . Me . MenusForm . PasteProperties ) ;
General . Interface . AddButton ( BuilderPlug . Me . MenusForm . SeparatorCopyPaste ) ;
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General . Interface . AddButton ( BuilderPlug . Me . MenusForm . ViewSelectionNumbers ) ;
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General . Interface . AddButton ( BuilderPlug . Me . MenusForm . ViewSelectionEffects ) ;
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General . Interface . AddButton ( BuilderPlug . Me . MenusForm . SeparatorSectors1 ) ;
General . Interface . AddButton ( BuilderPlug . Me . MenusForm . MakeGradientBrightness ) ;
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if ( General . Map . UDMF ) General . Interface . AddButton ( BuilderPlug . Me . MenusForm . BrightnessGradientMode ) ; //mxd
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General . Interface . AddButton ( BuilderPlug . Me . MenusForm . MakeGradientFloors ) ;
General . Interface . AddButton ( BuilderPlug . Me . MenusForm . MakeGradientCeilings ) ;
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General . Interface . AddButton ( BuilderPlug . Me . MenusForm . MarqueSelectTouching ) ; //mxd
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if ( General . Map . UDMF ) General . Interface . AddButton ( BuilderPlug . Me . MenusForm . TextureOffsetLock , ToolbarSection . Geometry ) ; //mxd
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// Convert geometry selection to sectors only
General . Map . Map . ConvertSelection ( SelectionType . Sectors ) ;
// Make text labels for sectors
SetupLabels ( ) ;
// Update
UpdateSelectedLabels ( ) ;
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updateOverlaySurfaces ( ) ; //mxd
updateSelectionInfo ( ) ; //mxd
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UpdateOverlay ( ) ;
}
// Mode disengages
public override void OnDisengage ( )
{
base . OnDisengage ( ) ;
// Remove toolbar buttons
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General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . CopyProperties ) ;
General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . PasteProperties ) ;
General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . SeparatorCopyPaste ) ;
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General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . ViewSelectionNumbers ) ;
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General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . ViewSelectionEffects ) ;
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General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . SeparatorSectors1 ) ;
General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . MakeGradientBrightness ) ;
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if ( General . Map . UDMF ) General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . BrightnessGradientMode ) ; //mxd
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General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . MakeGradientFloors ) ;
General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . MakeGradientCeilings ) ;
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General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . MarqueSelectTouching ) ; //mxd
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if ( General . Map . UDMF ) General . Interface . RemoveButton ( BuilderPlug . Me . MenusForm . TextureOffsetLock ) ; //mxd
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// Keep only sectors selected
General . Map . Map . ClearSelectedLinedefs ( ) ;
// Going to EditSelectionMode?
if ( General . Editing . NewMode is EditSelectionMode )
{
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// Not pasting anything?
EditSelectionMode editmode = ( General . Editing . NewMode as EditSelectionMode ) ;
if ( ! editmode . Pasting )
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{
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// No selection made? But we have a highlight!
if ( ( General . Map . Map . GetSelectedSectors ( true ) . Count = = 0 ) & & ( highlighted ! = null ) )
{
// Make the highlight the selection
SelectSector ( highlighted , true , false ) ;
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UpdateSelectedLabels ( ) ; //mxd
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}
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}
}
// Hide highlight info
General . Interface . HideInfo ( ) ;
}
// This redraws the display
public override void OnRedrawDisplay ( )
{
renderer . RedrawSurface ( ) ;
// Render lines and vertices
if ( renderer . StartPlotter ( true ) )
{
renderer . PlotLinedefSet ( General . Map . Map . Linedefs ) ;
renderer . PlotVerticesSet ( General . Map . Map . Vertices ) ;
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
{
renderer . PlotSector ( highlighted , General . Colors . Highlight ) ;
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if ( ! panning ) BuilderPlug . Me . PlotReverseAssociations ( renderer , highlightasso ) ;
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}
renderer . Finish ( ) ;
}
// Render things
if ( renderer . StartThings ( true ) )
{
renderer . RenderThingSet ( General . Map . ThingsFilter . HiddenThings , Presentation . THINGS_HIDDEN_ALPHA ) ;
renderer . RenderThingSet ( General . Map . ThingsFilter . VisibleThings , 1.0f ) ;
renderer . Finish ( ) ;
}
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// Render overlay
UpdateOverlay ( ) ;
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// Render selection
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if ( renderer . StartOverlay ( false ) )
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{
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if ( ! panning & & highlighted ! = null & & ! highlighted . IsDisposed ) BuilderPlug . Me . RenderReverseAssociations ( renderer , highlightasso ) ; //mxd
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if ( selecting ) RenderMultiSelection ( ) ;
renderer . Finish ( ) ;
}
renderer . Present ( ) ;
}
// Selection
protected override void OnSelectBegin ( )
{
// Item highlighted?
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
{
// Update display
if ( renderer . StartPlotter ( false ) )
{
// Redraw highlight to show selection
renderer . PlotSector ( highlighted ) ;
renderer . Finish ( ) ;
renderer . Present ( ) ;
}
}
base . OnSelectBegin ( ) ;
}
// End selection
protected override void OnSelectEnd ( )
{
// Not stopping from multiselection?
if ( ! selecting )
{
// Item highlighted?
