UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/SectorsMode.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.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;
using CodeImp.DoomBuilder.GZBuilder.Tools;
using CodeImp.DoomBuilder.Config;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Sectors Mode",
SwitchAction = "sectorsmode", // Action name used to switch to this mode
ButtonImage = "SectorsMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = true)]
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;
//mxd. Effects
private Dictionary<int, string[]> effects;
//mxd. Cached overlays stuff
private FlatVertex[] overlayGeometry;
private Dictionary<Sector, string[]> selectedEffectLabels;
private Dictionary<Sector, string[]> unselectedEffectLabels;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
//mxd
effects = new Dictionary<int, string[]>();
foreach (SectorEffectInfo info in General.Map.Config.SortedSectorEffects) {
string name = info.Index + ": " + info.Title;
effects.Add(info.Index, new[] { name, "E" + info.Index });
}
}
// 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;
labelarray[i] = new TextLabel(20);
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))
{
// Go for all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
//mxd. Render selected sectors
if (BuilderPlug.Me.UseHighlight) {
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());
}
if (BuilderPlug.Me.ViewSelectionNumbers) {
foreach (Sector s in orderedselection) {
// Render labels
TextLabel[] labelarray = labels[s];
for (int i = 0; i < s.Labels.Count; i++) {
TextLabel l = labelarray[i];
// Render only when enough space for the label to see
float requiredsize = (l.TextSize.Height / 2) / renderer.Scale;
if (requiredsize < s.Labels[i].radius) renderer.RenderText(l);
}
}
}
//mxd. Render effect labels
if (BuilderPlug.Me.ViewSelectionEffects) {
if(!BuilderPlug.Me.ViewSelectionNumbers) renderEffectLabels(selectedEffectLabels);
renderEffectLabels(unselectedEffectLabels);
}
renderer.Finish();
}
}
//mxd
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++) {
TextLabel l = labelarray[i];
l.Color = General.Colors.InfoLine;
// 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]);
} else {
l.Text = group.Value[0];
}
renderer.RenderText(l);
}
}
}
//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);
}
}
// 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?
bool completeredraw = (highlighted != null) && (highlighted.Tag > 0);
// Set highlight association
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 {
highlightasso.Set(new Vector2D(), 0, 0);
}
// 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
if(update) { //mxd
string selectedCount = General.Map.Map.SelectedSectorsCount.ToString();
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) {
l.Text = selectedCount;
l.Color = General.Colors.Selection;
}
updateEffectLabels();
}
}
// Deselect the sector?
else if(!selectstate && s.Selected)
{
s.Selected = false;
selectionchanged = true;
// Clear labels
if(update) {
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Text = "";
// Update all other labels
UpdateSelectedLabels();
}
}
// 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;
}
if(update)
{
UpdateOverlay();
renderer.Present();
}
}
}
}
// 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++;
}
//mxd
updateEffectLabels();
}
//mxd
private bool isInSelectionRect(Sector s, List<Line2D> selectionOutline) {
bool isInsideSelection = selectionrect.Contains(s.BBox);
if (isInsideSelection) return true;
if(BuilderPlug.Me.MarqueSelectTouching && s.BBox.IntersectsWith(selectionrect)) {
//check endpoints
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;
}
//check line intersections
foreach(Sidedef side in s.Sidedefs) {
foreach(Line2D line in selectionOutline) {
if(Line2D.GetIntersection(side.Line.Line, line))
return true;
}
}
}
return false;
}
#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
General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
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
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
if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd
// Convert geometry selection to sectors only
General.Map.Map.ConvertSelection(SelectionType.Sectors);
// Make text labels for sectors
SetupLabels();
// Update
UpdateSelectedLabels();
updateOverlaySurfaces();//mxd
updateSelectionInfo(); //mxd
UpdateOverlay();
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Remove toolbar buttons
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
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
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
if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd
// Keep only sectors selected
General.Map.Map.ClearSelectedLinedefs();
// Going to EditSelectionMode?
if(General.Editing.NewMode is EditSelectionMode)
{
// Not pasting anything?
EditSelectionMode editmode = (General.Editing.NewMode as EditSelectionMode);
if(!editmode.Pasting)
{
// 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);
UpdateSelectedLabels(); //mxd
}
}
}
// 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);
if(!panning) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
}
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();
}
// Render overlay
UpdateOverlay();
// Render selection
if(renderer.StartOverlay(false))
{
if(!panning && highlighted != null && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); //mxd
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);
// 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;
updateOverlaySurfaces(); //mxd
UpdateOverlay();
renderer.Present();
//mxd
} else if(BuilderPlug.Me.AutoClearSelection && General.Map.Map.SelectedSectorsCount > 0) {
General.Map.Map.ClearSelectedLinedefs();
General.Map.Map.ClearSelectedSectors();
updateOverlaySurfaces(); //mxd
General.Interface.RedrawDisplay();
}
updateSelectionInfo(); //mxd
}
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?
if(!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedSectorsCount == 0)))
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true, false);
UpdateSelectedLabels(); //mxd
updateOverlaySurfaces(); //mxd
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
else if(!selecting && BuilderPlug.Me.AutoDrawOnEdit) //mxd. We don't want to draw while multiselecting
{
// 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>());
if(drawmode.DrawPointAt(v))
General.Editing.ChangeMode(drawmode);
else
General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries.");
}
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)
{
//mxd. Show realtime vertex edit dialog
General.Interface.OnEditFormValuesChanged += new EventHandler(sectorEditForm_OnValuesChanged);
DialogResult result = General.Interface.ShowEditSectors(selected);
General.Interface.OnEditFormValuesChanged -= sectorEditForm_OnValuesChanged;
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
// When a single sector was selected, deselect it now
if (selected.Count == 1) {
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
updateEffectLabels(); //mxd
} else if(result == DialogResult.Cancel) { //mxd. Restore selection...
