UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/LinedefsMode.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.Drawing;
using System.Linq;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
using CodeImp.DoomBuilder.BuilderModes.Interface;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Linedefs Mode",
SwitchAction = "linedefsmode", // Action name used to switch to this mode
ButtonImage = "LinesMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 100, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = true)]
public class LinedefsMode : BaseClassicMode
{
#region ================== Constants
private const int MAX_LINEDEF_LABELS = 256; //mxd
#endregion
#region ================== Variables
// Highlighted item
private Linedef highlighted;
private readonly Association[] association = new Association[Linedef.NUM_ARGS];
private readonly Association highlightasso = new Association();
private Vector2D insertpreview = new Vector2D(float.NaN, float.NaN); //mxd
//mxd. Text labels
private Dictionary<Linedef, SelectionLabel> labels;
private Dictionary<Sector, TextLabel[]> sectorlabels;
private Dictionary<Sector, string[]> sectortexts;
// Interface
2016-10-28 21:32:52 +00:00
new private bool editpressed;
private bool selectionfromhighlight; //mxd
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
#endregion
#region ================== Constructor / Disposer
public LinedefsMode()
{
//mxd. Associations now requre initializing...
for(int i = 0; i < association.Length; i++) association[i] = new Association();
}
//mxd
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose old labels
if(labels != null) foreach(SelectionLabel l in labels.Values) l.Dispose();
if(sectorlabels != null)
{
foreach(TextLabel[] lbl in sectorlabels.Values)
foreach(TextLabel l in lbl) l.Dispose();
}
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This highlights a new item
private void Highlight(Linedef l)
{
bool completeredraw = false;
// 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.
if(highlighted != null)
{
//mxd. Update label color?
if(labels.ContainsKey(highlighted))
{
labels[highlighted].Color = General.Colors.Highlight;
completeredraw = true;
}
// Previous association highlights something?
if(highlighted.Tag != 0) completeredraw = true;
}
// Set highlight association
if(l != null)
{
//mxd. Update label color?
if(labels.ContainsKey(l))
{
labels[l].Color = General.Colors.Selection;
completeredraw = true;
}
// New association highlights something?
if(l.Tag != 0)
{
highlightasso.Set(new Vector2D((l.Start.Position + l.End.Position) / 2), l.Tags, UniversalType.LinedefTag);
completeredraw = true;
}
}
else
{
highlightasso.Set(new Vector2D(), 0, 0);
}
// Use the line tag to highlight sectors (Doom style)
if(General.Map.Config.LineTagIndicatesSectors)
{
if(l != null)
association[0].Set(new Vector2D((l.Start.Position + l.End.Position)/2), l.Tags, UniversalType.SectorTag);
else
association[0].Set(new Vector2D(), 0, 0);
}
else
{
LinedefActionInfo action = null;
if(l != null)
{
// Check if we can find the linedefs action
if((l.Action > 0) && General.Map.Config.LinedefActions.ContainsKey(l.Action))
action = General.Map.Config.LinedefActions[l.Action];
}
// Determine linedef associations
for(int i = 0; i < Linedef.NUM_ARGS; i++)
{
// Previous association highlights something?
if((association[i].Type == UniversalType.SectorTag) ||
(association[i].Type == UniversalType.LinedefTag) ||
(association[i].Type == UniversalType.ThingTag)) completeredraw = true;
// Make new association
if(action != null)
association[i].Set(new Vector2D((l.Start.Position + l.End.Position)/2), l.Args[i], action.Args[i].Type);
else
association[i].Set(new Vector2D(), 0, 0);
// New association highlights something?
if((association[i].Type == UniversalType.SectorTag) ||
(association[i].Type == UniversalType.LinedefTag) ||
(association[i].Type == UniversalType.ThingTag)) completeredraw = true;
}
}
// If we're changing associations, then we
// need to redraw the entire display
if(completeredraw)
{
// Set new highlight and redraw completely
highlighted = l;
General.Interface.RedrawDisplay();
}
else
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
Linedef possiblecommentline = l ?? highlighted; //mxd
if((highlighted != null) && !highlighted.IsDisposed)
{
renderer.PlotLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
}
// Set new highlight
highlighted = l;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
{
renderer.PlotLinedef(highlighted, General.Colors.Highlight);
renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
}
// Done with highlight
renderer.Finish();
//mxd. Update comment highlight?
if(General.Map.UDMF && General.Settings.RenderComments
&& possiblecommentline != null && !possiblecommentline.IsDisposed
&& renderer.StartOverlay(false))
{
RenderComment(possiblecommentline);
renderer.Finish();
}
renderer.Present();
}
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
{
General.Interface.ShowLinedefInfo(highlighted);
}
else
{
General.Interface.Display.HideToolTip(); //mxd
General.Interface.HideInfo();
}
}
//mxd
private void AlignTextureToLine(bool alignFloors, bool alignToFrontSide)
{
ICollection<Linedef> lines = General.Map.Map.GetSelectedLinedefs(true);
if(lines.Count == 0 && highlighted != null && !highlighted.IsDisposed)
lines.Add(highlighted);
if(lines.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
//Create Undo
string rest = (alignFloors ? "Floors" : "Ceilings") + " to " + (alignToFrontSide ? "Front" : "Back")+ " Side";
General.Map.UndoRedo.CreateUndo("Align " + rest);
int counter = 0;
foreach(Linedef l in lines)
{
Sector s = null;
if(alignToFrontSide)
{
if(l.Front != null && l.Front.Sector != null) s = l.Front.Sector;
}
else
{
if(l.Back != null && l.Back.Sector != null) s = l.Back.Sector;
}
if(s == null) continue;
counter++;
s.Fields.BeforeFieldsChange();
float sourceAngle = (float)Math.Round(General.ClampAngle(alignToFrontSide ? -Angle2D.RadToDeg(l.Angle) + 90 : -Angle2D.RadToDeg(l.Angle) - 90), 1);
if(!alignToFrontSide) sourceAngle = General.ClampAngle(sourceAngle + 180);
//update angle
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetFloat(s.Fields, (alignFloors ? "rotationfloor" : "rotationceiling"), sourceAngle, 0f);
//update offset
Vector2D offset = (alignToFrontSide ? l.Start.Position : l.End.Position).GetRotated(Angle2D.DegToRad(sourceAngle));
ImageData texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
if((texture == null) || (texture == General.Map.Data.WhiteTexture) ||
(texture.Width <= 0) || (texture.Height <= 0) || !texture.IsImageLoaded)
{
//meh...