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
{
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//mxd. Flip selection
SelectSector ( highlighted , ! highlighted . Selected , true ) ;
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// Update display
if ( renderer . StartPlotter ( false ) )
{
// Render highlighted item
renderer . PlotSector ( highlighted , General . Colors . Highlight ) ;
renderer . Finish ( ) ;
renderer . Present ( ) ;
}
// Update overlay
TextLabel [ ] labelarray = labels [ highlighted ] ;
foreach ( TextLabel l in labelarray ) l . Color = General . Colors . Highlight ;
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updateOverlaySurfaces ( ) ; //mxd
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UpdateOverlay ( ) ;
renderer . Present ( ) ;
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//mxd
} else if ( BuilderPlug . Me . AutoClearSelection & & General . Map . Map . SelectedSectorsCount > 0 ) {
General . Map . Map . ClearSelectedLinedefs ( ) ;
General . Map . Map . ClearSelectedSectors ( ) ;
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updateOverlaySurfaces ( ) ; //mxd
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General . Interface . RedrawDisplay ( ) ;
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}
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updateSelectionInfo ( ) ; //mxd
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}
base . OnSelectEnd ( ) ;
}
// Start editing
protected override void OnEditBegin ( )
{
// Item highlighted?
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
{
// Edit pressed in this mode
editpressed = true ;
// Highlighted item not selected?
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if ( ! highlighted . Selected & & ( BuilderPlug . Me . AutoClearSelection | | ( General . Map . Map . SelectedSectorsCount = = 0 ) ) )
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{
// Make this the only selection
General . Map . Map . ClearSelectedSectors ( ) ;
General . Map . Map . ClearSelectedLinedefs ( ) ;
SelectSector ( highlighted , true , false ) ;
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UpdateSelectedLabels ( ) ; //mxd
updateOverlaySurfaces ( ) ; //mxd
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General . Interface . RedrawDisplay ( ) ;
}
// Update display
if ( renderer . StartPlotter ( false ) )
{
// Redraw highlight to show selection
renderer . PlotSector ( highlighted ) ;
renderer . Finish ( ) ;
renderer . Present ( ) ;
}
}
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else if ( ! selecting & & BuilderPlug . Me . AutoDrawOnEdit ) //mxd. We don't want to draw while multiselecting
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{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode ( ) ;
bool snaptogrid = General . Interface . ShiftState ^ General . Interface . SnapToGrid ;
bool snaptonearest = General . Interface . CtrlState ^ General . Interface . AutoMerge ;
DrawnVertex v = DrawGeometryMode . GetCurrentPosition ( mousemappos , snaptonearest , snaptogrid , renderer , new List < DrawnVertex > ( ) ) ;
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if ( drawmode . DrawPointAt ( v ) )
General . Editing . ChangeMode ( drawmode ) ;
else
General . Interface . DisplayStatus ( StatusType . Warning , "Failed to draw point: outside of map boundaries." ) ;
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}
base . OnEditBegin ( ) ;
}
// Done editing
protected override void OnEditEnd ( )
{
// Edit pressed in this mode?
if ( editpressed )
{
// Anything selected?
ICollection < Sector > selected = General . Map . Map . GetSelectedSectors ( true ) ;
if ( selected . Count > 0 )
{
if ( General . Interface . IsActiveWindow )
{
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//mxd. Show realtime vertex edit dialog
General . Interface . OnEditFormValuesChanged + = new EventHandler ( sectorEditForm_OnValuesChanged ) ;
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DialogResult result = General . Interface . ShowEditSectors ( selected ) ;
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General . Interface . OnEditFormValuesChanged - = sectorEditForm_OnValuesChanged ;
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General . Map . Renderer2D . UpdateExtraFloorFlag ( ) ; //mxd
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// When a single sector was selected, deselect it now
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if ( selected . Count = = 1 ) {
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General . Map . Map . ClearSelectedSectors ( ) ;
General . Map . Map . ClearSelectedLinedefs ( ) ;
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updateEffectLabels ( ) ; //mxd
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} else if ( result = = DialogResult . Cancel ) { //mxd. Restore selection...
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foreach ( Sector s in selected ) SelectSector ( s , true , false ) ;
UpdateSelectedLabels ( ) ; //mxd
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}
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updateOverlaySurfaces ( ) ; //mxd
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General . Interface . RedrawDisplay ( ) ;
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}
}
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updateSelectionInfo ( ) ; //mxd
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}
editpressed = false ;
base . OnEditEnd ( ) ;
}
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//mxd
private void sectorEditForm_OnValuesChanged ( object sender , EventArgs e ) {
// Update entire display
General . Map . Map . Update ( ) ;
General . Interface . RedrawDisplay ( ) ;
}
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// Mouse moves
public override void OnMouseMove ( MouseEventArgs e )
{
base . OnMouseMove ( e ) ;
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if ( panning ) return ; //mxd. Skip all this jazz while panning
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//mxd
if ( selectpressed & & ! editpressed & & ! selecting ) {
// Check if moved enough pixels for multiselect
Vector2D delta = mousedownpos - mousepos ;
if ( ( Math . Abs ( delta . x ) > MULTISELECT_START_MOVE_PIXELS ) | |
( Math . Abs ( delta . y ) > MULTISELECT_START_MOVE_PIXELS ) ) {
// Start multiselecting
StartMultiSelection ( ) ;
}
}
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else if ( paintselectpressed & & ! editpressed & & ! selecting ) //mxd. Drag-select
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{
// Find the nearest linedef within highlight range
Linedef l = General . Map . Map . NearestLinedefRange ( mousemappos , BuilderPlug . Me . HighlightRange / renderer . Scale ) ;
Sector s = null ;
if ( l ! = null ) {
// Check on which side of the linedef the mouse is
float side = l . SideOfLine ( mousemappos ) ;
if ( side > 0 ) {
// Is there a sidedef here?
if ( l . Back ! = null )
s = l . Back . Sector ;
} else {
// Is there a sidedef here?
if ( l . Front ! = null )
s = l . Front . Sector ;
}
if ( s ! = null ) {
if ( s ! = highlighted ) {
//toggle selected state
highlighted = s ;
if ( General . Interface . ShiftState ^ BuilderPlug . Me . AdditiveSelect )
SelectSector ( highlighted , true , true ) ;
else if ( General . Interface . CtrlState )
SelectSector ( highlighted , false , true ) ;
else
SelectSector ( highlighted , ! highlighted . Selected , true ) ;
// Update entire display
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updateOverlaySurfaces ( ) ; //mxd
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General . Interface . RedrawDisplay ( ) ;
}
} else if ( highlighted ! = null ) {
highlighted = null ;
Highlight ( null ) ;
// Update entire display
General . Interface . RedrawDisplay ( ) ;
}
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updateSelectionInfo ( ) ; //mxd
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}
}
else if ( e . Button = = MouseButtons . None ) // Not holding any buttons?