foreach (Sector s in selected) SelectSector(s, true, false);
UpdateSelectedLabels(); //mxd
}
updateOverlaySurfaces(); //mxd
General.Interface.RedrawDisplay();
}
}
updateSelectionInfo(); //mxd
}
editpressed = false;
base.OnEditEnd();
}
//mxd
private void sectorEditForm_OnValuesChanged(object sender, EventArgs e) {
// Update entire display
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
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();
}
}
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
updateOverlaySurfaces();//mxd
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General.Interface.RedrawDisplay();
}
} else if(highlighted != null) {
highlighted = null;
Highlight(null);
// Update entire display
General.Interface.RedrawDisplay();
}
updateSelectionInfo(); //mxd
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}
}
else if(e.Button == MouseButtons.None) // Not holding any buttons?
{
// 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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}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
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//mxd
protected override void OnPaintSelectBegin() {
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
updateOverlaySurfaces();//mxd
General.Interface.RedrawDisplay();
}
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base.OnPaintSelectBegin();
}
// 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);
updateOverlaySurfaces(); //mxd
}
// Start dragging the selection
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if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || canDrag()) //mxd
General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos));
}
}
}
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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) {
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!");
UpdateSelectedLabels(); //mxd
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return true;
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f));
if(selectionvolume)
{
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
if(marqueSelectionMode == MarqueSelectionMode.SELECT){
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);
}
}else if(marqueSelectionMode == MarqueSelectionMode.ADD) { //additive selection
foreach(Sector s in General.Map.Map.Sectors) {
if(!s.Selected && isInSelectionRect(s, selectionOutline))
SelectSector(s, true, false);
}
} else if(marqueSelectionMode == MarqueSelectionMode.SUBTRACT) {
foreach(Sector s in General.Map.Map.Sectors) {
if(!s.Selected) continue;
if(isInSelectionRect(s, selectionOutline))
SelectSector(s, false, false);
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}
} else { //should be Intersect
foreach(Sector s in General.Map.Map.Sectors) {
if(!s.Selected) continue;
if(!isInSelectionRect(s, selectionOutline))
SelectSector(s, false, false);
}
}
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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);
//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
updateSelectionInfo(); //mxd
updateOverlaySurfaces(); //mxd
}
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);
updateOverlaySurfaces();//mxd
}
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();
updateEffectLabels(); //mxd
}
// 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();
updateEffectLabels(); //mxd
base.OnRedoEnd(); //mxd
}
//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);
}
#endregion
#region ================== Actions
// 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();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
updateEffectLabels(); //mxd
General.Interface.RedrawDisplay();
}
}
}
// 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?
if((highlighted != null) && !highlighted.Selected)
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true, false);
updateOverlaySurfaces();//mxd
General.Interface.RedrawDisplay();
}
// Anything selected?
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 0)
{
string doortex = "";
string tracktex = General.Map.Config.MakeDoorTrack;
string floortex = null;
string ceiltex = null;
bool resetoffsets = true;
// 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();
if(form.Show(General.Interface, doortex, tracktex, ceiltex, floortex, resetoffsets) == DialogResult.OK)
{
doortex = form.DoorTexture;
tracktex = form.TrackTexture;
ceiltex = form.CeilingTexture;
floortex = form.FloorTexture;
resetoffsets = form.ResetOffsets;
// 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("-");
sd.SetTextureMid(tracktex);
sd.SetTextureLow("-");
// Set upper/lower unpegged flags
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
}
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
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false);
// Get door linedef type from config
sd.Line.Action = General.Map.Config.MakeDoorAction;
// 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);
// 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();
}
}
// 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;
}
}
}
}
// 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("-");
// Update sided flags
lines[i].ApplySidedFlags();
}
}
}
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
updateOverlaySurfaces(); //mxd
// 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?
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;
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))
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))
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();
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 {
UDMFTools.SetInteger(s.Fields, lightKey, (int)b - s.Brightness, 0);
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}
index++;
}
//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();
float u = index / (float)(orderedselection.Count - 1);
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 {
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) {
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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} else {
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
// 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");
float startlevel = General.GetByIndex(orderedselection, 0).FloorHeight;
float endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).FloorHeight;
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) {
float u = index / (float)(orderedselection.Count - 1);
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!");
}
// 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");
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) {
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!");
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
//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());
// Change heights
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
foreach(Sector s in selected) {
s.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(s.Brightness);
s.UpdateNeeded = true;
s.UpdateCache();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
//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());
// Change heights
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
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();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
General.Interface.DisplayStatus(StatusType.Selection, string.Empty); //mxd
// Clear labels
foreach(TextLabel[] labelarray in labels.Values)
foreach(TextLabel l in labelarray) l.Text = "";
updateOverlaySurfaces(); //mxd
updateEffectLabels(); //mxd
// Redraw
General.Interface.RedrawDisplay();
}
[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) {
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);
}
if(positions.Count < 1) {
General.Interface.DisplayStatus(StatusType.Warning, "Unable to get vertex positions from selection!");
return;
}
placeThingsAtPositions(positions);
}
#endregion
}
}