}
else
{
offset.x %= texture.Width / s.Fields.GetValue((alignFloors ? "xscalefloor" : "xscaleceiling"), 1.0f);
offset.y %= texture.Height / s.Fields.GetValue((alignFloors ? "yscalefloor" : "yscaleceiling"), 1.0f);
}
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetFloat(s.Fields, (alignFloors ? "xpanningfloor" : "xpanningceiling"), (float)Math.Round(-offset.x), 0f);
UniFields.SetFloat(s.Fields, (alignFloors ? "ypanningfloor" : "ypanningceiling"), (float)Math.Round(offset.y), 0f);
//update
s.UpdateNeeded = true;
s.UpdateCache();
}
General.Interface.DisplayStatus(StatusType.Info, "Aligned " +counter + " " + rest);
//update
General.Map.Map.Update();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
//mxd
private bool IsInSelectionRect(Linedef l, List<Line2D> selectionOutline)
{
if(BuilderPlug.Me.MarqueSelectTouching)
{
bool selected = selectionrect.Contains(l.Start.Position.x, l.Start.Position.y) || selectionrect.Contains(l.End.Position.x, l.End.Position.y);
//check intersections with outline
if(!selected)
{
foreach(Line2D line in selectionOutline)
{
if(Line2D.GetIntersection(l.Line, line)) return true;
}
}
return selected;
}
return selectionrect.Contains(l.Start.Position.x, l.Start.Position.y) && selectionrect.Contains(l.End.Position.x, l.End.Position.y);
}
//mxd. Gets map elements inside of selectionoutline and sorts them by distance to targetpoint
private List<Linedef> GetOrderedSelection(Vector2D targetpoint, List<Line2D> selectionoutline)
{
// Gather affected sectors
List<Linedef> result = new List<Linedef>();
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(IsInSelectionRect(l, selectionoutline)) result.Add(l);
}
if(result.Count == 0) return result;
// Sort by distance to targetpoint
result.Sort(delegate(Linedef l1, Linedef l2)
{
if(l1 == l2) return 0;
// Get closest distance from l1 to selectstart
float closest1 = float.MaxValue;
Vector2D pos = l1.Start.Position;
float curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest1) closest1 = curdistance;
pos = l1.End.Position;
curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest1) closest1 = curdistance;
// Get closest distance from l2 to selectstart
float closest2 = float.MaxValue;
pos = l2.Start.Position;
curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest2) closest2 = curdistance;
pos = l2.End.Position;
curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest2) closest2 = curdistance;
// Return closer one
return (int)(closest1 - closest2);
});
return result;
}
//mxd. This sets up new labels
private void SetupSectorLabels()
{
// Dispose old labels
if(sectorlabels != null)
{
foreach(TextLabel[] larr in sectorlabels.Values)
foreach(TextLabel l in larr) l.Dispose();
}
// Make text labels for sectors
sectorlabels = new Dictionary<Sector, TextLabel[]>();
sectortexts = new Dictionary<Sector, string[]>();
foreach(Sector s in General.Map.Map.Sectors)
{
// Setup labels
if(s.Tag == 0) continue;
// Make tag text
string[] tagdescarr = new string[2];
if(s.Tags.Count > 1)
{
string[] stags = new string[s.Tags.Count];
for(int i = 0; i < s.Tags.Count; i++) stags[i] = s.Tags[i].ToString();
tagdescarr[0] = "Tags " + string.Join(", ", stags);
tagdescarr[1] = "T" + string.Join(",", stags);
}
else
{
tagdescarr[0] = "Tag " + s.Tag;
tagdescarr[1] = "T" + s.Tag;
}
// Add to collection
sectortexts.Add(s, tagdescarr);
TextLabel[] larr = new TextLabel[s.Labels.Count];
for(int i = 0; i < s.Labels.Count; i++)
{
TextLabel l = new TextLabel();
l.TransformCoords = true;
l.Location = s.Labels[i].position;
l.AlignX = TextAlignmentX.Center;
l.AlignY = TextAlignmentY.Middle;
l.Color = General.Colors.InfoLine;
l.BackColor = General.Colors.Background.WithAlpha(128);
larr[i] = l;
}
// Add to collection
sectorlabels.Add(s, larr);
}
}
//mxd. Also update labels for the selected linedefs
public override void UpdateSelectionInfo()
{
base.UpdateSelectionInfo();
if(labels != null)
{
// Dispose old labels
foreach(SelectionLabel l in labels.Values) l.Dispose();
// Don't show lables for selected-from-highlight item
if(selectionfromhighlight)
{
labels.Clear();
return;
}
}
// Make text labels for selected linedefs
ICollection<Linedef> orderedselection = General.Map.Map.GetSelectedLinedefs(true);
labels = new Dictionary<Linedef, SelectionLabel>(orderedselection.Count);
// Otherwise significant delays will occure.
// Also we probably won't care about selection ordering when selecting this many anyway
if(orderedselection.Count > MAX_LINEDEF_LABELS) return;
int index = 0;
foreach(Linedef linedef in orderedselection)
{
SelectionLabel l = new SelectionLabel();
l.OffsetPosition = true;
l.Color = (linedef == highlighted ? General.Colors.Selection : General.Colors.Highlight);
l.BackColor = General.Colors.Background.WithAlpha(192);
l.TextLabel.Text = (++index).ToString();
labels.Add(linedef, l);
}
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_linedefs.html");
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new LinedefsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Add toolbar buttons
General.Interface.BeginToolbarUpdate(); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers); //mxd
BuilderPlug.Me.MenusForm.ViewSelectionEffects.Text = "View Sector Tags"; //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors1); //mxd
if(General.Map.UDMF) //mxd
{
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu);
}
General.Interface.AddButton(BuilderPlug.Me.MenusForm.CurveLinedefs);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd
if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd
//mxd. Update the tooltip
BuilderPlug.Me.MenusForm.SyncronizeThingEditButton.ToolTipText = "Synchronized Things Editing" + Environment.NewLine + BuilderPlug.Me.MenusForm.SyncronizeThingEditLinedefsItem.ToolTipText;
General.Interface.EndToolbarUpdate(); //mxd
// Convert geometry selection to linedefs selection
General.Map.Map.ConvertSelection(SelectionType.Linedefs);
UpdateSelectionInfo(); //mxd
SetupSectorLabels(); //mxd
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Remove toolbar buttons
General.Interface.BeginToolbarUpdate(); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors1); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CurveLinedefs);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd
General.Interface.EndToolbarUpdate(); //mxd
// Going to EditSelectionMode?