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{
// Find the nearest linedef within highlight range
Linedef l = General . Map . Map . NearestLinedef ( mousemappos ) ;
if ( l ! = null )
{
// Check on which side of the linedef the mouse is
float side = l . SideOfLine ( mousemappos ) ;
if ( side > 0 )
{
// Is there a sidedef here?
if ( l . Back ! = null )
{
// Highlight if not the same
if ( l . Back . Sector ! = highlighted ) Highlight ( l . Back . Sector ) ;
}
else
{
// Highlight nothing
if ( highlighted ! = null ) Highlight ( null ) ;
}
}
else
{
// Is there a sidedef here?
if ( l . Front ! = null )
{
// Highlight if not the same
if ( l . Front . Sector ! = highlighted ) Highlight ( l . Front . Sector ) ;
}
else
{
// Highlight nothing
if ( highlighted ! = null ) Highlight ( null ) ;
}
}
}
else
{
// Highlight nothing
if ( highlighted ! = null ) Highlight ( null ) ;
}
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}
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}
// Mouse leaves
public override void OnMouseLeave ( EventArgs e )
{
base . OnMouseLeave ( e ) ;
// Highlight nothing
Highlight ( null ) ;
}
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//mxd
protected override void OnPaintSelectBegin ( ) {
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if ( highlighted ! = null ) {
if ( General . Interface . ShiftState ^ BuilderPlug . Me . AdditiveSelect )
SelectSector ( highlighted , true , true ) ;
else if ( General . Interface . CtrlState )
SelectSector ( highlighted , false , true ) ;
else
SelectSector ( highlighted , ! highlighted . Selected , true ) ;
// Update entire display
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updateOverlaySurfaces ( ) ; //mxd
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General . Interface . RedrawDisplay ( ) ;
}
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base . OnPaintSelectBegin ( ) ;
}
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// Mouse wants to drag
protected override void OnDragStart ( MouseEventArgs e )
{
base . OnDragStart ( e ) ;
// Edit button used?
if ( General . Actions . CheckActionActive ( null , "classicedit" ) )
{
// Anything highlighted?
if ( ( highlighted ! = null ) & & ! highlighted . IsDisposed )
{
// Highlighted item not selected?
if ( ! highlighted . Selected )
{
// Select only this sector for dragging
General . Map . Map . ClearSelectedSectors ( ) ;
SelectSector ( highlighted , true , true ) ;
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updateOverlaySurfaces ( ) ; //mxd
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}
// Start dragging the selection
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if ( ! BuilderPlug . Me . DontMoveGeometryOutsideMapBoundary | | canDrag ( ) ) //mxd
General . Editing . ChangeMode ( new DragSectorsMode ( mousedownmappos ) ) ;
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}
}
}
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//mxd. Check if any selected sector is outside of map boundary
private bool canDrag ( ) {
ICollection < Sector > selectedsectors = General . Map . Map . GetSelectedSectors ( true ) ;
int unaffectedCount = 0 ;
foreach ( Sector s in selectedsectors ) {
// Make sure the sector is inside the map boundary
foreach ( Sidedef sd in s . Sidedefs ) {
if ( sd . Line . Start . Position . x < General . Map . Config . LeftBoundary | | sd . Line . Start . Position . x > General . Map . Config . RightBoundary
| | sd . Line . Start . Position . y > General . Map . Config . TopBoundary | | sd . Line . Start . Position . y < General . Map . Config . BottomBoundary
| | sd . Line . End . Position . x < General . Map . Config . LeftBoundary | | sd . Line . End . Position . x > General . Map . Config . RightBoundary
| | sd . Line . End . Position . y > General . Map . Config . TopBoundary | | sd . Line . End . Position . y < General . Map . Config . BottomBoundary ) {
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SelectSector ( s , false , false ) ;
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unaffectedCount + + ;
break ;
}
}
}
if ( unaffectedCount = = selectedsectors . Count ) {
General . Interface . DisplayStatus ( StatusType . Warning , "Unable to drag selection: " + ( selectedsectors . Count = = 1 ? "selected sector is" : "all of selected sectors are" ) + " outside of map boundary!" ) ;
General . Interface . RedrawDisplay ( ) ;
return false ;
}
if ( unaffectedCount > 0 )
General . Interface . DisplayStatus ( StatusType . Warning , unaffectedCount + " of selected sectors " + ( unaffectedCount = = 1 ? "is" : "are" ) + " outside of map boundary!" ) ;
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UpdateSelectedLabels ( ) ; //mxd
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return true ;
}
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// This is called wheh selection ends
protected override void OnEndMultiSelection ( )
{
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bool selectionvolume = ( ( Math . Abs ( base . selectionrect . Width ) > 0.1f ) & & ( Math . Abs ( base . selectionrect . Height ) > 0.1f ) ) ;
if ( selectionvolume )
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{
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List < Line2D > selectionOutline = new List < Line2D > ( ) {
new Line2D ( selectionrect . Left , selectionrect . Top , selectionrect . Right , selectionrect . Top ) ,
new Line2D ( selectionrect . Right , selectionrect . Top , selectionrect . Right , selectionrect . Bottom ) ,
new Line2D ( selectionrect . Left , selectionrect . Bottom , selectionrect . Right , selectionrect . Bottom ) ,
new Line2D ( selectionrect . Left , selectionrect . Bottom , selectionrect . Left , selectionrect . Top )
} ;
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//mxd. collect changed sectors
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if ( marqueSelectionMode = = MarqueSelectionMode . SELECT ) {
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bool select ;
foreach ( Sector s in General . Map . Map . Sectors ) {
select = isInSelectionRect ( s , selectionOutline ) ;
if ( select & & ! s . Selected ) SelectSector ( s , true , false ) ;
else if ( ! select & & s . Selected ) SelectSector ( s , false , false ) ;
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}
} else if ( marqueSelectionMode = = MarqueSelectionMode . ADD ) { //additive selection
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foreach ( Sector s in General . Map . Map . Sectors ) {
if ( ! s . Selected & & isInSelectionRect ( s , selectionOutline ) )