EditSelectionMode mode = General.Editing.NewMode as EditSelectionMode;
if(mode != null)
{
// Not pasting anything?
if(!mode.Pasting)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedLinedefs(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
}
}
// Hide highlight info and tooltip
General.Interface.HideInfo();
General.Interface.Display.HideToolTip(); //mxd
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
List<Line3D> eventlines = new List<Line3D>(); //mxd
// Render lines
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
for(int i = 0; i < Linedef.NUM_ARGS; i++) BuilderPlug.PlotAssociations(renderer, association[i], eventlines);
if((highlighted != null) && !highlighted.IsDisposed)
{
BuilderPlug.PlotReverseAssociations(renderer, highlightasso, eventlines);
renderer.PlotLinedef(highlighted, General.Colors.Highlight);
}
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
// Render selection
if(renderer.StartOverlay(true))
{
if(!selecting) //mxd
{
for(int i = 0; i < Linedef.NUM_ARGS; i++) BuilderPlug.RenderAssociations(renderer, association[i], eventlines);
if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.RenderReverseAssociations(renderer, highlightasso, eventlines); //mxd
}
else
{
RenderMultiSelection();
}
//mxd. Render vertex insert preview
if(insertpreview.IsFinite())
{
float dist = Math.Min(Vector2D.Distance(mousemappos, insertpreview), BuilderPlug.Me.HighlightRange);
byte alpha = (byte)(255 - (dist / BuilderPlug.Me.HighlightRange) * 128);
float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
renderer.RenderRectangleFilled(new RectangleF(insertpreview.x - vsize, insertpreview.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine.WithAlpha(alpha), true);
}
renderer.RenderArrows(eventlines); //mxd
//mxd. Render sector tag labels
if(BuilderPlug.Me.ViewSelectionEffects)
{
List<ITextLabel> torender = new List<ITextLabel>(sectorlabels.Count);
foreach(KeyValuePair<Sector, string[]> group in sectortexts)
{
// Pick which text variant to use
TextLabel[] labelarray = sectorlabels[group.Key];
for(int i = 0; i < group.Key.Labels.Count; i++)
{
TextLabel l = labelarray[i];
// Render only when enough space for the label to see
float requiredsize = (General.Interface.MeasureString(group.Value[0], l.Font).Width / 2) / renderer.Scale;
if(requiredsize > group.Key.Labels[i].radius)
{
requiredsize = (General.Interface.MeasureString(group.Value[1], l.Font).Width / 2) / renderer.Scale;
if(requiredsize > group.Key.Labels[i].radius)
l.Text = (requiredsize > group.Key.Labels[i].radius * 4 ? string.Empty : "+");
else
l.Text = group.Value[1];
}
else
{
l.Text = group.Value[0];
}
if(!string.IsNullOrEmpty(l.Text)) torender.Add(l);
}
}
// Render labels
renderer.RenderText(torender);
}
//mxd. Render selection labels
if(BuilderPlug.Me.ViewSelectionNumbers)
{
List<ITextLabel> torender = new List<ITextLabel>(labels.Count);
foreach(KeyValuePair<Linedef, SelectionLabel> group in labels)
{
// Render only when enough space for the label to see
group.Value.Move(group.Key.Start.Position, group.Key.End.Position);
float requiredsize = (group.Value.TextSize.Width) / renderer.Scale;
if(group.Key.Length > requiredsize)
{
torender.Add(group.Value.TextLabel);
}
}
renderer.RenderText(torender);
}
//mxd. Render comments
if(General.Map.UDMF && General.Settings.RenderComments) foreach(Linedef l in General.Map.Map.Linedefs) RenderComment(l);
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.PlotLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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)
{
2013-03-18 13:52:27 +00:00
//mxd. Flip selection
highlighted.Selected = !highlighted.Selected;
UpdateSelectionInfo(); //mxd
//mxd. Full redraw when labels were changed
if(BuilderPlug.Me.ViewSelectionNumbers)
{
General.Interface.RedrawDisplay();
}
// Update display
else if(renderer.StartPlotter(false))
{
// Render highlighted item
renderer.PlotLinedef(highlighted, General.Colors.Highlight);
renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
renderer.Finish();
renderer.Present();
}
}
else if(BuilderPlug.Me.AutoClearSelection && General.Map.Map.SelectedLinedefsCount > 0) //mxd
{
General.Map.Map.ClearSelectedLinedefs();
UpdateSelectionInfo(); //mxd
General.Interface.RedrawDisplay();
}
}
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.SelectedLinedefsCount == 0)))
{
// Make this the only selection
selectionfromhighlight = true; //mxd
General.Map.Map.ClearSelectedLinedefs();
highlighted.Selected = true;
UpdateSelectionInfo(); //mxd
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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, false, false, 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<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
if(selected.Count > 0)
{
if(General.Interface.IsActiveWindow)
{
// Show line edit dialog
General.Interface.OnEditFormValuesChanged += linedefEditForm_OnValuesChanged;
DialogResult result = General.Interface.ShowEditLinedefs(selected);
General.Interface.OnEditFormValuesChanged -= linedefEditForm_OnValuesChanged;
General.Map.Map.Update();
// When a single line was selected, deselect it now
if(selected.Count == 1 && selectionfromhighlight)
{
General.Map.Map.ClearSelectedLinedefs();
}
else if(result == DialogResult.Cancel) //mxd. Restore selection...
{
foreach(Linedef l in selected) l.Selected = true;
}
// Update entire display
SetupSectorLabels();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
UpdateSelectionInfo(); //mxd
General.Interface.RedrawDisplay();
}
}
}
editpressed = false;
selectionfromhighlight = false; //mxd
base.OnEditEnd();
}
private void linedefEditForm_OnValuesChanged(object sender, EventArgs e)
{
// This does nothing. It prevents automatic OnRedrawDisplay when closing the linedef edit form
// Required to prevent crash from issue #298
}
//mxd
public override void OnUndoEnd()
{
base.OnUndoEnd();
// Update selection info and labels
UpdateSelectionInfo();
SetupSectorLabels();
}
//mxd
public override void OnRedoEnd()
{
base.OnRedoEnd();
// Update selection info and labels
UpdateSelectionInfo();
SetupSectorLabels();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(panning) return; //mxd. Skip all this jazz while panning
2013-03-18 13:52:27 +00:00
//mxd
if(selectpressed && !editpressed && !selecting)
{
2013-03-18 13:52:27 +00:00
// Check if moved enough pixels for multiselect
Vector2D delta = mousedownpos - mousepos;
if((Math.Abs(delta.x) > BuilderPlug.Me.MouseSelectionThreshold) ||
(Math.Abs(delta.y) > BuilderPlug.Me.MouseSelectionThreshold))
{
2013-03-18 13:52:27 +00:00
// Start multiselecting
StartMultiSelection();
}
}
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
2013-03-18 13:52:27 +00:00
{
// Find the nearest thing within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
if(l != null)
{
if(l != highlighted)
{
2013-03-18 13:52:27 +00:00
//toggle selected state
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
2013-03-18 13:52:27 +00:00
l.Selected = true;
else if(General.Interface.CtrlState)
l.Selected = false;
else
l.Selected = !l.Selected;
highlighted = l;
UpdateSelectionInfo(); //mxd
2013-03-18 13:52:27 +00:00
// Update entire display
General.Interface.RedrawDisplay();
}
}
else if(highlighted != null)
{
2013-03-18 13:52:27 +00:00
Highlight(null);
// Update entire display
General.Interface.RedrawDisplay();
}
}
else if(e.Button == MouseButtons.None) // Not holding any buttons?
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
//mxd. Render insert vertex preview
Linedef sl = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.StitchRange / renderer.Scale);
if(sl != null)
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
Vector2D v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, false, false, renderer, new List<DrawnVertex>()).pos;
if(v != insertpreview)
{
insertpreview = v;
General.Interface.RedrawDisplay();
}
}
else if(insertpreview.IsFinite())
{
insertpreview.x = float.NaN;
General.Interface.RedrawDisplay();
}
// Highlight if not the same
if(l != highlighted) Highlight(l);
//mxd. Show tooltip?
if(General.Map.UDMF && General.Settings.RenderComments && mouselastpos != mousepos && highlighted != null && !highlighted.IsDisposed && highlighted.Fields.ContainsKey("comment"))
{
string comment = highlighted.Fields.GetValue("comment", string.Empty);
if(comment.Length > 2)
{
string type = comment.Substring(0, 3);
int index = Array.IndexOf(CommentType.Types, type);
if(index > 0) comment = comment.TrimStart(type.ToCharArray());
}
General.Interface.Display.ShowToolTip("Comment:", comment, (int)(mousepos.x + 32 * MainForm.DPIScaler.Width), (int)(mousepos.y + 8 * MainForm.DPIScaler.Height));
}
2013-03-18 13:52:27 +00:00
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
//mxd
protected override void BeginViewPan()
{
// We don't want vertex preview while panning
insertpreview.x = float.NaN;
base.BeginViewPan();
}
2013-03-18 13:52:27 +00:00
//mxd
protected override void OnPaintSelectBegin()
{
// Highlight nothing
Highlight(null);
2013-03-18 13:52:27 +00:00
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 linedef for dragging
General.Map.Map.ClearSelectedLinedefs();
highlighted.Selected = true;
}
// Start dragging the selection
if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || CanDrag()) //mxd
2013-03-18 13:52:27 +00:00
General.Editing.ChangeMode(new DragLinedefsMode(mousedownmappos));
}
}
}
//mxd. Check if any selected linedef is outside of map boundary
private static bool CanDrag()
{
2013-03-18 13:52:27 +00:00
ICollection<Linedef> selectedlines = General.Map.Map.GetSelectedLinedefs(true);
int unaffectedCount = 0;
foreach(Linedef l in selectedlines)
{
2013-03-18 13:52:27 +00:00
// Make sure the linedef is inside the map boundary
if(l.Start.Position.x < General.Map.Config.LeftBoundary || l.Start.Position.x > General.Map.Config.RightBoundary
|| l.Start.Position.y > General.Map.Config.TopBoundary || l.Start.Position.y < General.Map.Config.BottomBoundary
|| l.End.Position.x < General.Map.Config.LeftBoundary || l.End.Position.x > General.Map.Config.RightBoundary
|| l.End.Position.y > General.Map.Config.TopBoundary || l.End.Position.y < General.Map.Config.BottomBoundary)
{
2013-03-18 13:52:27 +00:00
l.Selected = false;
unaffectedCount++;
}
}
2013-03-18 13:52:27 +00:00
if(unaffectedCount == selectedlines.Count)
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedlines.Count == 1 ? "selected linedef is" : "all of selected linedefs are") + " outside of map boundary!");
General.Interface.RedrawDisplay();
return false;
}
if(unaffectedCount > 0)
General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected linedefs " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!");
return true;
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
bool selectionvolume = ((Math.Abs(selectionrect.Width) > 0.1f) && (Math.Abs(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)
};
2013-03-18 13:52:27 +00:00
//mxd
bool selectthings = (marqueSelectionIncludesThings ^ BuilderPlug.Me.SyncronizeThingEdit);
switch(marqueSelectionMode)
{
case MarqueSelectionMode.SELECT:
// Get ordered selection
List<Linedef> selectresult = GetOrderedSelection(base.selectstart, selectionoutline);
// First deselect everything...