SelectSector ( s , true , false ) ;
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}
} else if ( marqueSelectionMode = = MarqueSelectionMode . SUBTRACT ) {
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foreach ( Sector s in General . Map . Map . Sectors ) {
if ( ! s . Selected ) continue ;
if ( isInSelectionRect ( s , selectionOutline ) )
SelectSector ( s , false , false ) ;
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}
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} else { //should be Intersect
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foreach ( Sector s in General . Map . Map . Sectors ) {
if ( ! s . Selected ) continue ;
if ( ! isInSelectionRect ( s , selectionOutline ) )
SelectSector ( s , false , false ) ;
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}
}
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// Make sure all linedefs reflect selected sectors
foreach ( Sidedef sd in General . Map . Map . Sidedefs )
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sd . Line . Selected = sd . Sector . Selected | | ( sd . Other ! = null & & sd . Other . Sector . Selected ) ;
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//mxd. Clear labels for unselected sectors
if ( marqueSelectionMode ! = MarqueSelectionMode . ADD ) {
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( false ) ;
foreach ( Sector s in orderedselection ) {
TextLabel [ ] labelarray = labels [ s ] ;
foreach ( TextLabel l in labelarray ) l . Text = "" ;
}
}
UpdateSelectedLabels ( ) ; //mxd
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updateSelectionInfo ( ) ; //mxd
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updateOverlaySurfaces ( ) ; //mxd
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}
base . OnEndMultiSelection ( ) ;
if ( renderer . StartOverlay ( true ) ) renderer . Finish ( ) ;
General . Interface . RedrawDisplay ( ) ;
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection ( )
{
base . OnUpdateMultiSelection ( ) ;
// Render selection
if ( renderer . StartOverlay ( true ) )
{
RenderMultiSelection ( ) ;
renderer . Finish ( ) ;
renderer . Present ( ) ;
}
}
// When copying
public override bool OnCopyBegin ( )
{
// No selection made? But we have a highlight!
if ( ( General . Map . Map . GetSelectedSectors ( true ) . Count = = 0 ) & & ( highlighted ! = null ) )
{
// Make the highlight the selection
SelectSector ( highlighted , true , true ) ;
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updateOverlaySurfaces ( ) ; //mxd
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}
return base . OnCopyBegin ( ) ;
}
// When undo is used
public override bool OnUndoBegin ( )
{
// Clear ordered selection
General . Map . Map . ClearAllSelected ( ) ;
return base . OnUndoBegin ( ) ;
}
// When undo is performed
public override void OnUndoEnd ( )
{
// Clear labels
SetupLabels ( ) ;
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updateEffectLabels ( ) ; //mxd
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}
// When redo is used
public override bool OnRedoBegin ( )
{
// Clear ordered selection
General . Map . Map . ClearAllSelected ( ) ;
return base . OnRedoBegin ( ) ;
}
// When redo is performed
public override void OnRedoEnd ( )
{
// Clear labels
SetupLabels ( ) ;
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updateEffectLabels ( ) ; //mxd
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base . OnRedoEnd ( ) ; //mxd
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}
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//mxd
protected override void updateSelectionInfo ( ) {
if ( General . Map . Map . SelectedSectorsCount > 0 )
General . Interface . DisplayStatus ( StatusType . Selection , General . Map . Map . SelectedSectorsCount + ( General . Map . Map . SelectedSectorsCount = = 1 ? " sector" : " sectors" ) + " selected." ) ;
else
General . Interface . DisplayStatus ( StatusType . Selection , string . Empty ) ;
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Actions
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// This copies the properties
[BeginAction("classiccopyproperties")]
public void CopyProperties ( )
{
// Determine source sectors
ICollection < Sector > sel = null ;
if ( General . Map . Map . SelectedSectorsCount > 0 )
sel = General . Map . Map . GetSelectedSectors ( true ) ;
else if ( highlighted ! = null )
{
sel = new List < Sector > ( ) ;
sel . Add ( highlighted ) ;
}
if ( sel ! = null )
{
// Copy properties from first source sectors
BuilderPlug . Me . CopiedSectorProps = new SectorProperties ( General . GetByIndex ( sel , 0 ) ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Copied sector properties." ) ;
}
}
// This pastes the properties
[BeginAction("classicpasteproperties")]
public void PasteProperties ( )
{
if ( BuilderPlug . Me . CopiedSectorProps ! = null )
{
// Determine target sectors
ICollection < Sector > sel = null ;
if ( General . Map . Map . SelectedSectorsCount > 0 )
sel = General . Map . Map . GetSelectedSectors ( true ) ;
else if ( highlighted ! = null )
{
sel = new List < Sector > ( ) ;
sel . Add ( highlighted ) ;
}
if ( sel ! = null )
{
// Apply properties to selection
General . Map . UndoRedo . CreateUndo ( "Paste sector properties" ) ;
foreach ( Sector s in sel )
{
BuilderPlug . Me . CopiedSectorProps . Apply ( s ) ;
s . UpdateCeilingSurface ( ) ;
s . UpdateFloorSurface ( ) ;
}
General . Interface . DisplayStatus ( StatusType . Action , "Pasted sector properties." ) ;
// Update and redraw
General . Map . IsChanged = true ;
General . Interface . RefreshInfo ( ) ;
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General . Map . Renderer2D . UpdateExtraFloorFlag ( ) ; //mxd
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updateEffectLabels ( ) ; //mxd
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General . Interface . RedrawDisplay ( ) ;
}
}
}
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// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertVertexAction ( )
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode ( ) ;
if ( mouseinside )
{
bool snaptogrid = General . Interface . ShiftState ^ General . Interface . SnapToGrid ;
bool snaptonearest = General . Interface . CtrlState ^ General . Interface . AutoMerge ;
DrawnVertex v = DrawGeometryMode . GetCurrentPosition ( mousemappos , snaptonearest , snaptogrid , renderer , new List < DrawnVertex > ( ) ) ;
drawmode . DrawPointAt ( v ) ;
}
General . Editing . ChangeMode ( drawmode ) ;
}
[BeginAction("makedoor")]
public void MakeDoor ( )
{
// Highlighted item not selected?