foreach(Linedef l in General.Map.Map.Linedefs) l.Selected = false;
// Then select lines in correct order
foreach(Linedef l in selectresult) l.Selected = true;
if(selectthings)
{
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
t.Selected = selectionrect.Contains(t.Position.x, t.Position.y);
}
break;
case MarqueSelectionMode.ADD:
// Get ordered selection
List<Linedef> addresult = GetOrderedSelection(selectstart, selectionoutline);
// First deselect everything inside of selection...
foreach(Linedef l in addresult) l.Selected = false;
// Then reselect in correct order
foreach(Linedef l in addresult) l.Selected = true;
if(selectthings)
{
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
t.Selected |= selectionrect.Contains(t.Position.x, t.Position.y);
}
break;
case MarqueSelectionMode.SUBTRACT:
// Selection order doesn't matter here
foreach(Linedef l in General.Map.Map.Linedefs)
if(IsInSelectionRect(l, selectionoutline)) l.Selected = false;
if(selectthings)
{
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
if(selectionrect.Contains(t.Position.x, t.Position.y)) t.Selected = false;
}
break;
// Should be Intersect selection mode
default:
// Selection order doesn't matter here
foreach(Linedef l in General.Map.Map.Linedefs)
if(!IsInSelectionRect(l, selectionoutline)) l.Selected = false;
if(selectthings)
{
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
if(!selectionrect.Contains(t.Position.x, t.Position.y)) t.Selected = false;
}
break;
}
//mxd
UpdateSelectionInfo();
}
base.OnEndMultiSelection();
// Clear overlay
if(renderer.StartOverlay(true)) renderer.Finish();
// Redraw
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.GetSelectedLinedefs(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
//mxd. Actually, we want it marked, not selected
bool result = base.OnCopyBegin();
highlighted.Selected = false;
return result;
}
return base.OnCopyBegin();
}
//mxd
private void RenderComment(Linedef l)
{
if(l.Fields.ContainsKey("comment"))
{
int iconindex = 0;
string comment = l.Fields.GetValue("comment", string.Empty);
if(comment.Length > 2)
{
string type = comment.Substring(0, 3);
int index = Array.IndexOf(CommentType.Types, type);
if(index != -1) iconindex = index;
}
Vector2D center = l.GetCenterPoint();
RectangleF rect = new RectangleF(center.x - 8 / renderer.Scale, center.y + 18 / renderer.Scale, 16 / renderer.Scale, -16 / renderer.Scale);
PixelColor c = (l == highlighted ? General.Colors.Highlight : (l.Selected ? General.Colors.Selection : PixelColor.FromColor(Color.White)));
renderer.RenderRectangleFilled(rect, c, true, General.Map.Data.CommentTextures[iconindex]);
}
}
#endregion
#region ================== Actions
// This copies the properties
[BeginAction("classiccopyproperties")]
public void CopyProperties()
{
// Determine source linedefs
ICollection<Linedef> sel = null;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(General.Map.Map.SelectedLinedefsCount > 0) sel = General.Map.Map.GetSelectedLinedefs(true);
else if(highlighted != null) sel = new List<Linedef> { highlighted };
if(sel != null)
{
// Copy properties from first source linedef
BuilderPlug.Me.CopiedLinedefProps = new LinedefProperties(General.GetByIndex(sel, 0));
General.Interface.DisplayStatus(StatusType.Action, "Copied linedef properties.");
}
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
// This pastes the properties
[BeginAction("classicpasteproperties")]
public void PasteProperties()
{
if(BuilderPlug.Me.CopiedLinedefProps != null)
{
// Determine target linedefs
ICollection<Linedef> sel = null;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(General.Map.Map.SelectedLinedefsCount > 0) sel = General.Map.Map.GetSelectedLinedefs(true);
else if(highlighted != null) sel = new List<Linedef> { highlighted };
if(sel != null)
{
// Apply properties to selection
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
string rest = (sel.Count == 1 ? "a single linedef" : sel.Count + " linedefs"); //mxd
General.Map.UndoRedo.CreateUndo("Paste properties to " + rest);
BuilderPlug.Me.CopiedLinedefProps.Apply(sel, false);
foreach(Linedef l in sel) l.UpdateCache();
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
General.Interface.DisplayStatus(StatusType.Action, "Pasted properties to " + rest + ".");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
General.Interface.RedrawDisplay();
}
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "Copy linedef properties first!");
}
}
//mxd. This pastes the properties with options
[BeginAction("classicpastepropertieswithoptions")]
public void PastePropertiesWithOptions()
{
if(BuilderPlug.Me.CopiedLinedefProps != null)
{
// Determine target linedefs
ICollection<Linedef> sel = null;
if(General.Map.Map.SelectedLinedefsCount > 0) sel = General.Map.Map.GetSelectedLinedefs(true);
else if(highlighted != null) sel = new List<Linedef> { highlighted };
if(sel != null)
{
PastePropertiesOptionsForm form = new PastePropertiesOptionsForm();
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(form.Setup(MapElementType.LINEDEF) && form.ShowDialog(General.Interface) == DialogResult.OK)
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
{
// Apply properties to selection
string rest = (sel.Count == 1 ? "a single linedef" : sel.Count + " linedefs");
General.Map.UndoRedo.CreateUndo("Paste properties with options to " + rest);
BuilderPlug.Me.CopiedLinedefProps.Apply(sel, true);
foreach(Linedef l in sel) l.UpdateCache();
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
General.Interface.DisplayStatus(StatusType.Action, "Pasted properties with options to " + rest + ".");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
General.Interface.RedrawDisplay();
}
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Copy linedef properties first!");
}
}
// This keeps only the single-sided lines selected
[BeginAction("selectsinglesided")]
public void SelectSingleSided()
{
int counter = 0;
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
foreach(Linedef ld in selected)
{
if((ld.Front != null) && (ld.Back != null))
ld.Selected = false;
else
counter++;
}
General.Interface.DisplayStatus(StatusType.Action, "Selected only single-sided linedefs (" + counter + ")");
General.Interface.RedrawDisplay();
}
// This keeps only the double-sided lines selected
[BeginAction("selectdoublesided")]
public void SelectDoubleSided()
{
int counter = 0;
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
foreach(Linedef ld in selected)
{
if((ld.Front == null) || (ld.Back == null))
ld.Selected = false;
else
counter++;
}
General.Interface.DisplayStatus(StatusType.Action, "Selected only double-sided linedefs (" + counter + ")");
General.Interface.RedrawDisplay();
}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
//mxd. Clear selection labels
foreach(SelectionLabel l in labels.Values) l.Dispose();
labels.Clear();
// Redraw
General.Interface.RedrawDisplay();
}
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public 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, false, false, renderer, new List<DrawnVertex>());
drawmode.DrawPointAt(v);
}
General.Editing.ChangeMode(drawmode);
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Make list of selected linedefs
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
if(selected.Count == 0) return;
// Make undo
if(selected.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Deleted " + selected.Count + " linedefs.");
}
else
{
General.Map.UndoRedo.CreateUndo("Delete linedef");
General.Interface.DisplayStatus(StatusType.Action, "Deleted a linedef.");
}
// Dispose selected linedefs
foreach(Linedef ld in selected) ld.Dispose();
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Redraw screen
SetupSectorLabels(); //mxd
UpdateSelectionInfo(); //mxd
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
General.Interface.RedrawDisplay();
// Invoke a new mousemove so that the highlighted item updates
OnMouseMove(new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0));
}
[BeginAction("dissolveitem", BaseAction = true)] //mxd
public void DissolveItem()
{
// Make list of selected linedefs
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(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("Dissolve " + selected.Count + " linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Dissolved " + selected.Count + " linedefs.");
}
else
{
General.Map.UndoRedo.CreateUndo("Dissolve linedef");
General.Interface.DisplayStatus(StatusType.Action, "Dissolved a linedef.");
}
//mxd. Find sectors, which will become invalid after linedefs removal.
Dictionary<Sector, Vector2D> toMerge = new Dictionary<Sector, Vector2D>();
foreach(Linedef l in selected)
{
if(l.Front != null && l.Front.Sector.Sidedefs.Count < 4 && !toMerge.ContainsKey(l.Front.Sector))
toMerge.Add(l.Front.Sector, new Vector2D(l.Front.Sector.BBox.Location.X + l.Front.Sector.BBox.Width / 2, l.Front.Sector.BBox.Location.Y + l.Front.Sector.BBox.Height / 2));
if(l.Back != null && l.Back.Sector.Sidedefs.Count < 4 && !toMerge.ContainsKey(l.Back.Sector))
toMerge.Add(l.Back.Sector, new Vector2D(l.Back.Sector.BBox.Location.X + l.Back.Sector.BBox.Width / 2, l.Back.Sector.BBox.Location.Y + l.Back.Sector.BBox.Height / 2));
}
General.Map.Map.BeginAddRemove(); //mxd
// Dispose selected linedefs
foreach(Linedef ld in selected)
{
//mxd. If there are different sectors on both sides, join them
if(ld.Front != null && ld.Front.Sector != null && ld.Back != null
&& ld.Back.Sector != null && ld.Front.Sector.Index != ld.Back.Sector.Index)
{
if(ld.Front.Sector.BBox.Width * ld.Front.Sector.BBox.Height > ld.Back.Sector.BBox.Width * ld.Back.Sector.BBox.Height)
ld.Back.Sector.Join(ld.Front.Sector);
else
ld.Front.Sector.Join(ld.Back.Sector);
}
ld.Dispose();
}
//mxd
General.Map.Map.EndAddRemove();
Tools.MergeInvalidSectors(toMerge);
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Redraw screen
SetupSectorLabels(); //mxd
UpdateSelectionInfo(); //mxd
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
General.Interface.RedrawDisplay();
// Invoke a new mousemove so that the highlighted item updates
OnMouseMove(new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0));
}
}
[BeginAction("splitlinedefs")]
public void SplitLinedefs()
{
// Make list of selected linedefs
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(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("Split " + selected.Count + " linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Split " + selected.Count + " linedefs.");
}
else
{
General.Map.UndoRedo.CreateUndo("Split linedef");
General.Interface.DisplayStatus(StatusType.Action, "Split a linedef.");
}
// Go for all linedefs to split
foreach(Linedef ld in selected)
{
Vertex splitvertex;
// Linedef highlighted?
if(ld == highlighted)
{
// Split at nearest position on the line
Vector2D nearestpos = ld.NearestOnLine(mousemappos);
splitvertex = General.Map.Map.CreateVertex(nearestpos);
}
else
{
// Split in middle of line
splitvertex = General.Map.Map.CreateVertex(ld.GetCenterPoint());
}
if(splitvertex == null)
{
General.Map.UndoRedo.WithdrawUndo();
break;
}
// Snap to map format accuracy
splitvertex.SnapToAccuracy();
// Split the line
Linedef sld = ld.Split(splitvertex);
if(sld == null)
{
General.Map.UndoRedo.WithdrawUndo();
break;
}
//BuilderPlug.Me.AdjustSplitCoordinates(ld, sld);
}
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Redraw screen
General.Interface.RedrawDisplay();
}
}
[BeginAction("curvelinesmode")]
public void CurveLinedefs()
{
// No selected lines?
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
if(selected.Count == 0)
{
// Anything highlighted?
if(highlighted != null)
{
// Select the highlighted item
highlighted.Selected = true;
selected.Add(highlighted);
}
}
// Any selected lines?
if(selected.Count > 0)
{
// Go into curve linedefs mode
General.Editing.ChangeMode(new CurveLinedefsMode());
}
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "This action requres a selection!");
}
}
[BeginAction("fliplinedefs")]
public void FlipLinedefs()
{
// No selected lines?
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
if(selected.Count == 0)
{
// Anything highlighted?
if(highlighted != null)
{
// Select the highlighted item
highlighted.Selected = true;
selected.Add(highlighted);
}
}
// Any selected lines?
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
//mxd. Remove single-sided lines with only front side
int selectedcount = selected.Count; // Store initial selection size...
List<Linedef> filtered = new List<Linedef>(selectedcount);
foreach(Linedef l in selected)
{
if(l.Back != null || l.Front == null) filtered.Add(l);
}
selected = filtered;
//mxd. Any valid lines?