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if ( ( highlighted ! = null ) & & ! highlighted . Selected )
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{
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// Make this the only selection
General . Map . Map . ClearSelectedSectors ( ) ;
General . Map . Map . ClearSelectedLinedefs ( ) ;
SelectSector ( highlighted , true , false ) ;
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updateOverlaySurfaces ( ) ; //mxd
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General . Interface . RedrawDisplay ( ) ;
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}
// Anything selected?
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
if ( orderedselection . Count > 0 )
{
string doortex = "" ;
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string tracktex = General . Map . Config . MakeDoorTrack ;
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string floortex = null ;
string ceiltex = null ;
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bool resetoffsets = true ;
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// Find ceiling and floor textures
foreach ( Sector s in orderedselection )
{
if ( floortex = = null ) floortex = s . FloorTexture ; else if ( floortex ! = s . FloorTexture ) floortex = "" ;
if ( ceiltex = = null ) ceiltex = s . CeilTexture ; else if ( ceiltex ! = s . CeilTexture ) ceiltex = "" ;
}
// Show the dialog
MakeDoorForm form = new MakeDoorForm ( ) ;
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if ( form . Show ( General . Interface , doortex , tracktex , ceiltex , floortex , resetoffsets ) = = DialogResult . OK )
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{
doortex = form . DoorTexture ;
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tracktex = form . TrackTexture ;
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ceiltex = form . CeilingTexture ;
floortex = form . FloorTexture ;
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resetoffsets = form . ResetOffsets ;
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// Create undo
General . Map . UndoRedo . CreateUndo ( "Make door (" + doortex + ")" ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Created a " + doortex + " door." ) ;
// Go for all selected sectors
foreach ( Sector s in orderedselection )
{
// Lower the ceiling down to the floor
s . CeilHeight = s . FloorHeight ;
// Make a unique tag (not sure if we need it yet, depends on the args)
int tag = General . Map . Map . GetNewTag ( ) ;
// Go for all it's sidedefs
foreach ( Sidedef sd in s . Sidedefs )
{
// Singlesided?
if ( sd . Other = = null )
{
// Make this a doortrak
sd . SetTextureHigh ( "-" ) ;
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sd . SetTextureMid ( tracktex ) ;
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sd . SetTextureLow ( "-" ) ;
// Set upper/lower unpegged flags
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sd . Line . SetFlag ( General . Map . Config . UpperUnpeggedFlag , false ) ;
sd . Line . SetFlag ( General . Map . Config . LowerUnpeggedFlag , true ) ;
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}
else
{
// Set textures
if ( floortex . Length > 0 ) s . SetFloorTexture ( floortex ) ;
if ( ceiltex . Length > 0 ) s . SetCeilTexture ( ceiltex ) ;
if ( doortex . Length > 0 ) sd . Other . SetTextureHigh ( doortex ) ;
// Set upper/lower unpegged flags
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sd . Line . SetFlag ( General . Map . Config . UpperUnpeggedFlag , false ) ;
sd . Line . SetFlag ( General . Map . Config . LowerUnpeggedFlag , false ) ;
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// Get door linedef type from config
sd . Line . Action = General . Map . Config . MakeDoorAction ;
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// Set activation type
sd . Line . Activate = General . Map . Config . MakeDoorActivate ;
// Set the flags
foreach ( var flagpair in General . Map . Config . MakeDoorFlags )
sd . Line . SetFlag ( flagpair . Key , flagpair . Value ) ;
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// Set the linedef args
for ( int i = 0 ; i < Linedef . NUM_ARGS ; i + + )
{
// A -1 arg indicates that the arg must be set to the new sector tag
// and only in this case we set the tag on the sector, because only
// then we know for sure that we need a tag.