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, (selectedcount > 1 ? "Selected linedefs already point in the right direction!"
: "Selected linedef already points in the right direction!"));
return;
}
// Make undo
if(selected.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Flip " + selected.Count + " linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Flipped " + selected.Count + " linedefs.");
}
else
{
General.Map.UndoRedo.CreateUndo("Flip linedef");
General.Interface.DisplayStatus(StatusType.Action, "Flipped a linedef.");
}
// Flip all selected linedefs
foreach(Linedef l in selected)
{
l.FlipVertices();
l.FlipSidedefs();
}
// Remove selection if only one linedef was selected
if(selectedcount == 1)
{
foreach(Linedef ld in selected) ld.Selected = false;
selected.Clear();
}
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
[BeginAction("alignlinedefs")]
public void AlignLinedefs() //mxd
{
// No selected lines?
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
if(selected.Count == 0)
{
// Anything highlighted?
if(highlighted != null)
{
// Select the highlighted item
highlighted.Selected = true;
selected.Add(highlighted);
}
}
// Any selected lines?
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
if(selected.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Align " + selected.Count + " linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Aligned " + selected.Count + " linedefs.");
}
else
{
General.Map.UndoRedo.CreateUndo("Align linedef");
General.Interface.DisplayStatus(StatusType.Action, "Aligned a linedef.");
}
//mxd. Do it sector-wise
Dictionary<Sector, int> sectors = new Dictionary<Sector, int>();
foreach(Linedef l in selected)
{
if(l.Front != null && l.Front.Sector != null)
{
if(!sectors.ContainsKey(l.Front.Sector)) sectors.Add(l.Front.Sector, 0);
sectors[l.Front.Sector]++;
}
if(l.Back != null && l.Back.Sector != null)
{
if(!sectors.ContainsKey(l.Back.Sector)) sectors.Add(l.Back.Sector, 0);
sectors[l.Back.Sector]++;
}
}
//mxd. Sort the collection so sectors with the most selected linedefs go first
List<KeyValuePair<Sector, int>> sortedlist = sectors.ToList();
sortedlist.Sort((firstPair, nextPair) => firstPair.Value.CompareTo(nextPair.Value));
sortedlist.Reverse();
//mxd. Gather our ordered sectors
List<Sector> sectorslist = new List<Sector>(sortedlist.Count);
sectorslist.AddRange(sortedlist.Select(pair => pair.Key));
//mxd. Flip the lines
Tools.FlipSectorLinedefs(sectorslist, true);
// Remove selection if only one linedef was selected
if(selected.Count == 1)
{
foreach(Linedef ld in selected) ld.Selected = false;
selected.Clear();
}
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
[BeginAction("flipsidedefs")]
public void FlipSidedefs()
{
// No selected lines?
ICollection<Linedef> selected = General.Map.Map.GetSelectedLinedefs(true);
if(selected.Count == 0)
{
// Anything highlighted?
if(highlighted != null)
{
selected.Add(highlighted);
}
}
//mxd. Any selected lines?
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
//mxd. Do this only with double-sided linedefs
List<Linedef> validlines = new List<Linedef>();
foreach(Linedef l in selected)
{
if(l.Front != null && l.Back != null) validlines.Add(l);
}
//mxd. Any double-sided lines selected?
if(validlines.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "No sidedefs to flip! Only 2-sided linedefs can be flipped.");
return;
}
// Make undo
if(validlines.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Flip " + validlines.Count + " sidedefs");
General.Interface.DisplayStatus(StatusType.Action, "Flipped " + validlines.Count + " sidedefs.");
}
else
{
General.Map.UndoRedo.CreateUndo("Flip sidedef");
General.Interface.DisplayStatus(StatusType.Action, "Flipped a sidedef.");
}
// Flip sidedefs in all selected linedefs
foreach(Linedef l in validlines)
{
l.FlipSidedefs();
l.Front.Sector.UpdateNeeded = true;
l.Back.Sector.UpdateNeeded = true;
}
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
2013-03-18 13:52:27 +00:00
//mxd. Make gradient brightness
[BeginAction("gradientbrightness")]
public void MakeGradientBrightness()
{
2013-03-18 13:52:27 +00:00
if(!General.Map.UDMF) return;
// Need at least 3 selected linedefs
// The first and last are not modified
ICollection<Linedef> orderedselection = General.Map.Map.GetSelectedLinedefs(true);
if(orderedselection.Count > 2)
{
// Gather values
2013-03-18 13:52:27 +00:00
Linedef start = General.GetByIndex(orderedselection, 0);
Linedef end = General.GetByIndex(orderedselection, orderedselection.Count - 1);
float startbrightness = GetLinedefBrighness(start);
float endbrightness = GetLinedefBrighness(end);
2013-03-18 13:52:27 +00:00
if(float.IsNaN(startbrightness))
{
General.Interface.DisplayStatus(StatusType.Warning, "Start linedef doesn't have visible parts!");
return;
2013-03-18 13:52:27 +00:00
}
if(float.IsNaN(endbrightness))
{
General.Interface.DisplayStatus(StatusType.Warning, "End linedef doesn't have visible parts!");
return;
2013-03-18 13:52:27 +00:00
}
//Make undo
General.Interface.DisplayStatus(StatusType.Action, "Created gradient brightness over selected linedefs.");
General.Map.UndoRedo.CreateUndo("Linedefs gradient brightness");
2013-03-18 13:52:27 +00:00
// Apply changes
InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode)BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex;
2013-03-18 13:52:27 +00:00
int index = 0;
// Go for all lines in between first and last
foreach(Linedef l in orderedselection)
{
float u = index / (float)(orderedselection.Count - 1);
int b = (int)Math.Round(InterpolationTools.Interpolate(startbrightness, endbrightness, u, interpolationmode));
if(SidedefHasVisibleParts(l.Front)) ApplySidedefBrighness(l.Front, b);
if(SidedefHasVisibleParts(l.Back)) ApplySidedefBrighness(l.Back, b);
2013-03-18 13:52:27 +00:00
index++;
}
// Update
General.Map.Map.Update();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 linedefs first!");
}
}
[BeginAction("smartgridtransform", BaseAction = true)]
protected void SmartGridTransform()
{
if (General.Map.Map.SelectedLinedefsCount > 1)
{
General.Interface.DisplayStatus(StatusType.Warning, "Either nothing or exactly one linedef must be selected");
General.Interface.MessageBeep(MessageBeepType.Warning);
return;
}
Linedef linedef = null;
if (General.Map.Map.SelectedLinedefsCount == 1)
linedef = General.Map.Map.GetSelectedLinedefs(true).First();
else if (highlighted != null)
linedef = highlighted;
if (linedef != null)
{
// Get the vertex that's closest to the mouse cursor
Vertex vertex = (new Vertex[] { linedef.Start, linedef.End }).OrderBy(v => Vector2D.Distance(v.Position, mousemappos)).First();
General.Map.Grid.SetGridRotation(linedef.Angle);
General.Map.Grid.SetGridOrigin(vertex.Position.x, vertex.Position.y);
General.Map.GridVisibilityChanged();
General.Interface.RedrawDisplay();
}
else
{
General.Map.Grid.SetGridRotation(0.0f);
General.Map.Grid.SetGridOrigin(0, 0);
General.Map.GridVisibilityChanged();
General.Interface.RedrawDisplay();
}
2013-03-18 13:52:27 +00:00
}
//mxd. gradientbrightness utility
private static bool SidedefHasVisibleParts(Sidedef side)
{
if(side == null || side.Sector == null) return false;
return side.HighRequired() || side.LowRequired() || (side.MiddleRequired() || (side.Other != null && side.MiddleTexture != "-"));
}
//mxd. gradientbrightness utility
private static float GetLinedefBrighness(Linedef line)
{
float frontbrightness = (SidedefHasVisibleParts(line.Front) ? GetSidedefBrighness(line.Front) : float.NaN);
float backbrightness = (SidedefHasVisibleParts(line.Back) ? GetSidedefBrighness(line.Back) : float.NaN);
if(float.IsNaN(frontbrightness) && float.IsNaN(backbrightness)) return float.NaN;
if(float.IsNaN(frontbrightness)) return backbrightness;
if(float.IsNaN(backbrightness)) return frontbrightness;
return (frontbrightness + backbrightness) / 2;
}
//mxd. gradientbrightness utility
private static float GetSidedefBrighness(Sidedef side)
{
if(side.Fields.GetValue("lightabsolute", false)) return side.Fields.GetValue("light", 0);
return Math.Min(255, Math.Max(0, (float)side.Sector.Brightness + side.Fields.GetValue("light", 0)));
}
//mxd. gradientbrightness utility
private static void ApplySidedefBrighness(Sidedef side, int brightness)
{
side.Fields.BeforeFieldsChange();
//absolute flag set?
if(side.Fields.GetValue("lightabsolute", false))
side.Fields["light"].Value = brightness;
else
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(side.Fields, "light", brightness - side.Sector.Brightness, 0);
//apply lightfog flag?
if(General.Map.UDMF) Tools.UpdateLightFogFlag(side);
}
[BeginAction("placethings")] //mxd
public void PlaceThings()
{
// Make list of selected linedefs
ICollection<Linedef> lines = General.Map.Map.GetSelectedLinedefs(true);
List<Vector2D> positions = new List<Vector2D>();
if(lines.Count == 0)
{
if(highlighted != null && !highlighted.IsDisposed)
{
lines.Add(highlighted);
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection of some description!");
return;
}
}
// Make list of vertex positions
foreach(Linedef l in lines)
{
if(!positions.Contains(l.Start.Position)) positions.Add(l.Start.Position);
if(!positions.Contains(l.End.Position)) positions.Add(l.End.Position);
}
if(positions.Count < 1)
{
General.Interface.DisplayStatus(StatusType.Warning, "Unable to get vertex positions from selection!");
return;
}
PlaceThingsAtPositions(positions);
}
//mxd
[BeginAction("alignfloortofront")]
public void AlignFloorToFront()
{
if(!General.Map.UDMF) return;
AlignTextureToLine(true, true);
}
//mxd
[BeginAction("alignfloortoback")]
public void AlignFloorToBack()
{
if(!General.Map.UDMF) return;
AlignTextureToLine(true, false);
}
//mxd
[BeginAction("alignceilingtofront")]
public void AlignCeilingToFront()
{
if(!General.Map.UDMF) return;
AlignTextureToLine(false, true);
}
//mxd
[BeginAction("alignceilingtoback")]
public void AlignCeilingToBack()
{
if(!General.Map.UDMF) return;
AlignTextureToLine(false, false);
}
//mxd
[BeginAction("selectsimilar")]
public void SelectSimilar()
{
ICollection<Linedef> selection = General.Map.Map.GetSelectedLinedefs(true);
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
var form = new SelectSimilarElementOptionsPanel();
if(form.Setup(this)) form.ShowDialog(General.Interface);
}
//mxd
[BeginAction("applylightfogflag")]
private void ApplyLightFogFlag()
{
if(!General.Map.UDMF)return;
// Make list of selected linedefs
ICollection<Linedef> lines = General.Map.Map.GetSelectedLinedefs(true);
if(lines.Count == 0)
{
if(highlighted != null && !highlighted.IsDisposed)
{
lines.Add(highlighted);
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection of some description!");
return;
}
}
// Make undo
General.Map.UndoRedo.CreateUndo("Apply 'lightfog' flag");
// Apply the flag
int addedcout = 0;
int removedcount = 0;
foreach(Linedef l in lines)
{
if(l.Front != null)
{
int result = Tools.UpdateLightFogFlag(l.Front);
switch(result)
{
case 1: addedcout++; break;
case -1: removedcount++; break;
}
}
if(l.Back != null)
{
int result = Tools.UpdateLightFogFlag(l.Back);
switch(result)
{
case 1: addedcout++; break;
case -1: removedcount++; break;
}
}
}
// Display info
General.Interface.DisplayStatus(StatusType.Action, "Added 'lightfog' flag to " + addedcout + " sidedefs, removed it from " + removedcount + " sidedefs.");
}
#endregion
}
}