if ( General . Map . Config . MakeDoorArgs [ i ] = = - 1 )
{
sd . Line . Args [ i ] = tag ;
s . Tag = tag ;
}
else
{
sd . Line . Args [ i ] = General . Map . Config . MakeDoorArgs [ i ] ;
}
}
// Make sure the line is facing outwards
if ( sd . IsFront )
{
sd . Line . FlipVertices ( ) ;
sd . Line . FlipSidedefs ( ) ;
}
}
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// Reset the texture offsets if required
if ( resetoffsets )
{
sd . OffsetX = 0 ;
sd . OffsetY = 0 ;
if ( sd . Other ! = null )
{
sd . Other . OffsetX = 0 ;
sd . Other . OffsetY = 0 ;
}
}
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}
}
// When a single sector was selected, deselect it now
if ( orderedselection . Count = = 1 )
{
orderedselection . Clear ( ) ;
General . Map . Map . ClearSelectedSectors ( ) ;
General . Map . Map . ClearSelectedLinedefs ( ) ;
}
}
// Done
form . Dispose ( ) ;
General . Interface . RedrawDisplay ( ) ;
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem ( )
{
// Make list of selected sectors
List < Sector > selected = new List < Sector > ( General . Map . Map . GetSelectedSectors ( true ) ) ;
if ( ( selected . Count = = 0 ) & & ( highlighted ! = null ) & & ! highlighted . IsDisposed ) selected . Add ( highlighted ) ;
// Anything to do?
if ( selected . Count > 0 )
{
// Make undo
if ( selected . Count > 1 )
{
General . Map . UndoRedo . CreateUndo ( "Delete " + selected . Count + " sectors" ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Deleted " + selected . Count + " sectors." ) ;
}
else
{
General . Map . UndoRedo . CreateUndo ( "Delete sector" ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Deleted sector." ) ;
}
// Dispose selected sectors
foreach ( Sector s in selected )
{
// Get all the linedefs
General . Map . Map . ClearMarkedLinedefs ( false ) ;
foreach ( Sidedef sd in s . Sidedefs ) sd . Line . Marked = true ;
List < Linedef > lines = General . Map . Map . GetMarkedLinedefs ( true ) ;
// Dispose the sector
s . Dispose ( ) ;
// Check all the lines
for ( int i = lines . Count - 1 ; i > = 0 ; i - - )
{
// If the line has become orphaned, remove it
if ( ( lines [ i ] . Front = = null ) & & ( lines [ i ] . Back = = null ) )
{
// Remove line
lines [ i ] . Dispose ( ) ;
}
else
{
// If the line only has a back side left, flip the line and sides
if ( ( lines [ i ] . Front = = null ) & & ( lines [ i ] . Back ! = null ) )
{
lines [ i ] . FlipVertices ( ) ;
lines [ i ] . FlipSidedefs ( ) ;
}
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//mxd. Check textures.
if ( lines [ i ] . Front . MiddleRequired ( ) & & ( lines [ i ] . Front . MiddleTexture . Length = = 0 | | lines [ i ] . Front . MiddleTexture = = "-" ) ) {
if ( lines [ i ] . Front . HighTexture . Length > 0 & & lines [ i ] . Front . HighTexture ! = "-" ) {
lines [ i ] . Front . SetTextureMid ( lines [ i ] . Front . HighTexture ) ;
} else if ( lines [ i ] . Front . LowTexture . Length > 0 & & lines [ i ] . Front . LowTexture ! = "-" ) {
lines [ i ] . Front . SetTextureMid ( lines [ i ] . Front . LowTexture ) ;
}
}
//mxd. Do we still need high/low textures?
if ( ! lines [ i ] . Front . HighRequired ( ) & & lines [ i ] . Front . HighTexture . Length > 0 & & lines [ i ] . Front . HighTexture ! = "-" )
lines [ i ] . Front . SetTextureHigh ( "-" ) ;
if ( ! lines [ i ] . Front . LowRequired ( ) & & lines [ i ] . Front . LowTexture . Length > 0 & & lines [ i ] . Front . LowTexture ! = "-" )
lines [ i ] . Front . SetTextureLow ( "-" ) ;
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// Update sided flags
lines [ i ] . ApplySidedFlags ( ) ;
}
}
}
// Update cache values
General . Map . IsChanged = true ;
General . Map . Map . Update ( ) ;
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updateOverlaySurfaces ( ) ; //mxd
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// Make text labels for sectors
SetupLabels ( ) ;
UpdateSelectedLabels ( ) ;
// Redraw screen
General . Interface . RedrawDisplay ( ) ;
}
}
// This joins sectors together and keeps all lines
[BeginAction("joinsectors")]
public void JoinSectors ( )
{
// Worth our money?
int count = General . Map . Map . GetSelectedSectors ( true ) . Count ;
if ( count > 1 )
{
// Make undo
General . Map . UndoRedo . CreateUndo ( "Join " + count + " sectors" ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Joined " + count + " sectors." ) ;
// Merge
JoinMergeSectors ( false ) ;
// Deselect
General . Map . Map . ClearSelectedSectors ( ) ;
General . Map . Map . ClearSelectedLinedefs ( ) ;
General . Map . IsChanged = true ;
// Redraw display
General . Interface . RedrawDisplay ( ) ;
}
}
// This joins sectors together and removes the lines in between
[BeginAction("mergesectors")]
public void MergeSectors ( )
{
// Worth our money?
int count = General . Map . Map . GetSelectedSectors ( true ) . Count ;
if ( count > 1 )
{
// Make undo
General . Map . UndoRedo . CreateUndo ( "Merge " + count + " sectors" ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Merged " + count + " sectors." ) ;
// Merge
JoinMergeSectors ( true ) ;
// Deselect
General . Map . Map . ClearSelectedSectors ( ) ;
General . Map . Map . ClearSelectedLinedefs ( ) ;
General . Map . IsChanged = true ;
// Redraw display
General . Interface . RedrawDisplay ( ) ;
}
}
// Make gradient brightness
[BeginAction("gradientbrightness")]
public void MakeGradientBrightness ( )
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
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if ( orderedselection . Count > 2 ) {
General . Interface . DisplayStatus ( StatusType . Action , "Created gradient brightness over selected sectors." ) ;
General . Map . UndoRedo . CreateUndo ( "Gradient brightness" ) ;
//mxd
Sector start = General . GetByIndex ( orderedselection , 0 ) ;
Sector end = General . GetByIndex ( orderedselection , orderedselection . Count - 1 ) ;
//mxd. Use UDMF light?
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string mode = ( string ) BuilderPlug . Me . MenusForm . BrightnessGradientMode . SelectedItem ;
if ( General . Map . UDMF & & ( mode = = MenusForm . BrightnessGradientModes . Ceilings | | mode = = MenusForm . BrightnessGradientModes . Floors ) ) {
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string lightKey = string . Empty ;
string lightAbsKey = string . Empty ;
float startbrightness , endbrightness ;
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if ( mode = = MenusForm . BrightnessGradientModes . Ceilings ) {
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lightKey = "lightceiling" ;
lightAbsKey = "lightceilingabsolute" ;
} else { //should be floors...
lightKey = "lightfloor" ;
lightAbsKey = "lightfloorabsolute" ;
}
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//get total brightness of start sector
if ( start . Fields . GetValue ( lightAbsKey , false ) )
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startbrightness = start . Fields . GetValue ( lightKey , 0 ) ;
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else
startbrightness = Math . Min ( 255 , Math . Max ( 0 , ( float ) start . Brightness + start . Fields . GetValue ( lightKey , 0 ) ) ) ;
//get total brightness of end sector
if ( end . Fields . GetValue ( lightAbsKey , false ) )
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endbrightness = end . Fields . GetValue ( lightKey , 0 ) ;
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else
endbrightness = Math . Min ( 255 , Math . Max ( 0 , ( float ) end . Brightness + end . Fields . GetValue ( lightKey , 0 ) ) ) ;
float delta = endbrightness - startbrightness ;
// Go for all sectors in between first and last
int index = 0 ;
foreach ( Sector s in orderedselection ) {
s . Fields . BeforeFieldsChange ( ) ;
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float u = index / ( float ) ( orderedselection . Count - 1 ) ;
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float b = startbrightness + delta * u ;
//absolute flag set?
if ( s . Fields . GetValue ( lightAbsKey , false ) ) {
if ( s . Fields . ContainsKey ( lightKey ) )
s . Fields [ lightKey ] . Value = ( int ) b ;
else
s . Fields . Add ( lightKey , new UniValue ( UniversalType . Integer , ( int ) b ) ) ;
} else {
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UDMFTools . SetInteger ( s . Fields , lightKey , ( int ) b - s . Brightness , 0 ) ;
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}
index + + ;
}
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//mxd. Use UDMF light/fade color?
} else if ( General . Map . UDMF & & ( mode = = MenusForm . BrightnessGradientModes . Fade | | mode = = MenusForm . BrightnessGradientModes . Light ) ) {
string key = string . Empty ;
int defaultValue = 0 ;
if ( mode = = MenusForm . BrightnessGradientModes . Light ) {
key = "lightcolor" ;
defaultValue = 0xFFFFFF ;
} else {
key = "fadecolor" ;
}
if ( ! start . Fields . ContainsKey ( key ) & & ! end . Fields . ContainsKey ( key ) ) {
General . Interface . DisplayStatus ( StatusType . Warning , "First or last sector must have " + key + "!" ) ;
} else {
Color startColor = PixelColor . FromInt ( start . Fields . GetValue ( key , defaultValue ) ) . ToColor ( ) ;
Color endColor = PixelColor . FromInt ( end . Fields . GetValue ( key , defaultValue ) ) . ToColor ( ) ;
int dr = endColor . R - startColor . R ;
int dg = endColor . G - startColor . G ;
int db = endColor . B - startColor . B ;
// Go for all sectors in between first and last
int index = 0 ;
foreach ( Sector s in orderedselection ) {
s . Fields . BeforeFieldsChange ( ) ;
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float u = index / ( float ) ( orderedselection . Count - 1 ) ;
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Color c = Color . FromArgb ( 0 , General . Clamp ( ( int ) ( startColor . R + dr * u ) , 0 , 255 ) , General . Clamp ( ( int ) ( startColor . G + dg * u ) , 0 , 255 ) , General . Clamp ( ( int ) ( startColor . B + db * u ) , 0 , 255 ) ) ;
UDMFTools . SetInteger ( s . Fields , key , c . ToArgb ( ) , defaultValue ) ;
s . UpdateNeeded = true ;
index + + ;
}
}
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} else {
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float startbrightness = start . Brightness ;
float endbrightness = end . Brightness ;
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float delta = endbrightness - startbrightness ;
// Go for all sectors in between first and last
int index = 0 ;
foreach ( Sector s in orderedselection ) {
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float u = index / ( float ) ( orderedselection . Count - 1 ) ;
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float b = startbrightness + delta * u ;
s . Brightness = ( int ) b ;
index + + ;
}
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}
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} else {
General . Interface . DisplayStatus ( StatusType . Warning , "Select at least 3 sectors first!" ) ;
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}
// Update
General . Map . Map . Update ( ) ;
UpdateOverlay ( ) ;
renderer . Present ( ) ;
General . Interface . RedrawDisplay ( ) ;
General . Interface . RefreshInfo ( ) ;
General . Map . IsChanged = true ;
}
// Make gradient floors
[BeginAction("gradientfloors")]
public void MakeGradientFloors ( )
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
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if ( orderedselection . Count > 2 ) {
General . Interface . DisplayStatus ( StatusType . Action , "Created gradient floor heights over selected sectors." ) ;
General . Map . UndoRedo . CreateUndo ( "Gradient floor heights" ) ;
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float startlevel = General . GetByIndex ( orderedselection , 0 ) . FloorHeight ;
float endlevel = General . GetByIndex ( orderedselection , orderedselection . Count - 1 ) . FloorHeight ;
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float delta = endlevel - startlevel ;
// Go for all sectors in between first and last
int index = 0 ;
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foreach ( Sector s in orderedselection ) {
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float u = index / ( float ) ( orderedselection . Count - 1 ) ;
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float b = startlevel + delta * u ;
s . FloorHeight = ( int ) b ;
index + + ;
}
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} else {
General . Interface . DisplayStatus ( StatusType . Warning , "Select at least 3 sectors first!" ) ;
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}
// Update
General . Interface . RefreshInfo ( ) ;
General . Map . IsChanged = true ;
}
// Make gradient ceilings
[BeginAction("gradientceilings")]
public void MakeGradientCeilings ( )
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection < Sector > orderedselection = General . Map . Map . GetSelectedSectors ( true ) ;
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if ( orderedselection . Count > 2 ) {
General . Interface . DisplayStatus ( StatusType . Action , "Created gradient ceiling heights over selected sectors." ) ;
General . Map . UndoRedo . CreateUndo ( "Gradient ceiling heights" ) ;
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float startlevel = ( float ) General . GetByIndex ( orderedselection , 0 ) . CeilHeight ;
float endlevel = ( float ) General . GetByIndex ( orderedselection , orderedselection . Count - 1 ) . CeilHeight ;
float delta = endlevel - startlevel ;
// Go for all sectors in between first and last
int index = 0 ;
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foreach ( Sector s in orderedselection ) {
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float u = ( float ) index / ( float ) ( orderedselection . Count - 1 ) ;
float b = startlevel + delta * u ;
s . CeilHeight = ( int ) b ;
index + + ;
}
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} else {
General . Interface . DisplayStatus ( StatusType . Warning , "Select at least 3 sectors first!" ) ;
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}
// Update
General . Interface . RefreshInfo ( ) ;
General . Map . IsChanged = true ;
}
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//mxd. Raise brightness
[BeginAction("raisebrightness8")]
public void RaiseBrightness8 ( ) {
General . Interface . DisplayStatus ( StatusType . Action , "Raised sector brightness by 8." ) ;
General . Map . UndoRedo . CreateUndo ( "Sector brightness change" , this , UndoGroup . SectorBrightnessChange , CreateSelectionCRC ( ) ) ;
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// Change heights
ICollection < Sector > selected = General . Map . Map . GetSelectedSectors ( true ) ;
if ( ( selected . Count = = 0 ) & & ( highlighted ! = null ) & & ! highlighted . IsDisposed ) selected . Add ( highlighted ) ;
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foreach ( Sector s in selected ) {
s . Brightness = General . Map . Config . BrightnessLevels . GetNextHigher ( s . Brightness ) ;
s . UpdateNeeded = true ;
s . UpdateCache ( ) ;
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}
// Update
General . Interface . RefreshInfo ( ) ;
General . Map . IsChanged = true ;
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// Redraw
General . Interface . RedrawDisplay ( ) ;
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}
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//mxd. Lower brightness
[BeginAction("lowerbrightness8")]
public void LowerBrightness8 ( ) {
General . Interface . DisplayStatus ( StatusType . Action , "Lowered sector brightness by 8." ) ;
General . Map . UndoRedo . CreateUndo ( "Sector brightness change" , this , UndoGroup . SectorBrightnessChange , CreateSelectionCRC ( ) ) ;
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// Change heights
ICollection < Sector > selected = General . Map . Map . GetSelectedSectors ( true ) ;
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if ( ( selected . Count = = 0 ) & & ( highlighted ! = null ) & & ! highlighted . IsDisposed )
selected . Add ( highlighted ) ;
foreach ( Sector s in selected ) {
s . Brightness = General . Map . Config . BrightnessLevels . GetNextLower ( s . Brightness ) ;
s . UpdateNeeded = true ;
s . UpdateCache ( ) ;
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}
// Update
General . Interface . RefreshInfo ( ) ;
General . Map . IsChanged = true ;
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// Redraw
General . Interface . RedrawDisplay ( ) ;
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}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection ( )
{
// Clear selection
General . Map . Map . ClearAllSelected ( ) ;
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General . Interface . DisplayStatus ( StatusType . Selection , string . Empty ) ; //mxd
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// Clear labels
foreach ( TextLabel [ ] labelarray in labels . Values )
foreach ( TextLabel l in labelarray ) l . Text = "" ;
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updateOverlaySurfaces ( ) ; //mxd
updateEffectLabels ( ) ; //mxd
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// Redraw
General . Interface . RedrawDisplay ( ) ;
}
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[BeginAction("placethings")] //mxd
public void PlaceThings ( ) {
// Make list of selected sectors
ICollection < Sector > sectors = General . Map . Map . GetSelectedSectors ( true ) ;
List < Vector2D > positions = new List < Vector2D > ( ) ;
if ( sectors . Count = = 0 ) {
if ( highlighted ! = null & & ! highlighted . IsDisposed ) {
sectors . Add ( highlighted ) ;
} else {
General . Interface . DisplayStatus ( StatusType . Warning , "This action requires selection of some description!" ) ;
return ;
}
}
// Make list of suitable positions
foreach ( Sector s in sectors ) {
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Vector2D pos = ( s . Labels . Count > 0 ? s . Labels [ 0 ] . position : new Vector2D ( s . BBox . X + s . BBox . Width / 2 , s . BBox . Y + s . BBox . Height / 2 ) ) ;
if ( ! positions . Contains ( pos ) ) positions . Add ( pos ) ;
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}
if ( positions . Count < 1 ) {
General . Interface . DisplayStatus ( StatusType . Warning , "Unable to get vertex positions from selection!" ) ;
return ;
}
placeThingsAtPositions ( positions ) ;
}
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#endregion
}
}